* Modularize Hurt Container mode hook
* Hook condition was wrong - fixed it
* Change type of hurtEnabled for clarity
* Change type back to bool
* Add VB hook
* Don't duplicate health capacity modifier calculation
* Add constants, replace magic numbers
* Clang format
* Publicize more health unit macros
* Make mod file self-contained
* copy n64 pal 10
doing this so i can check diffs i make
* transfer german->jp icon item
* overlays, message data, icon item jpn, audio, code
todo: title_static, gameplay keep
* add kanji and fix title cards
* title static
* spell folder correctly
* boss title cards, do action, icon item, item name, map name
* headers for jpn stuff
* gameplay_keep
* Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia
todo: test & disable darunia fix cvar for ntsc
* msgptr init fix
* icon item offsets
* comment out title cards until zapd can fix itself (we extract these in a different file anyway)
* compile and font implemented to get past title screen
* file select
* message, kaleido and everything else but rando
* uintptr_t
* rando and custom messages working!
* ntsc-j 1.0 support
* n64 logo?
* copy ntsc 10 to 11
* ntsc 11 extraction
* change title version names
* copy ntsc 11 to 12
* ntsc 12 extraction
* clean up some todos
* re checkout submodules post merge
* fix US filename
* support cross-version filenames
* add new versions to non-mq list
* use correct message table init
* Fix ntsc nes message table overriding pal nes message table
* actual fix, allows extraction
* fix file name using wrong font of file being hovered over
* Fix barinade crash
* re-add pal
* better jabu fix and revert LUS
* fix gerudo title cards
* better better owl select
* more owl fixes
* build
* fix some name decode issues
* Switch Language Mid Text
* Fix PAL displaying for JP filenames
* Fix AskToEquip Crash
* Disable Credits Timing Fix on NTSC
* Fix JP Text positioning
* basic language switching (BIG todo: file select, title screen)
* Title Screen Hopefully working
* add ntsc to linux appimage stuff, TODO: add .v64/.n64 support
* Update OTRExporter
* Fix pause to decide offset
* Fix bomb item name crash
* fix fire arrows and PoH
* builds
* update asset changes and fix menu language changing
* fix name decode
* Fix crashes and add rando/boss rush select stuff
* Revive debug feature by setting language cvar too
* Fix ocarina text speed softlock, and update jp text speed changes
* Merge remote-tracking branch 'upstream/develop' into NTSC
* Fix options menu and let pal use japanese fully
* Resolve some suggestions
* match up gTextSpeed changes to english (still broken!)
* Fix text speed crash
* Set default filename language on save init funcs
* bump otrexporter
* Display same correct info for n64 ntsc-j and ntsc-u
* quicktext more closely aligned with decomp
* linux appimage v64/n64 checksums
* bump zapd
* Credits Fix Tooltip Adjusted
* update supported hashes json
* update shasums to include JP n64
* Basic restructure
* Undo most randomizerInf changes for now
* Small fixes
* Fix linux & mac builds?
* Fix remnants of randomizerInf changes
* Post-merge fix
* Post-merge fix
* Initial mockup
* Rip out part of plando mode, implement rando settings menu
* MVP new randomizer flow
* Translation support and code cleanup
* Fixes and more cleanup
* Fix whoopsie
* Fix whoopsie 2
* Remove unused headers
* Move all "ResourceMgr_" functions to a new file
* Don't transitively include SaveManager
* Move cvar prefixes to a new header
* Add missing includes
* Update OTRGlobals.cpp
* Fix build
* Address review
* Fix some of the errors
* Update gameplaystats.h
* Update z_en_in.c
* Hopefully fix the linux issues
* Fix Linux issues for real this time, I checked
* Update ResourceManagerHelpers.cpp
* Update z_obj_mure2.c
* Post-merge fixes
* Fix build (hopefully)
* Post-merge fixes
* Update z_file_nameset_PAL.c
* cleanup some unnecessary headers (#7)
---------
Co-authored-by: Archez <Archez@users.noreply.github.com>
* Rename entrance enums for clearer location by name.
Change entrance name strings to be clearer for single-entrance tracking.
* Rename grotto macros to remove "RANDO", and move them to `randomizerTypes.h` for use elsewhere.
* Add entrance enums to rando's entrance.cpp.
Rename a couple RandomizerRegions for consistency.
* Swap entrance ids to enum values in rando's entrance.cpp.
Few more renames for clarity and consistency.
* Adapt entrance tracker to utilize new names and only display original source and substituted destination.
Few more renames for consistency.
* Missed a space in the tracker output.
* Restore pre-digit names of some enums, name great fairies more consistently.
* Improve check tracker performance.
* Fix vanilla saves getting randomizer quest assignment.
Fix trying to load blank data blocks from save file.
Prevent writing randomizer block, even if empty, when save type isn't rando.
* Convert ocarina buttons & skip scarecrow song to VB
* Move most of boss rush & rupee/key counters to VB
* Move BossRush_HandleCompleteBoss to VB
* Convert boss timestamps to VB
* Move being able to open doors to VB
* Convert Entrance_OverrideWeatherState to VB
* Move boss souls to hook_handlers.cpp
* Update hook_handlers.cpp
* Move infinite upgrades to hook_handlers.cpp
* Move skeleton key to hook_handlers.cpp
* Move swim and child wallet to hook_handlers.cpp
* Move ganons boss key to hook_handlers.cpp
* Move triforce hunt to hook_handlers.cpp
* Move randomizer sheik spawn to hook_handlers.cpp
* Update BossRush.h
* Convert spoiling items to VB
* Move load game stuff to hook_handlers.cpp
* Move warp song handling to hook_handlers.cpp
* Convert being able to play bowling to VB
* Move shooting gallery man handling to hook_handlers.cpp
* Move spirit temple silver block removal to hook_handlers.cpp
* Fix build
* Move last beehive stuff to hook_handlers.cpp
* Fix build
* Add VB_CLOSE_PAUSE_MENU
* Add VB_BE_ABLE_TO_SAVE
* Add VB_RENDER_YES_ON_CONTINUE_PROMPT
* Add VB_SPAWN_BLUE_WARP
* Add VB_BLUE_WARP_ADULT_WARP_OUT
* Add VB_BG_BREAKWALL_BREAK
* Convert Saria stuff to VB
* Remove now unused check
* Add VB_GANON_HEAL_BEFORE_FIGHT
* Update hook_handlers.cpp
* Fix blue warp offsets
* Fixes from review
* Improve documentation
* Update BossRush.cpp
* Fix my stupidity
* Fix#4327
* Update hook_handlers.cpp
* Fix blue warps
* Use ultralib types & clean header
* Replace options amount macro with BR_OPTIONS_MAX
* Remove unused includes
* Remove accidental line doubling
* Tweaks to boss rush (#6)
* Update GameInteractor_HookTable.h
---------
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* p
* Missed the prefix renames.
* More missed ones.
* Mostly finished cleanup.
Removed a few CVars and some related functionality.
* Bit more (prepping non-existent title card color editing).
* Resolve gCrowdControl.
* Final cleanup.
* Universal constant, not acceleration...
* Preset CVars.
* Standardized CVar macros to have `CVAR_` at the front instead of the end.
Removed excluded and replaced sequence macros.
* Missed a few developer CVars outside of `SohMenuBar.cpp`
* 1 more.
* Initial StaticData and RandoItem class definitions
* Initial implementation of RandoItem class.
* Rerranges RandoItem Constructor parameters
The parameters were rearranged for easy copy-paste from the GET_ITEM macro calls later on.
* Switches static data from map to static array.
Array is all that is needed, since the item list will be contiguous and indexed by the RandomizerGet Enum values.
* Defines part of the randomizer item list.
* Adds more item class instances to item_list.cpp
Up through bottles, many more items still to go.
* Adds song items
* Adds Maps and Compasses to the item_list
* Added Key Items to item_list
* Added Key Rings to item_list
* Added Dungeon Rewards to item_list
* Adds generic items and refills to item_list
* Adds shop items, triforce, and hints
Also added constructors that put the GET_ITEM_NONE data in for these items, since there is no corresponding GetItemEntry for them.
* Adds in the stages of progressive items
These are present for GetItemEntry purposes, and aren't really meant to be used in seed generation (unless we find a need for it later on.)
* Remove GetItemEntry data from progressive items
* Moves/adds function definitions to item/item_list
* Refactors GetItemEntry data
It's now a pointer to memory instantiated on the heap in the constructor. These are shared pointers so the memory is freed if any of the item instances get deconstructed (which they shouldn't but just in case.)
* Adds item class member for if item is progressive
* Removes unneeded stuff from initializer list macro
* Replaces relevant `uint32_t`s w/ `RandomizerGet`s
Also replaces calls to the ItemTable method with StaticData::RetrieveItem
* Switches our runtime code to use the new itemList.
* Changes just enough hint gen code to compile
* Initial Definition of Location Class
* Initial Implementation of Location
* Fixes some names and definitions.
* Extracts ActorID and SceneID enums to separate files.
This allows importing them without causing weird conflicts in cpp files when importing the z64scene.h and z64actor.h files directly. Now you can just import z64scene_enum.h and z64actor_enum.h instead. The two old files also import these new files so that existing setups still work as expected.
* Replaces the forward definitions with the new imports.
* Adds missing data for RandomizerCheckObjects.
* Definition and first entry of locationTable
* Added Mido's House Locations
* Added locations up through lost woods.
* Adds in Hyrule Field locations.
* Adds Lake Hylia locations
* Adds location name comments
* Adds Gerudo Valley Locations
* Adds Gerudo Fortress locations.
* Adds the Wasteland and Collosus locations
* Adds Market locations
* Adds Hyrule Castle locations.
* Adds Kakariko and Graveyard locations.
* Adds Death Mountain checks.
* Adds Goron City locations
* Adds Death Mountain Crater locations
* Adds Zora's River locations
* Added Zora's Domain Locations.
* Added Zora's Fountain locations
* Adds Lon Lon Ranch locations.
* Adds Deku Tree locations
* Adds Dodongo's Cavern Locations.
* Adds Jabu Jabu's Belly Locations
* Adds Forest Temple Locations
* Adds Fire Temple Locations
* Adds Water Temple Locations
* Added Spirit Temple Locations
* Some of shadow temple locations.
* Adds remaining Shadow Temple locations
* Fixes a leftover merge conflict
* Adds Bottom of the Well locations.
* Adds Ice Cavern locations
* Adds GTG locations.
* Adds Ganon's Castle and Tower locations
* Adds dungeon Gold Skulltula locations.
* Adds Overworld Gold Skulltula locations
* Adds dungeon reward locations
* Adds Heart Container Locations
* Adds Cutscene and Song locations
* Adds Cow locations
* Adds Shop locations.
* Adds hint locations
* Adds function for retrieving the Location data.
* Initial definition of ItemLocation structure for tracking runtime data
* First push on converting code to use new location definitions
* Changes hints to use the new tables
* Further conversion of hints to new definitions.
* Adds new Hint and Location IDs to area tables
* Moves areaTable to use new RandomizerRegion keys
* Removal of 3drando/item_location files.
* Uses new RandomizerRegion keys in entrance.cpp
* Final push for removal of massive keys.hpp enum
* Uses new SceneID Enum Values
* Remove RandomizerCheckObject structs in favor of new location list.
* Fix a few stragglers to successfully build
* Rename of RandoItem to just Item, but in the Rando namespace
* Adds static hints (Light Arrows, Altar text, etc) to the new Hint table.
* More hint related fixes/edits
* small fix for #include path
* Fix various miscellaneous issues related to seed gen and spoiler parsing.
* Handle progressive items correctly.
* Fixes some hint generation logic
* Fix a few GetItemEntry niche bugs.
* Adds missing shop GI Entries
* Formatting fixes
* small formatting fix
* Namespace StaticData under Rando
* Added a note about a potential use-after-free.
I confirmed the actual pointer in question isn't currently being used, but I added the note as a reminder to fix it later and/or as a warning to anyone who changes how the return value is used.
* Fixes missing location table entries
* Fixes LUS submodule and removes now-unused code
* Resolves weird duplicate definition issue
* Fix missing include
It was missed because not being included wasn't an issue on Windows.
* Fixes error present on Linux builds
* Fixes some issues with excluding locations
* Updates the Resolve Exclusion conflicts function
not sure if actually used, will look into that more later
* Removes some duplicate RGs
* More fixes of duplicate RG values.
* Fix a few duplication issues in the check tracker.
* Fix progressive bombchus.
* Minor typo fix, shouldn't really be affecting anything though
* Should fix some of the remaining check tracker issues.
* oops wrong boolean operator
* Fix skulltulas in the check tracker.
* oops, missing comma
* re-formatting of HintStone locations
* Fixes issue when picking up second Progressive Bullet Bag
* Hide bombchu bowling bombchus
* Fixes missed skullScene in location_list
* Reformats shop items
* Re-formats cow checks
* reformat song locations
* reformat "cutscene" checks
* reformat heart container locaitons
* reformat Boss/Dungeon reward checks
* Hide Triforce Completed if not playing Triforce Hunt
* Fixes incorrect chest param
* reformat GS Tokens locations and cuts down on duplicate data
* reformat Ganons Castle checks
* reformat GTG check locations
* Prevents Gift from Raoru from appearing in the check tracker
* more reformatting (botw, ice cavern, shadow temple)
* Should fix a couple more check tracker checks
* reformat spirit temple checks
* reformat water and fire temple checks
* fix RC_ZR_GS_ABOVE_BRIDGE flag typo
* reformat Forest Temple checks
* Fix RC_LW_TRADE_ODD_POTION in check tracker
* reformat child dungeon locations
* reformat overworld locations
* reformat item entries
* New Item Override system
* use new ItemOverrides and use ItemLocations table for getting items
* Saves/Loads directly from/to new ItemLocation table with overrides for traps
* Removes gSaveContext.itemLocations
* Don't load spoiler file on boot automatically.
Currently this means the old spoiler will have to be manually dropped or a new one generated in order to make a new rando file. Next I want to make it so that:
1. The Randomizer Quest button on the file select menu is always unlocked, even if a spoiler is not loaded.
2. If it's selected and a spoiler is not loaded, a menu will appear that asks if you want to generate a new seed or re-generate the previous one (if a spoiler file is present).
3. On choosing to generate a new one, you may also get an in-game menu to quickly apply a preset before generating (not sure if I'm going that far just yet).
4. After that, a seed is generated and you are taken back to the file select screen with the new file present.
5. If a seed is generated via the menu ahead of time, the CVar for loading the spoiler file will be set, but the spoiler file will not be parsed. All the data needed to actually play the randomizer at that point is
already in memory and in the save file (or at least I'll make it so that it is if it isn't already).
6. If a spoiler file is dropped over the window, the spoiler file is loaded, but it will only be parsed to get the seed and the settings, then the playthrough will be generated from scratch with that data. Thus allowing
for hints to be in the user's language of choice no matter what language the spoiler file was generated in.
7. Additionally, there will be a plandomizer mode that, if enabled, causes dragging and dropping a spoiler file to read the entire spoiler file instead of just the seed, and making a new file will use the data from there
instead of generating a new seed. This in particular may be expanded to have a "plando file" that contains more info than a spoiler file would normally have, such as cosmetic data and a more fleshed out
custom message syntax for various types of custom hints and whatnot. But that will be probably much later.
* Auto-gen rando seed when making a new rando file.
Also adds new logic for displaying the seed hash icons. Now, it is displayed in the following situations:
1. On the confirmation page when loading a rando save, the hash icons for *that save* are displayed.
2. On the name select screen after generating a seed, the hash icons for the seed that was just generated will be shown.
3. If you have dragged a spoiler log onto the window, the hash icons for that seed will be displayed while randomizer is selected on the quest select screen.
Currently the spoiler is just ignored, as the logic for pulling the settings from the spoiler file and regenerating the same seed has not been coded yet.
* Fix a few typos/bugs
* Partial conversion to new Settings/Option class
* Further conversion to new settings/options classes
* New settings struct (not fully working, need to wire it up to SaveManager)
* Move save files to new settings struct. Also fixes MQ options to match 3drando
* Fixes some spoilerfile related issues
* Cleans up now unused arrays
* Fixes some unhandled entries in parse settings switch case
* Reimplements parsing of settings on file drop to re-generate seeds
* Move merchantPrices into ItemLocation tables.
* Move hints to new struct
* Fixes a few seed gen bugs surrounding hints
* Fix treasure chest game.
* Relocate Entrance Shuffle code into ctx
* Move entrances to new context at runtime
* Remove now unused code from SaveContext and randomizer.cpp/.h
* Fix non-windows builds?
* Moves Dungeon Quests to new context
* Move trials into new context
* Whoops, forgot to construct the Trials in the context.
* Fixes accidental nullptr reference
* Fixes bug with saving MQ dungeons
* Implements plando mode and removes now unused code.
Largely untested, expect some bugfixes.
* prevent a multiple definition bug
* another attempt to fix the gSeedTextures multiple def error
* Fixes some minor hint issues from conflict resolution
* Some additional glue needed for merge
* Fixes another couple of miscellaneous issues/inconsistencies.
* A few french corrections
* Makes CVar gRandomizeWarpSongText match the checkbox default value.
* The mother of all commits
* Removed `GI_SWORD_MASTER`;
"Master Sword" Items now actually give MS
* Removed dupe MS entries in item pool;
updated GIMESSAGE (should stop crashing on non-Windows);
re-added MS in item list
* Give Adult Link a freebie with shuffle MS on;
cihld -> adult no longer gives MS;
ToT Master Sword now gives correct item
* add master sword GI draw func based on ToT MS object
* Force `MasterSword` logic var to only update upon getting MS
* Dorf funny line now activates with LA and MS in inv
* Apply suggestions
* Updated RAND_INF;
Check Tracker changes;
Gave RAND_INF and ice trap logic to ToT MS check;
Fixed swordless behavior for HBA/fishing
* ToT MS Check now works in check tracker;
Visual bug where box hovers over non-existent MS gone;
Fixed RAND_INF check with ToT MS pedestal;
Ganon no longer gives free MS
* adult equips no longer reset in MS shuffle
* Apply (most) locacc review suggestions
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
* Reorganized swordless check for interface to fit edge cases;
getting master sword no longer highlights box
* Edge case for BGS but no bow
* Fix implicit declaration error for GI hooks (#9)
* Adjusted `CanAdultAttack/Damage`; applied logic suggestions
* Fixed build errors (hopefully)
* Cleanup merge
* get shit working again
* Tidied up remaining uses of DD flag as rando indicator
* make master sword invisible and fix ms flag (#10)
* Add text to sheik if go mode is obtained but barrier is still up
* overhaul swordless behavior in `func_80083108`
* reworked ToT MS Check to have an actual GI
* suggestions
* Apply suggestions
* Better swordless handling with temp B (#11)
* better swordless handling with temp B
* prevent auto save in fishing pond
* prevent auto save during bombchu bowling
* enum fix
---------
Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
* Change most n64ddFlag checks to IS_RANDO checks
* Change most isMasterQuest checks to IS_MASTER_QUEST checks
* Change most isBossRush checks to IS_BOSS_RUSH checks
* Replace isMasterQuest & isBossRush with questId
* Replace n64ddFlag with questId
Also restore authentic n64ddFlag behavior except savefile saving/loading
* Move quest enum from file_choose.h to z64save.h
* Update macros to not take gSaveContext
* Ganon(dorf) cutscene skips
* Remove leftover code
* Load into chamber of sages
* Fix loading into chamber without fast file select
* Boss warps in chamber done
* Change warps back to chamber
* Initial proof of concept done
* ganon(dorf) cutscene skips
* Code cleanup & auto age equipment
* Gameplay stats timer + tweaks
* Scuffed timer
* Better timer
* remove arena props + fix arena exits
* Fix blue warps
* Attempt to fix build
* Fix build again
* And again..
* Try no. 9001
* Handle dying and saving
* Child link face fire medallion
* Fix build
* Fix warps after reset/death
* Disable doors and move player spawns in boss rooms
* Fix boss rush logo rendering
* Start of ingame options menu
* File Select cleanup
* Fix build
* Render char text PoC
* Move functions to be more generic
* Fix build
* Fix other builds
* Initial text scaling/kerning
* Special characters prep
* All special characters work now
* Attempt to fix build
* Fix build question mark
* Finish all kerning
* Start of ingame options menu with vertical scrolling
* Barebones functional options menu
* More options menu progress
* More visual elements for options menu
* Options menu visual changes, implement all options, tons of cleanup
* Cleanup and comments
* Shorter enums
* More options
* Change default heart count
* Finish French translations
* Implement timer in cosmetics editor
* Uncomment timer requirement
* Variable name change
* German translation & small UI tweaks
* Animated up/down arrows in options UI
* Better arrows in options UI
* Cleaner timer + make it usable for general gameplay
* More cleanup + ganon & ganondorf boss option
* Implement never heal option
* Slight up arrow in options UI tweak
* Add BGS option
* Reintroduce ganondorf cutscene skip
* Change encoding to UTF on bossrush.cpp
* Fix build hopefully
* Fixed static variables leading to options not properly resetting
* Fix BR completed timestamp
* Change timer to render on top of everything
* Offset final BR time by 0.1 second from boss timestamps
* Add missing check for boss rush
* Implement soh_assets.h
* Revert merge mistake
* Fix special characters with UTF-8
* Fix build
* here's the fix you can merge from your phone
* Fix quest select crash with oot.otr only
* Use OoT's kerning
* Fix HD textures on options menu
* Fix special character kerning
* "Heal every boss" fixes
* Seperate headers + bunny hood option
* Remove GetUnixTimestamp() externing
* Clean up extern "C"'s
* Address review comments
* Fix build question mark
* Remove accidental styling change
---------
Co-authored-by: briaguya <briaguya@alice>
* Refactor `Vec2f`, `Vec3f`, `Vec3s` in `z64math` to avoid reserved identifiers.
* Include `z64save` in SaveManager, which requires encapsulating `#include gameplaystats.h` and `InitStatTracker` in the cpp to fix compile issues.
Adds SaveContext reference parameters to SaveFunc and existing implementations in preparation for threaded saves.
* Threaded saves fully implemented.
Platform-specific save code removed.
Thread safety added. Will wait for thread pool tasks to finish before resetting or closing.
* Converted gSaveContext copy for save threads to the heap with `new`, deleted at the end of the threaded function to prevent possible issues with the stack.
* Turns out leaving the call to `ThreadPoolWait` in a `GameInteractor::OnExitGame` hook seems to be just fine.
* Removed unnecessary references to `SaveManager::ThreadPoolWait()`, game hooks are the only places it's called now.
* Re-added WiiU/Switch performance save code.
* Added call to `SaveManager::ThreadPoolWait` in `Sram_InitSave` to prevent trying to load a newly "created" save before the save file was actually written.
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Changed OnReceiveItem hook to pass GetItemEntry, which required the following changes:
Reworked the references to it in `z_parameter` to call a single function with the item return and hook call in it for ease of editing.
Modified the pendingSale functionality to set and pass a modIndex value as well, as mod items (like randomizer) in shops still use the vanilla sale path.
* Missed some files for the pendingSale changes.
Also added Randomizer_Item_Give to the OnReceiveItem system.
* Ice traps now trigger OnReceiveItem.
* All ice traps truly do work now.
As a side effect, item autosave doesn't work for shop/scrub/merchant transactions, requires new OnSaleEnded hook that can also call the autosave.
* Removed unnecessary calls to ItemTable_RetrieveEntry where GetItemEntry properties were being used to call it. General code cleanup.
* Added OnSaleEnd hook for when rupees are finished deducting after a sale.
Migrated AutoSave to its own function, registered AutoSave function to OnReceiveItem and OnSaleEnd hooks to help with autsaving after buying items.
Some futureproofing for AutoSave function with parameters for skipping autosave, for when transition end is migrated to AutoSave function (whether through direct call or through a hook).
* Renamed hook paramaters, and registered hook function parameters, to a more descriptive alternative.
* Missed a couple, fixed a typo.
* One more missed paramater name refactor.
Refactored all references to OnReceiveItem to OnItemReceive to mirror upcoming full hook refactor for name ordering conventions.
Up-to-date with develop.
* add loadgame/exitgame GI hooks
* implement loadgame/exitgame hooks in game code
* move entrance tracker data lifecycle to hooks
* update cosmetic editor to update onloadgame hook
* fix entrance init and entrance tracker not working properly when no spoiler log is loaded
* fix rando adult trade spoilable items reverting when no spoiler log loaded
* full health spawn
Co-authored-by: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com>
* add enahancement to gamemenubar, update to use new cvar method names, simplify save loading logic so loading a save with less than 3 hearts spawns with full hearts with enhancement enabled instead of spawing with 3
* formatting
Co-authored-by: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com>
* initial pass for entrance tracker
* add search meta tags to entrance tracker data; clear entrance tracker on title screen
* rename to use playstate/play
* fix lus imports
* move discovered entrance info to SohStats struct
* Add scene info and highlighting to entrance tracker
* hide undiscovered text when searching
* add comments for entrance tracker
* fix merge conflict error
* account for zora river -> hyrule field water entrance in tracker
* fix assignement error
* remove unneeded defaults from debug file init
* adjust entrance tracker settings and add more search tags
* convert magic numbers to defines; add more comments to entrance tracker; clarify variable names
* add reverse index to entrance tracker data to compare with instead of using strings
* rename variables