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sdvx: option to disable Live2D (#777)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Adds an option to disable Live2D. Can be disabled everywhere, or just during a song. ## Testing Tested EG final and recent Nabla.
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@@ -53,6 +53,7 @@
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#include "games/sc/sc.h"
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#include "games/scotto/scotto.h"
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#include "games/sdvx/sdvx.h"
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#include "games/sdvx/sdvx_live2d.h"
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#include "games/shared/printer.h"
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#include "games/silentscope/silentscope.h"
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#include "games/mfc/mfc.h"
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@@ -1046,6 +1047,20 @@ int main_implementation(int argc, char *argv[]) {
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if (options[launcher::Options::SDVXForce720p].value_bool()) {
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GRAPHICS_SDVX_FORCE_720 = true;
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}
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#ifdef SPICE64
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// only the Live2D-capable SDVX versions are 64-bit, so this whole feature is
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// gated out of 32-bit builds and only armed for SDVX (model KFC).
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if (avs::game::is_model("KFC")) {
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auto live2d = options[launcher::Options::SDVXDisableLive2D].value_text();
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if (live2d == "always") {
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GRAPHICS_SDVX_LIVE2D_MODE = SdvxLive2dMode::Always;
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} else if (live2d == "ingame") {
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GRAPHICS_SDVX_LIVE2D_MODE = SdvxLive2dMode::InGame;
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// scene detection runs independently of the SDVX game module
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games::sdvx::live2d_scene_detection_init();
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}
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}
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#endif // SPICE64
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if (options[launcher::Options::InvertTouchCoordinates].value_bool()) {
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rawinput::touch::INVERTED = true;
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}
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