Add AVA2-style display options (effect level, trees, clouds)
Client-only port of ENABLE_GRAPHIC_ON_OFF / HIDE_OBJECTS: five effect levels toggle attached actor effects via Active/Deactive, tree and cloud parts use background.SetVisiblePart, plus shortcuts for the original name and damage options. mt_display window, mt_display.cfg, port.display test, docs/AVA2-DISPLAY.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
parent
e22d7ba6fd
commit
e546f91e03
@@ -4,6 +4,7 @@
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#include "PythonNonPlayer.h"
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#include "PythonPlayer.h"
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#include "PythonCharacterManager.h"
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#include "PythonSystem.h"
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#include "AbstractPlayer.h"
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#include "AbstractApplication.h"
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#include "Packet.h"
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@@ -1868,6 +1869,7 @@ void CInstanceBase::Update()
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{
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++ms_dwUpdateCounter;
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__UpdateEffectShown();
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StateProcess();
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m_GraphicThingInstance.PhysicsProcess();
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m_GraphicThingInstance.RotationProcess();
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@@ -2454,6 +2456,25 @@ bool CInstanceBase::__IsInViewFrustum()
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return m_GraphicThingInstance.isShow();
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}
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// PORT: AVA2 ENABLE_GRAPHIC_ON_OFF effect level, applied to attached effects (skills, buffs, refine glow).
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void CInstanceBase::__UpdateEffectShown()
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{
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const int iLevel = CPythonSystem::Instance().GetEffectLevel();
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bool isShown = true;
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if (iLevel == 4)
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isShown = false;
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else if (iLevel != 0 && !__IsMainInstance())
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{
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if (iLevel == 1)
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isShown = IsEnemy() || IsStone();
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else if (iLevel == 2)
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isShown = IsPC();
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else
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isShown = false;
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}
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m_GraphicThingInstance.SetAttachingEffectShown(isShown);
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}
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bool CInstanceBase::__CanRender()
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{
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if (!__IsInViewFrustum())
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