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Temporary fix water/darkness level in pipe rooms #207

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May 12, 2024
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31 changes: 31 additions & 0 deletions YAMS-LIB/Program.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3180,6 +3180,37 @@ void RotateTextureAndSaveToTexturePage(int rotation, UndertaleTexturePageItem te
// Pipe rando
// TODO: optimization could be made here, by letting rdv provide the room where the instance id is, thus not neeeding to crawl over every room.
// TODO: for this (And for entrance rando) i need to go through each room, and set the correct global.darkness, global.water and music value.
// FIXME: temporary hack to change darkness, waterlevel and music value for all pipe rooms.

foreach (var roomName in new[]
{
"rm_a1a11",
"rm_a2a18",
"rm_a2a19",
"rm_a3a27",
"rm_a4h16",
"rm_a4a14",
"rm_a5c14",
"rm_a5b03",
"rm_a5b08",
"rm_a5a01",
"rm_a5a09",
"rm_a5c26",
"rm_a5c31",
"rm_a5c25",
"rm_a5c13",
"rm_a5c17",
"rm_a7b03B",
"rm_a6a11",
"rm_a6b03",
"rm_a6b11",
"rm_a7a07"
})
{
gmData.Rooms.ByName(roomName).CreationCodeId.PrependGMLInCode("global.darkness = 0; global.waterlevel = 0; global.watertype = 0; mus_change(musItemAmb); ");
}


foreach (var pipe in seedObject.PipeObjects)
{
foreach (UndertaleRoom? room in gmData.Rooms)
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