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Add RemoveSpinAttackDarkness
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@ -1370,6 +1370,8 @@ void DrawEnhancementsMenu() {
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UIWidgets::Tooltip("Shows what items you have collected in the file select screen, like in N64 randomizer");
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UIWidgets::Tooltip("Shows what items you have collected in the file select screen, like in N64 randomizer");
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UIWidgets::PaddedEnhancementCheckbox("Better ammo rendering in pause menu", CVAR_ENHANCEMENT("BetterAmmoRendering"), true, false);
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UIWidgets::PaddedEnhancementCheckbox("Better ammo rendering in pause menu", CVAR_ENHANCEMENT("BetterAmmoRendering"), true, false);
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UIWidgets::Tooltip("Ammo counts in the pause menu will work correctly regardless of the position of items in the inventory");
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UIWidgets::Tooltip("Ammo counts in the pause menu will work correctly regardless of the position of items in the inventory");
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UIWidgets::PaddedEnhancementCheckbox("Remove spin attack darkness", CVAR_ENHANCEMENT("RemoveSpinAttackDarkness"), true, false);
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UIWidgets::Tooltip("Remove the darkness that appears when charging a spin attack");
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -125,6 +125,10 @@ void EnMThunder_Destroy(Actor* thisx, PlayState* play) {
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}
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}
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void func_80A9F314(PlayState* play, f32 arg1) {
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void func_80A9F314(PlayState* play, f32 arg1) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("RemoveSpinAttackDarkness"), 0)) {
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return;
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}
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Environment_AdjustLights(play, arg1, 850.0f, 0.2f, 0.0f);
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Environment_AdjustLights(play, arg1, 850.0f, 0.2f, 0.0f);
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}
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}
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