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Objects: mods name their Quick Drop objects and group them into families with reskate-objects.json
A mod's objects each got a tile of their own, titled with the raw key, so sizes or colours of one object could not share a tile and X / Square had nothing to pick from. A reskate-objects.json in the mod folder now gives them titles, families and categories, read at startup into a mod_objects map kept apart from the game's own items. It only adds: taken ids and the game's items are left out.
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@@ -203,6 +203,19 @@ extern "C" __declspec(dllexport) BOOL WINAPI DingoSDKDebugInitialize() {
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if (r.custom_levels.present)
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dingosdk::logging::log(dingosdk::logging::Level::info, dingosdk::logging::Channel::level,
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"Custom-level destinations after merging: {}.", r.custom_levels.levels.size());
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// Names and Quick Drop families mods give their own objects, before anything lists objects.
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{
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std::vector<std::pair<std::string, std::filesystem::path>> object_files;
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for (const auto& mod : mod_catalog.mods)
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object_files.emplace_back(mod.name, mod.directory / dingosdk::content_cache::mod_objects_file);
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const auto declared = dingosdk::content_cache::install_mod_objects(object_files);
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for (const auto& note : declared.notes)
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dingosdk::logging::log(dingosdk::logging::Level::warning, dingosdk::logging::Channel::objects,
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"Mod objects: {}.", note);
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if (declared.mods)
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dingosdk::logging::log(dingosdk::logging::Level::info, dingosdk::logging::Channel::objects,
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"Mod objects: {} named by {} mod(s).", declared.objects, declared.mods);
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}
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auto interposer = GetModuleHandleW(L"sl.interposer.dll");
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if (!interposer) interposer = LoadLibraryExW(interposer_path.c_str(), nullptr,
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LOAD_LIBRARY_SEARCH_DLL_LOAD_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32);
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