Generic host, gfx and tools taken from d2r-mobile (MIT), with the D2R gameplay, diagnostics and Blizzard/Granny/movie layers removed. - hle_hid.c: generic standard-controller layer (all Npad styles) - hle_sdk16.c: newer-SDK oe/time/pl/vsync/diag hooks - hle_offline.c: offline stubs for prepo/ldn/socket/ssl/nifm/nsd/friends/ngc/err - hle_fs.c, hle_account.c: SDK 16 overloads - loader.c: unreferenced forced hooks only logged (DM_FORCE_STRICT=1 aborts) - NVN: API 55.15, 13 newer names, ~45 state-only functions, tex_t packed to 0x80 (Mario allocates NVNtexture as 0x80; 0x88 corrupted the heap) Frontier: null read at main+0x64763c inside the frame loop.
9 lines
1.5 KiB
C
9 lines
1.5 KiB
C
#include <stdint.h>
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// 「极乐世界」:建角时勾选、之后不可改的按角色开关。该角色在局内时:暗金掉率 ×5、套装 ×3(品质比例表)。实现与依据见 dm_elysium.c
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// 「极乐世界」(Elysium): a per-character switch checked at character creation and unchangeable afterwards. While that character is in a run: unique drop rate ×5, sets ×3 (quality ratio table). For the implementation and its basis see dm_elysium.c
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#pragma once
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void dm_elysium_arm(int on); // 建角页的勾选项调:1 = 这次建出来的角色是极乐世界角色,0 = 不是。只对紧接着的一次建角生效,用掉即清 | Called by the checkbox on the character creation page: 1 = the character created this time is an Elysium character, 0 = it is not. Applies only to the immediately following character creation and is cleared once used
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int dm_elysium_active(void); // 当前这一局是不是极乐世界角色的局(表已改) | Whether the current run is the run of an Elysium character (tables changed)
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void dm_elysium_pump(void); // 游戏主线程每帧调(dm_actions_pump) | Called every frame on the game main thread (dm_actions_pump)
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void dm_elysium_stash_step(uint64_t game, uint64_t player, uint8_t *main_base); // 游戏服务端那一侧每拍调(diag.c 读玩家状态处):新建极乐世界角色后补齐共享仓库 | Called every tick on the game server side (where diag.c reads the player state): tops up the shared stash after a new Elysium character is created
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