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RevisionManager.cs
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using ItemChanger;
using ItemChanger.Internal;
using ItemChanger.Tags;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Fyrenest
{
internal class RevisionManager
{
public static void OnRevision(int oldRev, int newRev)
{
/*
//Change Vengeful Spirit placement to Shade Soul
if (oldRev < 3 && newRev >= 3)
{
AbstractPlacement vsPlacement;
Ref.Settings.Placements.TryGetValue(LocationNames.City_Crest, out vsPlacement);
if (vsPlacement.CheckVisitedAny(VisitState.ObtainedAnyItem))
{
//if VS has been collected, upgrade it to Shade Soul
PlayerData.instance.fireballLevel = 2;
} else
{
//otherwise change the placement
AbstractPlacement placement = Finder.GetLocation(LocationNames.City_Crest).Wrap();
AbstractItem aitem = Finder.GetItem(ItemNames.Shade_Soul);
aitem.RemoveTags<IItemModifierTag>();
placement.Add(aitem);
ItemChangerMod.AddPlacements(new AbstractPlacement[] { placement }, PlacementConflictResolution.Replace);
}
SetTransition("Ruins1_31", "bot1", "Room_GG_Shortcut", "top1");
SetTransition("Room_GG_Shortcut", "left1", "Ruins2_10b", "right1");
}*/
}
public static void SetTransition(string sourceScene, string sourceGate, string targetScene, string targetGate, bool oneWay = false)
{
Transition t1 = new Transition(sourceScene, sourceGate);
Transition t2 = new Transition(targetScene, targetGate);
ItemChangerMod.AddTransitionOverride(t1, t2);
if (!oneWay) ItemChangerMod.AddTransitionOverride(t2, t1);
}
}
}