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dsda: put non-sync settings to ini but not pass them on init
if we set them on core init that's how it'd remember them in the reference state, so loading states made with different init options would fail to load
instead we set everything to default on init and then change to what the user set during the first frame advance. that way reference state remains the same so states using different options keep working across all variants
need to not show core messages tho when something is changed from default, because now they appear on init and state load rather than only on explicit change
Copy file name to clipboardExpand all lines: src/BizHawk.Emulation.Cores/Computers/Doom/DSDA.ISettable.cs
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@@ -157,96 +157,81 @@ public class DoomSettings
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[TypeConverter(typeof(ConstrainedIntConverter))]
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publicintScaleFactor{get;set;}
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[JsonIgnore]
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[DisplayName("Sfx Volume")]
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[Description("Sound effects volume [0 - 15].")]
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[Range(0,15)]
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[DefaultValue(8)]
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publicintSfxVolume{get;set;}
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[JsonIgnore]
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[DisplayName("Music Volume")]
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[Description("[0 - 15]")]
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[Range(0,15)]
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[DefaultValue(8)]
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publicintMusicVolume{get;set;}
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[JsonIgnore]
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[DisplayName("Gamma Correction Level")]
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[Description("Increases brightness [0 - 4].\n\nDefault value in vanilla is \"OFF\" (0).")]
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[Range(0,4)]
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[DefaultValue(0)]
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[TypeConverter(typeof(ConstrainedIntConverter))]
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publicintGamma{get;set;}
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[JsonIgnore]
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[DisplayName("Show Messages")]
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[Description("Displays messages about items you pick up.\n\nDefault value in vanilla is \"ON\".")]
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[DefaultValue(true)]
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publicboolShowMessages{get;set;}
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[JsonIgnore]
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[DisplayName("Report Revealed Secrets")]
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[Description("Shows an on-screen notification when revealing a secret.")]
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[DefaultValue(false)]
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publicboolReportSecrets{get;set;}
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[JsonIgnore]
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[DisplayName("HUD Mode")]
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[Description("Sets heads-up display mode.")]
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[DefaultValue(HudMode.Vanilla)]
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publicHudModeHeadsUpMode{get;set;}
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[JsonIgnore]
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[DisplayName("Extended HUD")]
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[Description("Shows DSDA-Doom-specific information above vanilla heads-up-display.")]
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[DefaultValue(false)]
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publicboolDsdaExHud{get;set;}
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[JsonIgnore]
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[DisplayName("Display Coordinates")]
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[Description("Shows player position, angle, velocity, and distance travelled per frame. Color indicates movement tiers: green - SR40, blue - SR50, red - turbo/wallrun.\n\nAvailable in vanilla via the IDMYPOS cheat code, however vanilla only shows angle, X, and Y.")]
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[DefaultValue(false)]
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publicboolDisplayCoordinates{get;set;}
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[JsonIgnore]
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[DisplayName("Display Commands")]
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[Description("Shows input history on the screen. History size is 10, empty commands are excluded.")]
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[DefaultValue(false)]
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publicboolDisplayCommands{get;set;}
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[JsonIgnore]
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[DisplayName("Automap Totals")]
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[Description("Shows counts for kills, items, and secrets on automap.")]
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[DefaultValue(false)]
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publicboolMapTotals{get;set;}
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[JsonIgnore]
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[DisplayName("Automap Time")]
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[Description("Shows elapsed time on automap.")]
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[DefaultValue(false)]
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publicboolMapTime{get;set;}
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[JsonIgnore]
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[DisplayName("Automap Coordinates")]
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[Description("Shows in-level coordinates on automap.")]
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[DefaultValue(false)]
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publicboolMapCoordinates{get;set;}
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[JsonIgnore]
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[DisplayName("Automap Overlay")]
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[Description("Shows automap on top of gameplay.")]
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[DefaultValue(MapOverlays.Disabled)]
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publicMapOverlaysMapOverlay{get;set;}
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[JsonIgnore]
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[DisplayName("Automap Details")]
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[Description("Exposes all linedefs and things.\n\nAvailable in vanilla via the IDDT cheat code.")]
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[DefaultValue(MapDetail.Normal)]
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[TypeConverter(typeof(DescribableEnumConverter))]
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publicMapDetailMapDetails{get;set;}
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[JsonIgnore]
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[DisplayName("Player Point of View")]
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[Description("Which of the players' point of view to use during rendering")]
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