namespace = DummyInSpot
;桟橋
;カーソル位置 x:823  y:5824   z:-10   回転 z:20

[Constants]
global $IsInit = 0
global $IsActive = 0
global $true = 1
global $false = 0
;global persist $dummy = 1

;-桟橋かビーチテラスの区別
global $c_BeachType_Pier = 0
global $c_BeachType_Terrace = 1
global $_BeachType = -1
global $BeachType = -1

;IsDummyは常に1なので不要だがこれを使っている箇所が多いので残しておく
global $IsDummy = 1
global $IsDummyEnable = 0

global $IsOriginalPierDelete = 1

;Item activation
;Key Section
;[KeyDummy]
;Key = ctrl no_shift no_alt C
;type = cycle
;$dummy = 0, 1

;-レイアウト ($Pier_Layout)
global $c_Pier_Layout_Pier		= 0
global $c_Pier_Layout_Cottage	= 1
global $c_Pier_Layout_LogHouse	= 2
global $c_Pier_Layout_Pool		= 3
global $c_Pier_Layout_Washitu	= 4
global $c_Pier_Layout_ClassRoom	= 5
global $c_Pier_Layout_Prison	= 6
global $c_Pier_Layout_Count 	= 7


[Present]
;if ($\MisakiLove\ActiveMOD == $\MisakiLove\c_Pier_MOD)
if ($\MisakiLove\ActiveSpot == $\MisakiLove\c_Spot_Beach) && ($_BeachType != -1)
	$\MisakiLove\DummyInSpot_IsActive = $true
	$\MisakiLove\DummyInSpot_IsClassRoom = ($Pier_Layout == $c_Pier_Layout_ClassRoom)

	$IsActive = $true
	if !$IsInit
		$BeachType = $_BeachType
		run = CommandList_Pier_Init
		run = CommandList_Cottage_Init
		run = CommandList_Washitu_Init
		run = CommandList_ClassRoom_Init
		run = CommandList_Pool_Init
		run = CommandList_Prison_Init
		run = CommandList_LogHouse_Init
;		run = CommandList_Rocky_Init
;		run = CommandList_Yacht_Init


		$IsInit = $true
		run = CommandList_LoadParam
	else
		if $BeachType != $_BeachType
			$BeachType = $_BeachType
			run = CommandList_ChangedBeachType
		endif
	endif
else
	$IsInit = $false
	$\MisakiLove\DummyInSpot_IsActive = $false
	$\MisakiLove\DummyInSpot_IsClassRoom = $false
	$IsActive = $false
endif



[CommandList_GetLayoutCount]
$FR_Result = $c_Pier_Layout_Count

[CommandList_GetLayoutNo]
$FR_Result = $Pier_Layout

[CommandList_GetLayoutType]
$FR_Result = $CurrentSpot_LayoutType
[CommandList_SetLayoutType]
$CurrentSpot_LayoutType = $FP_Param
if $Pier_Layout == $c_Pier_Layout_Pier
	$FP_OptionNo = $c_Pier_LayoutType_Param
	run = CommandList_SaveParam
elif $Pier_Layout == $c_Pier_Layout_Cottage
	$FP_OptionNo = $c_Cottage_LayoutType_Param
	run = CommandList_SaveParam
elif $Pier_Layout == $c_Pier_Layout_Washitu
	$FP_OptionNo = $c_Washitu_LayoutType_Param
	run = CommandList_SaveParam
elif $Pier_Layout == $c_Pier_Layout_ClassRoom
	$FP_OptionNo = $c_ClassRoom_LayoutType_Param
	run = CommandList_SaveParam
elif $Pier_Layout == $c_Pier_Layout_Pool
	$FP_OptionNo = $c_Pool_LayoutType_Param
	run = CommandList_SaveParam
elif $Pier_Layout == $c_Pier_Layout_Prison
	$FP_OptionNo = $c_Prison_LayoutType_Param
	run = CommandList_SaveParam
;elif $Pier_Layout == $c_Pier_Layout_Rocky
;	$FP_OptionNo = $c_Rocky_LayoutType_Param
;	run = CommandList_SaveParam
;elif $Pier_Layout == $c_Pier_Layout_Yacht
;	$FP_OptionNo = $c_Yacht_LayoutType_Param
;	run = CommandList_SaveParam
endif

[CommandList_ChangedBeachType]
;;if $Pier_Layout == $c_Pier_Layout_Pier
;;	run = CommandList_Pier_ChangedBeachType
;if $Pier_Layout == $c_Pier_Layout_Cottage
;	run = CommandList_Cottage_ChangedBeachType
;;elif $Pier_Layout == $c_Pier_Layout_Washitu
;;	run = CommandList_Washitu_ChangedBeachType
;;elif $Pier_Layout == $c_Pier_Layout_ClassRoom
;;	run = CommandList_ClassRoom_ChangedBeachType
;elif $Pier_Layout == $c_Pier_Layout_Pool
;	run = CommandList_Pool_ChangedBeachType
;;elif $Pier_Layout == $c_Pier_Layout_Prison
;;	run = CommandList_Prison_ChangedBeachType
;;elif $Pier_Layout == $c_Pier_Layout_LogHouse
;;	run = CommandList_LogHouse_ChangedBeachType
;endif

[CommandList_GetPosition]
if $Pier_Layout == $c_Pier_Layout_Pier
	run = CommandList_Pier_GetPosition
elif $Pier_Layout == $c_Pier_Layout_Cottage
	run = CommandList_Cottage_GetPosition
elif $Pier_Layout == $c_Pier_Layout_Washitu
	run = CommandList_Washitu_GetPosition
elif $Pier_Layout == $c_Pier_Layout_ClassRoom
	run = CommandList_ClassRoom_GetPosition
elif $Pier_Layout == $c_Pier_Layout_Pool
	run = CommandList_Pool_GetPosition
elif $Pier_Layout == $c_Pier_Layout_Prison
	run = CommandList_Prison_GetPosition
elif $Pier_Layout == $c_Pier_Layout_LogHouse
	run = CommandList_LogHouse_GetPosition
;elif $Pier_Layout == $c_Pier_Layout_Rocky
;	run = CommandList_Rocky_GetPosition
;elif $Pier_Layout == $c_Pier_Layout_Yacht
;	run = CommandList_Yacht_GetPosition
endif

[CommandList_LoadParam]
if $Pier_Layout == $c_Pier_Layout_Pier
	run = CommandList_Pier_LoadParam
elif $Pier_Layout == $c_Pier_Layout_Cottage
	run = CommandList_Cottage_LoadParam
elif $Pier_Layout == $c_Pier_Layout_Washitu
	run = CommandList_Washitu_LoadParam
elif $Pier_Layout == $c_Pier_Layout_ClassRoom
	run = CommandList_ClassRoom_LoadParam
elif $Pier_Layout == $c_Pier_Layout_Pool
	run = CommandList_Pool_LoadParam
elif $Pier_Layout == $c_Pier_Layout_Prison
	run = CommandList_Prison_LoadParam
elif $Pier_Layout == $c_Pier_Layout_LogHouse
	run = CommandList_LogHouse_LoadParam
;elif $Pier_Layout == $c_Pier_Layout_Rocky
;	run = CommandList_Rocky_LoadParam
;elif $Pier_Layout == $c_Pier_Layout_Yacht
;	run = CommandList_Yacht_LoadParam
endif

[CommandList_SaveParam]
$FP_SetOptionVal = $FP_Param
if $Pier_Layout == $c_Pier_Layout_Pier
	run = CommandList_Pier_SaveParam
elif $Pier_Layout == $c_Pier_Layout_Cottage
	run = CommandList_Cottage_SaveParam
elif $Pier_Layout == $c_Pier_Layout_Washitu
	run = CommandList_Washitu_SaveParam
elif $Pier_Layout == $c_Pier_Layout_ClassRoom
	run = CommandList_ClassRoom_SaveParam
elif $Pier_Layout == $c_Pier_Layout_Pool
	run = CommandList_Pool_SaveParam
elif $Pier_Layout == $c_Pier_Layout_Prison
	run = CommandList_Prison_SaveParam
elif $Pier_Layout == $c_Pier_Layout_LogHouse
	run = CommandList_LogHouse_SaveParam
;elif $Pier_Layout == $c_Pier_Layout_Rocky
;	run = CommandList_Rocky_SaveParam
;elif $Pier_Layout == $c_Pier_Layout_Yacht
;	run = CommandList_Yacht_SaveParam
endif

;次の位置にする
[CommandList_NextPosition]
$IsIncrement = $true
run = CommandList_ChangePosition
;前の位置にする
[CommandList_PrevPosition]
$IsIncrement = $false
run = CommandList_ChangePosition

[CommandList_ChangePosition]
if $Pier_Layout == $c_Pier_Layout_Pier
	run = CommandList_Pier_ChangePosition
elif $Pier_Layout == $c_Pier_Layout_Cottage
	run = CommandList_Cottage_ChangePosition
elif $Pier_Layout == $c_Pier_Layout_Washitu
	run = CommandList_Washitu_ChangePosition
elif $Pier_Layout == $c_Pier_Layout_ClassRoom
	run = CommandList_ClassRoom_ChangePosition
elif $Pier_Layout == $c_Pier_Layout_Pool
	run = CommandList_Pool_ChangePosition
elif $Pier_Layout == $c_Pier_Layout_Prison
	run = CommandList_Prison_ChangePosition
elif $Pier_Layout == $c_Pier_Layout_LogHouse
	run = CommandList_LogHouse_ChangePosition
;elif $Pier_Layout == $c_Pier_Layout_Rocky
;	run = CommandList_Rocky_ChangePosition
;elif $Pier_Layout == $c_Pier_Layout_Yacht
;	run = CommandList_Yacht_ChangePosition
endif

;次のレイアウトにする
[CommandList_NextLayout]
$FP_Param = $Pier_Layout
run = CommandList_NextLayout_Func

[CommandList_NextLayout_Func]
$FP_Param = $FP_Param + 1
if ($FP_Param >= $c_Pier_Layout_Count)
	$FP_Param = 0
endif
run = CommandList_SelectLayout
;;-現在のレイアウトタイプが使えるかチェックしてスキップする
;run = CommandList\mlc\_Draw_DebugCounter1
;$FP_LayoutNo = $FP_Param
;$FP_CanUseLayoutType = $CurrentSpot_LayoutType
;run = CommandList_CanUseLayoutType
;if $FR_Result
;	run = CommandList_SelectLayout
;else
;	;-再入してチェック
;	run = CommandList_NextLayout_Func
;endif

;前のレイアウトにする
[CommandList_PrevLayout]
$FP_Param = $Pier_Layout
run = CommandList_PrevLayout_Func

[CommandList_PrevLayout_Func]
$FP_Param = $FP_Param - 1
if ($FP_Param < 0)
	$FP_Param = $c_Pier_Layout_Count - 1
endif
run = CommandList_SelectLayout
;;-現在のレイアウトタイプが使えるかチェックしてスキップする
;$FP_LayoutNo = $FP_Param
;$FP_CanUseLayoutType = $CurrentSpot_LayoutType
;run = CommandList_CanUseLayoutType
;if $FR_Result
;	run = CommandList_SelectLayout
;else
;	;-再入してチェック
;	run = CommandList_PrevLayout_Func
;endif



;ベッドタイプの選択
[CommandList_SelectLayout]
if $FP_Param == $c_Pier_Layout_Pier
	run = CommandList_Select_Pier
elif $FP_Param == $c_Pier_Layout_Cottage
	run = CommandList_Select_Cottage
elif $FP_Param == $c_Pier_Layout_Washitu
	run = CommandList_Select_Washitu
elif $FP_Param == $c_Pier_Layout_ClassRoom
	run = CommandList_Select_ClassRoom
elif $FP_Param == $c_Pier_Layout_Pool
	run = CommandList_Select_Pool
elif $FP_Param == $c_Pier_Layout_Prison
	run = CommandList_Select_Prison
elif $FP_Param == $c_Pier_Layout_LogHouse
	run = CommandList_Select_LogHouse
;elif $FP_Param == $c_Pier_Layout_Rocky
;	run = CommandList_Select_Rocky
;elif $FP_Param == $c_Pier_Layout_Yacht
;	run = CommandList_Select_Yacht
endif

;二人モードの変更監視
;[Constants]
;global $IsTwoGirlMode = 0
;[Present]
;if $IsTwoGirlMode != $\MisakiLove\IsEnableTwoGirlMode
;	$IsTwoGirlMode = $\MisakiLove\IsEnableTwoGirlMode
;	if $Pier_Layout == $c_Pier_Layout_Pier
;		run = CommandList_Pier_SetLayout_Resource
;	elif $Pier_Layout == $c_Pier_Layout_Cottage
;		run = CommandList_Cottage_SetLayout_Resource
;	elif $Pier_Layout == $c_Pier_Layout_Washitu
;		run = CommandList_Washitu_SetLayout_Resource
;	elif $Pier_Layout == $c_Pier_Layout_ClassRoom
;		run = CommandList_ClassRoom_SetLayout_Resource
;	elif $Pier_Layout == $c_Pier_Layout_Pool
;		run = CommandList_Pool_SetLayout_Resource
;	elif $Pier_Layout == $c_Pier_Layout_Prison
;		run = CommandList_Prison_SetLayout_Resource
;	elif $Pier_Layout == $c_Pier_Layout_LogHouse
;		run = CommandList_LogHouse_SetLayout_Resource
;	;elif $Pier_Layout == $c_Pier_Layout_Rocky
;	;	run = CommandList_Rocky_SetLayout_Resource
;	;elif $Pier_Layout == $c_Pier_Layout_Yacht
;	;	run = CommandList_Yacht_SetLayout_Resource
;	endif
;endif




;LayoutTypeが使用できるか？
[CommandList_CanUseLayoutType]
$FR_Result = $false

if ($Pier_Layout == $c_Pier_Layout_Pier)
	if ($FP_CanUseLayoutType == $c_LayoutType_OnFloor)
		$FR_Result = $true
	endif
elif ($Pier_Layout == $c_Pier_Layout_Cottage)
	;-OnFloor/OnBed OK
	if $BeachType == $c_BeachType_Pier
		$FR_Result = $true
	else
		if ($FP_CanUseLayoutType == $c_LayoutType_OnFloor)
			$FR_Result = $true
		endif
	endif
elif ($Pier_Layout == $c_Pier_Layout_Washitu)
	if ($FP_CanUseLayoutType == $c_LayoutType_OnFloor)
		$FR_Result = $true
	endif
elif ($Pier_Layout == $c_Pier_Layout_ClassRoom)
	;-OnFloor/OnBed OK
	$FR_Result = $true
elif ($Pier_Layout == $c_Pier_Layout_Pool)
	if ($FP_CanUseLayoutType == $c_LayoutType_OnFloor)
		$FR_Result = $true
	endif
elif ($Pier_Layout == $c_Pier_Layout_Prison)
	if ($FP_CanUseLayoutType == $c_LayoutType_OnFloor)
		$FR_Result = $true
	endif
elif ($Pier_Layout == $c_Pier_Layout_LogHouse)
	if ($FP_CanUseLayoutType == $c_LayoutType_OnFloor)
		$FR_Result = $true
	endif
;elif ($Pier_Layout == $c_Pier_Layout_Rocky)
;	if ($FP_CanUseLayoutType == $c_LayoutType_OnFloor)
;		$FR_Result = $true
;	endif
;elif ($Pier_Layout == $c_Pier_Layout_Yacht)
;	if ($FP_CanUseLayoutType == $c_LayoutType_OnFloor)
;		$FR_Result = $true
;	endif
endif


;[TextureOverride_Beach]
;hash = c7a0d68b
;match_first_index = 111864
;$\MisakiLove\ActiveMOD = $\MisakiLove\c_Pier_MOD

;桟橋削除
[TextureOverride_Del1]
if $IsOriginalPierDelete
	hash = dbdd4dfd
	handling = skip
endif
[TextureOverride_Del2]
if $IsOriginalPierDelete
	hash = 1c5bcd3d
	handling = skip
endif
[TextureOverride_Del3]
;-桟橋の床
if $IsOriginalPierDelete
	hash = bb699bd6
	handling = skip
endif
$_BeachType = $c_BeachType_Pier

;-取得できていない
[TextureOverride_Del5]
;杭
if $IsOriginalPierDelete
	hash = fbe3f02c
	handling = skip
endif
;明かり(dbdd4dfdと同じ)
[TextureOverride_Del4]
if $IsOriginalPierDelete
	hash = a4f53ca1
	handling = skip
endif
[TextureOverride_Del6]
if $IsOriginalPierDelete
	hash = c5bc9c04
	handling = skip
endif
[TextureOverride_Del7]
if $IsOriginalPierDelete
	hash = e83bba6b
	handling = skip
endif
;;-桟橋の影
[ShaderOverride_PierShadow1]
if $IsOriginalPierDelete
	hash = 6bb1d5b742871e7c
	allow_duplicate_hash=overrule
	handling = skip
endif
[ShaderOverride_PierShadow2]
if $IsOriginalPierDelete
	hash = 3210a3bc7b396471
	allow_duplicate_hash=overrule
	handling = skip
endif
;[TextureOverride_Del8]
;hash = 57763040
;match_first_index = 0
;handling = skip

;独自桟橋の描画
;[TextureOverride_Pier]
;hash = c7a0d68b
;match_first_index = 111864
;ps-t3 = null
;ps-t4 = null
;;skipはしない
;;handling = skip
[CommandList_DrawPier]
ps-t0 = ref Resource_Pier_01_Tex0
ps-t1 = ref Resource_Pier_01_Tex1
ps-t2 = ref Resource_Pier_01_Tex2
vb0 = ref Resource_Pier_01_VB
ib = ref Resource_Pier_01_IB
drawindexed = auto

ps-t0 = ref Resource_Pier_02_Tex0
ps-t1 = ref Resource_Pier_01_Tex1
ps-t2 = ref Resource_Pier_01_Tex2
vb0 = ref Resource_Pier_02_VB
ib = ref Resource_Pier_02_IB
drawindexed = auto

ps-t0 = ref Resource_Pier_03_Tex0
ps-t1 = ref Resource_Pier_03_Tex1
ps-t2 = ref Resource_Pier_03_Tex2
vb0 = ref Resource_Pier_03_VB
ib = ref Resource_Pier_03_IB
drawindexed = auto

ps-t0 = ref Resource_Pier_04_Tex0
ps-t1 = ref Resource_Pier_04_Tex1
ps-t2 = ref Resource_Pier_04_Tex2
vb0 = ref Resource_Pier_04_VB
ib = ref Resource_Pier_04_IB
drawindexed = auto

ps-t0 = ref Resource_Pier_05_Tex0
ps-t1 = ref Resource_Pier_05_Tex1
ps-t2 = ref Resource_Pier_05_Tex2
vb0 = ref Resource_Pier_05_VB
ib = ref Resource_Pier_05_IB
drawindexed = auto

ps-t0 = ref Resource_Pier_06_Tex0
ps-t1 = ref Resource_Pier_06_Tex1
ps-t2 = ref Resource_Pier_06_Tex2
vb0 = ref Resource_Pier_06_VB
ib = ref Resource_Pier_06_IB
drawindexed = auto

ps-t0 = ref Resource_Pier_07_Tex0
ps-t1 = ref Resource_Pier_07_Tex1
ps-t2 = ref Resource_Pier_07_Tex2
vb0 = ref Resource_Pier_07_VB
ib = ref Resource_Pier_07_IB
drawindexed = auto






;海に浮かぶヨット
[Constants]
global $Pier_Yacht = 0
global $Pier_Yacht_Counter = 0
[Present]
if !$\MisakiLove\IsAnimePause
	$Pier_Yacht_Counter = $Pier_Yacht_Counter + 1
	if $Pier_Yacht_Counter >= 500
		$Pier_Yacht_Counter = 0
		$Pier_Yacht = $Pier_Yacht + 1
		if $Pier_Yacht >= 18
			$Pier_Yacht = 0
		endif
	endif
endif

[TextureOverride_Pier_Yacht]
if $IsActive && ($Pier_Layout != $c_Pier_Layout_Pier)
	hash = c7a0d68b
	match_first_index = 111864
;	skipはしない
;	handling = skip
	run = CommandList\MLC\_Resource_Save
;$\mlc\Debug1 = $Pier_Yacht + 1

	ps-t0 = ref Resource_Pier_Yacht_Tex0
	ps-cb2 = ref Resource_pscb2
	ib = Resource_Pier_Yacht_Pos01_IB
	if ($Pier_Yacht >= 17)
		ib = Resource_Pier_Yacht_Pos18_IB
	elif ($Pier_Yacht >= 12)
		ib = Resource_Pier_Yacht_Pos13_IB
	endif

	if ($Pier_Yacht == 0)
		vb0 = Resource_Pier_Yacht_Pos01_VB
	elif ($Pier_Yacht == 1)
		vb0 = Resource_Pier_Yacht_Pos02_VB
	elif ($Pier_Yacht == 2)
		vb0 = Resource_Pier_Yacht_Pos03_VB
	elif ($Pier_Yacht == 3)
		vb0 = Resource_Pier_Yacht_Pos04_VB
	elif ($Pier_Yacht == 4)
		vb0 = Resource_Pier_Yacht_Pos05_VB
	elif ($Pier_Yacht == 5)
		vb0 = Resource_Pier_Yacht_Pos06_VB
	elif ($Pier_Yacht == 6)
		vb0 = Resource_Pier_Yacht_Pos07_VB
	elif ($Pier_Yacht == 7)
		vb0 = Resource_Pier_Yacht_Pos08_VB
	elif ($Pier_Yacht == 8)
		vb0 = Resource_Pier_Yacht_Pos09_VB
	elif ($Pier_Yacht == 9)
		vb0 = Resource_Pier_Yacht_Pos10_VB
	elif ($Pier_Yacht == 10)
		vb0 = Resource_Pier_Yacht_Pos11_VB
	elif ($Pier_Yacht == 11)
		vb0 = Resource_Pier_Yacht_Pos12_VB
	elif ($Pier_Yacht == 12)
		vb0 = Resource_Pier_Yacht_Pos13_VB
	elif ($Pier_Yacht == 13)
		vb0 = Resource_Pier_Yacht_Pos14_VB
	elif ($Pier_Yacht == 14)
		vb0 = Resource_Pier_Yacht_Pos15_VB
	elif ($Pier_Yacht == 15)
		vb0 = Resource_Pier_Yacht_Pos16_VB
	elif ($Pier_Yacht == 16)
		vb0 = Resource_Pier_Yacht_Pos17_VB
	elif ($Pier_Yacht == 17)
		vb0 = Resource_Pier_Yacht_Pos18_VB
	endif
	drawindexed = auto


	run = CommandList\MLC\_Resource_Restore
endif

[Resource_Pier_Yacht_Tex0]
filename = ..\..\CommonResources\White.dds


[Resource_Pier_Yacht_Pos01_VB]
filename = resources\Yacht\Yacht01.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos02_VB]
filename = resources\Yacht\Yacht02.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos03_VB]
filename = resources\Yacht\Yacht03.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos04_VB]
filename = resources\Yacht\Yacht04.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos05_VB]
filename = resources\Yacht\Yacht05.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos06_VB]
filename = resources\Yacht\Yacht06.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos07_VB]
filename = resources\Yacht\Yacht07.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos08_VB]
filename = resources\Yacht\Yacht08.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos09_VB]
filename = resources\Yacht\Yacht09.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos10_VB]
filename = resources\Yacht\Yacht10.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos11_VB]
filename = resources\Yacht\Yacht11.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos12_VB]
filename = resources\Yacht\Yacht12.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos13_VB]
filename = resources\Yacht\Yacht13.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos14_VB]
filename = resources\Yacht\Yacht14.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos15_VB]
filename = resources\Yacht\Yacht15.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos16_VB]
filename = resources\Yacht\Yacht16.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos17_VB]
filename = resources\Yacht\Yacht17.vb
type = Buffer
stride = 40
[Resource_Pier_Yacht_Pos18_VB]
filename = resources\Yacht\Yacht18.vb
type = Buffer
stride = 40

[Resource_Pier_Yacht_Pos01_IB]
filename = resources\Yacht\Yacht01.ib
type = Buffer
format = DXGI_FORMAT_R16_UINT
[Resource_Pier_Yacht_Pos13_IB]
filename = resources\Yacht\Yacht13.ib
type = Buffer
format = DXGI_FORMAT_R16_UINT
[Resource_Pier_Yacht_Pos18_IB]
filename = resources\Yacht\Yacht18.ib
type = Buffer
format = DXGI_FORMAT_R16_UINT



;桟橋リソース
;-Texture
[Resource_Pier_01_Tex0]
filename = dds\01-ps-t0.dds
[Resource_Pier_01_Tex1]
filename = dds\01-ps-t1.dds
[Resource_Pier_01_Tex2]
filename = dds\01-ps-t2.dds
[Resource_Pier_02_Tex0]
filename = dds\02-ps-t0.dds
[Resource_Pier_02_Tex1]
filename = dds\02-ps-t1.dds
[Resource_Pier_02_Tex2]
filename = dds\02-ps-t2.dds
[Resource_Pier_03_Tex0]
filename = dds\03-ps-t0.dds
[Resource_Pier_03_Tex1]
filename = dds\03-ps-t1.dds
[Resource_Pier_03_Tex2]
filename = dds\03-ps-t2.dds
[Resource_Pier_04_Tex0]
filename = dds\04-ps-t0.dds
[Resource_Pier_04_Tex1]
filename = dds\04-ps-t1.dds
[Resource_Pier_04_Tex2]
filename = dds\04-ps-t2.dds
[Resource_Pier_05_Tex0]
filename = dds\05-ps-t0.dds
[Resource_Pier_05_Tex1]
filename = dds\05-ps-t1.dds
[Resource_Pier_05_Tex2]
filename = dds\05-ps-t2.dds
[Resource_Pier_06_Tex0]
filename = dds\06-ps-t0.dds
[Resource_Pier_06_Tex1]
filename = dds\06-ps-t1.dds
[Resource_Pier_06_Tex2]
filename = dds\06-ps-t2.dds
[Resource_Pier_07_Tex0]
filename = dds\07-ps-t0.dds
[Resource_Pier_07_Tex1]
filename = dds\07-ps-t1.dds
[Resource_Pier_07_Tex2]
filename = dds\07-ps-t2.dds

;-vb/ib
[Resource_Pier_01_VB]
[Resource_Pier_01_IB]
[Resource_Pier_02_VB]
[Resource_Pier_02_IB]
[Resource_Pier_03_VB]
[Resource_Pier_03_IB]
[Resource_Pier_04_VB]
[Resource_Pier_04_IB]
[Resource_Pier_05_VB]
[Resource_Pier_05_IB]
[Resource_Pier_06_VB]
[Resource_Pier_06_IB]
[Resource_Pier_07_VB]
[Resource_Pier_07_IB]



;Ancho描画
[CommandList_Pier_DrawAnchor]
ps-t0 = ref Resource_Anchor_Tex0
ps-t1 = ref Resource_Anchor_Tex1
ps-t2 = ref Resource_Anchor_Tex2
ps-cb2 = ref Resource_pscb2
vb0 = ref Resource_Anchor_VB
ib = ref Resource_Anchor_IB
drawindexed = auto

[Resource_Anchor_VB]
type = Buffer
filename = anchor.vb
stride = 40
[Resource_Anchor_IB]
type = Buffer
format = DXGI_FORMAT_R16_UINT
filename = anchor.ib

;[TextureOverride_Anchor]
;hash = c7a0d68b
;match_first_index = 111864
;ps-t0 = ref Resource_Anchor_Tex0
;ps-t1 = ref Resource_Anchor_Tex1
;ps-t2 = ref Resource_Anchor_Tex2
;vb0 = ref Resource_Anchor_VB
;ib = ref Resource_Anchor_IB
;drawindexed = auto
;[Resource_Anchor_VB]
;type = Buffer
;filename = anchor.vb
;stride = 40
;[Resource_Anchor_IB]
;type = Buffer
;format = DXGI_FORMAT_R16_UINT
;filename = anchor.ib


;夜を区別したい。月のhashがあったけれど、昼間もここは来てしまっている
;[ShaderOverride_Moon]
;hash = b73d40ea09223f43
;allow_duplicate_hash=overrule
;;handling = skip
;run = CommandList\mlc\_Draw_DebugCounter1



;ビーチテラス削除
[TextureOverride_BTerrace_01]
hash =ff566de5
handling =skip

[TextureOverride_BTerrace_02]
hash =0678099f
handling =skip

[TextureOverride_BTerrace_03]
hash =fc2a5138
handling =skip

[TextureOverride_BTerrace_04]
hash =1b36b1fa
handling =skip

[TextureOverride_BTerrace_05]
hash =14750a4a
handling =skip

[TextureOverride_BTerrace_06]
hash =54ad5a4f
handling =skip

[TextureOverride_BTerrace_07]
hash =65626f4a
handling =skip

[TextureOverride_BTerrace_08]
hash =690e6550
handling =skip

[TextureOverride_BTerrace_09]
hash =6cf54019
handling =skip

[TextureOverride_BTerrace_10]
hash =81c94808
handling =skip

[TextureOverride_BTerrace_11]
hash =96f6c13e
handling =skip

[TextureOverride_BTerrace_12]
hash =9e02ba68
handling =skip

[TextureOverride_BTerrace_13]
hash =a7de873d
handling =skip

[TextureOverride_BTerrace_14]
hash =bae31e89
handling =skip

[TextureOverride_BTerrace_15]
;-ビーチテラスの床
hash =ccd6e096
handling =skip
$_BeachType = $c_BeachType_Terrace

[TextureOverride_BTerrace_16]
hash =e596da35
handling =skip

[TextureOverride_BTerrace_17]
hash =ea24f3a0
handling =skip

[TextureOverride_BTerrace_18]
hash =28210816
handling =skip

[TextureOverride_BTerrace_19]
hash =64822b84
handling =skip

[TextureOverride_BTerrace_20]
hash =818013d4
handling =skip

[TextureOverride_BTerrace_21]
hash =a65c5c7c
handling =skip

[TextureOverride_BTerrace_22]
hash =3b0706e3
handling =skip
match_first_index = 0

[TextureOverride_BTerrace_23]
hash =6f2be68c
handling =skip






