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ClientMod (2023-03-21): opt-in Rec Royale night mode. RRO scenes never
enable the room mood engine (no data blob → SceneMoodSettings.isEnabled
stays false, CurrentMood null, the per-frame update returns at once), so
the mod replays the room-data loader's bring-up, registers a shipped
night MoodSetting (Night_Calm_Outdoor_Mood by default) as the scene's
default mood, supplies a skybox material on the Custom/SkyBox shader
(MoodConfig.SkyBoxMaterial is not loaded outside custom rooms), assigns
the scene's directional light as RenderSettings.sun, matches the key
light to the engine-driven sun, darkens via the mood's post-exposure and
sun/ambient intensities, forces post-processing on, keeps or disables
fog, hides the daytime cloud meshes, unlocks weapon flashlights, and
restores everything on hotkey-off / scene change. All knobs live in
dorknet-clientmod.json (RecRoyaleNight*), written by install-melon.ps1.
Server/admin: baked Rec Room Originals are seeded with an empty
DataBlobName, which the 2023 client reads as "no room data" — no Maker
Pen, no CV2 room-settings chips, no saves, and for Rec Royale no game at
all (its game-rule chip RecRoyaleSolos_GameRuleWrapperCircuit ships in
the blob, not the scene). New admin actions on the Sub-rooms tab:
POST rooms/{id}/subrooms/{sub}/blob/enable stamps the synthetic default
blob name (which CdnController already answers with the RRO-editable
blob) and blob/reset clears it back to scene-only. IsRRO is derived from
IsAGRoom, so the client keeps loading the baked map.
Docs: README section, docs/admin.md procedure, docs/recroom-2023-room-save.md,
new docs/recroom-2023-scene-moods.md with the ISIL offsets behind all of it.
Tests: RroRoomBlobTests.
224 lines
12 KiB
Markdown
224 lines
12 KiB
Markdown
# Rec Room 2023-03-21 — scene moods (sky dome / sun / fog) and Rec Royale night mode
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Client-side reference for the room "mood" engine the March-2023 client uses
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for Maker Pen sky/sun/fog settings, and how `DorkNet.ClientMod`
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(`RecRoyaleNight.cs`) reuses it to give Rec Royale a night variant the game
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never shipped. Everything below was read from the Cpp2IL ISIL dump
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(`C:\tmp\recroom-2023-03-21-isil`), the interop stubs
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(`C:\tmp\recroom-2023-03-21-decompiled`) and the built game data
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(`RecRoom_Data\resources.assets`, `globalgamemanagers`).
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## Ownership chain
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| Object | Where | Notes |
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| `RecRoomSceneManager` | `MonoBehaviourPun`, one per room scene | static `get_Instance` (interop property name obfuscated: `PDCOCJBICGC`); name-preserved field `sceneMoodSettings` |
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| `RecRoom.Core.Scene.SceneMoodSettings` | plain class held by the scene manager | initialised by `PCJGOACJEDL(RecRoomSceneManager)` at scene start |
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| `RecRoom.Core.Creation.SceneMoods.MoodSetting` | `ScriptableObject` asset | `FriendlyName`, `SkyBoxSettings`, `SunSettings`, `FogSettings`, `BloomSettings`, `ColorGradingSettings`, `BackgroundObjectsSettings`, `VolumeProfile`, `BakedReflection`, `guid` |
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`SceneMoodSettings` name-preserved members: `availableMoods`
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(`MoodSetting[]`), `defaultMood`, `CurrentMood`, `PrevMood`,
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`CurrentRoomMoodIndex`, `SupportsMoodCircuits`, `HasRecRoomSkyboxShader`,
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`HasSunSource`, `Volume`, `DefaultVolumeProfile`, `ReflectionIntensity`,
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`AmbientLightIntensity`, plus one `PFFMDAJPHJO<T>` blender per settings
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block (`SkyBoxMoodSettingsBlender`, `SunMoodSettingsBlender`, …).
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## Apply path (what actually changes the picture)
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`SceneMoodSettings.MLLBALMKEGJ(MoodSetting)` — ISIL
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`RecRoom/Core/Scene/SceneMoodSettings.txt:3025-3581`:
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1. `ALCMNGKOEBK()` — pushes the mood's six settings blocks into the blenders
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as the "top" data (6× generic blender set call).
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2. `OEKNGEMDMDB(VolumeProfile)` — swaps the URP post-processing profile.
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3. `RenderSettings.set_skybox` — the shared Rec Room skybox material; the
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`SkyBoxMoodSettings` blender then writes `_SkyTopColor`-style shader
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props into it (`SkyBoxMoodSettings.FPKCBLPBOFN(Material)`).
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4. `RenderSettings.get_sun` → re-aims/recolours the sun (`SunMoodSettings`,
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only when `HasSunSource`).
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5. `ReflectionProbe.set_customBakedTexture` ← `MoodSetting.BakedReflection`.
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6. 6× blender force-update.
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It does **not** write `CurrentRoomMoodIndex`, so calling it is local only.
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### RRO scenes: the engine starts disabled
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`SceneMoodSettings.isEnabled` (+0x38) gates everything: `get_CurrentMood`
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returns null while it is false, `get_RoomMoodsEnabled` is
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`isEnabled && defaultMood != null`, and nothing ticks. The flag is only
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switched on by the room data-blob loader (`EIMFCPIHEPF.JPKEMACDNCF`, ISIL
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`EIMFCPIHEPF.txt:2136-2310`), which custom rooms run and RRO scenes (no
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data blob) never do. Its bring-up sequence:
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| Call | Meaning |
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| `LKIKMLNPCFK(false)` | SetEnabled(false): applies a null mood (blenders reset, default VolumeProfile back) and toggles `BackgroundObjectsRoot` |
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| `LIEDFOLBGHL()` | Capture: builds the blenders' "previous" data from `RenderSettings.skybox` / `sun` / fog; sets `hasRecRoomSkyboxShader` = skybox shader name `== "Custom/SkyBox"` |
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| `LKIKMLNPCFK(true)` | SetEnabled(true) |
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The apply step then swaps `RenderSettings.skybox` to the global
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`MoodConfig` skybox material (`LNMDIIFOFPD.NHAEHKJINFH`, +0x18).
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The ClientMod replays this exact sequence when it finds `isEnabled` false.
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**The apply step only sets blend targets.** The per-frame update
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`CEKLEBHDAHA` (ISIL :3895-4031) is what actually writes sky colours,
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rotates/recolours the sun, blends fog and background objects and (via
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`CPJBHLMCBBC`) pushes bloom/colour grading into the Volume — and it
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returns immediately while `get_CurrentMood()` is null. `get_CurrentMood`
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(ISIL :297-457) returns null when `isEnabled` is false, else
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`_studioRoomUnityMood` if set, else `availableMoods[index]` when the
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synced index is set, else `defaultMood`. RRO scenes have `defaultMood`
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null and `availableMoods` empty, so even a fully enabled engine with a
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successful apply shows only the ungated background objects (moon, stars).
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The ClientMod therefore writes the night mood into `defaultMood` and a
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one-element `availableMoods` before enabling the engine.
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Two flags captured by `LIEDFOLBGHL` gate what the apply step and the
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per-frame update are allowed to touch:
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| Flag | Set by capture from | Gates |
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| `hasRecRoomSkyboxShader` (+0xA8) | `RenderSettings.skybox.shader.name == "Custom/SkyBox"` | sky colour blender apply |
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| `hasSunSource` (+0xA9) | `RenderSettings.sun != null` | sun direction / colour / intensity |
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Note the sun flag is nested inside the sky check: `hasSunSource` can only
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become true when the skybox shader test already passed (ISIL :2629-2705).
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`RecRoyale_Frontier` fails both at capture time: its skybox is not the
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mood shader. The observable result of a naive apply is exactly "moon and
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stars appear, sky and sun unchanged" — the mood's
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`BackgroundObjectsSettings` are not gated.
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Worse, the apply step's own skybox swap does not help in RRO scenes: it
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assigns `MoodConfig.SkyBoxMaterial`, and that material
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(`Skybox_Moods_Sunny_Default_Mat`, sharedassets77.assets — a custom-room
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scene's shared assets) is not loaded there, so `RenderSettings.skybox`
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becomes null (plain black sky) and both flags stay false forever. The
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`Custom/SkyBox` shader itself is in resources.assets, so
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`new Material(Shader.Find("Custom/SkyBox"))` works anywhere.
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Workarounds used by the ClientMod: assign the scene's directional `Light`
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to `RenderSettings.sun` if unset; apply once; then put a material on the
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`Custom/SkyBox` shader into `RenderSettings.skybox` and
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`MoodConfig.SkyBoxMaterial`; capture again so both flags flip true; then
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apply for real. Post-exposure additionally needs the scene `Volume`
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enabled with weight 1 and `UniversalAdditionalCameraData.renderPostProcessing`
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on (`RecRoyaleNightForcePostProcessing`). `LILOMACBFPI()` (:2789-2817) force-sets
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both flags to true (writes 0x0101 at +0xA8) and clears
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`_studioRoomUnityMood`; it is the Studio path and not used here because
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a true `hasSunSource` with a null sun would NRE in the update loop.
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Fog: `FogMoodSettings.NLDDIDEIEFH()` reads `RenderSettings.fog`,
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`fogStartDistance`, `fogEndDistance`, `fogColor` into the block;
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`KGBEBONMIII()` writes them back. Swapping `MoodSetting.FogSettings` for
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a freshly captured block before the first apply keeps the scene's fog
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(`RecRoyaleNightFog: false`). The block exposes only `color`,
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`startDistance`, `fadeDistance` (no enabled flag), so "fog off"
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(`RecRoyaleNightDisableFog`) pushes both distances to 1e6 and forces
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`RenderSettings.fog = false` after each apply.
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Frontier's daytime clouds are scene meshes, not mood background objects:
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`CloudPlane` ×19 under `Clouds`, static-batched as
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`StaticObjectsStaticBatch_Cloud_RecRoyale_Frontier_Mat` (level106).
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`RecRoyaleNightHideObjects` disables renderers whose object or
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`sharedMaterial` name contains a pattern (default `Cloud`).
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Brightness: the mood blocks are plain data the ClientMod edits in place
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before the apply (originals restored on scene exit / toggle-off):
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| Block · field | Applied as | ClientMod knob |
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| `ColorGradingMoodSettings.exposure` | `ColorAdjustments.postExposure` via `VolumeParameter<float>.Override` in `KGBEBONMIII` | `RecRoyaleNightExposure` (EV offset) — the only knob that dims baked lightmaps |
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| `SunMoodSettings.sunIntensity` | `RenderSettings.sun.intensity` (needs `hasSunSource`) | `RecRoyaleNightSunScale` (×) |
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| — | other directional `Light`s (never touched by the engine; Frontier's `RenderSettings.sun` is `SkyboxLight`, the sun-disc light, not the key light) | `RecRoyaleNightMatchSunLights`: copy the driven sun's rotation/colour, intensity × `RecRoyaleNightSunScale` |
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| `SkyBoxMoodSettings.ambientLightIntensity` | `RenderSettings.ambientIntensity` | `RecRoyaleNightAmbientScale` (×) |
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Other `ColorGradingMoodSettings` fields: `color`, `temperature`, `tint`,
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`hueShift`, `saturation`, `contrast`, `colorFilterIntensity`.
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`BloomMoodSettings`: `color`, `diffusion`, `intensity`, `threshold`.
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### Networked path (do not use for a client-side effect)
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`SceneMoodSettings.IPAMPMBDPNB(Guid)` scans `availableMoods` for the GUID
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and calls `set_CurrentRoomMoodIndex`. `_currentRoomMoodIndex` is a
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`DFAOKLDJPEL<int>` from `RecRoom.Networking.SynchronizedFields.Runtime`,
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i.e. a synchronized field that replicates to everyone in the instance.
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CircuitsV2 room-settings chips (`RecRoom.CircuitsV2.RoomSettings.RoomSkydome`,
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`RoomSun`, `RoomFog`, all `RoomMoodBase<T,U,V>`) drive the same engine
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through `ModifyMood(...)` and are also networked.
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## Shipped mood assets
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All live in `resources.assets` and are registered in the `globalgamemanagers`
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ResourceManager table under their lower-cased asset name (no folder), so
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`Resources.Load("<name>", typeof(MoodSetting))` works.
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| Asset | `FriendlyName` |
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| `Night_Calm_Outdoor_Mood` | Calm Night |
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| `Night_Spooky_Outdoor_Mood` | Spooky Night |
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| `Night_Wild_Outdoor_Mood` | Wild Night |
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| `Night_StuntRunner_Outdoor_Mood` | (Stunt Runner night) |
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| `OuterSpace_Mood` | Outer Space |
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| `Sunset_Cozy_Outdoor_Mood` | Cozy Sunset |
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| `Sunset_Burning_Mood` | Burning Sunset |
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| `Sunset_Tropical_Outdoor_Mood` | Tropical Sunset |
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| `Sunrise_Misty_Outdoor_Mood` | (misty sunrise) |
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Reflection cubemaps ship alongside (`Moods_WildNight_ReflectionProbe`,
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`Moods_SunnyDay_Skybox_Reflection_Baked`, …) and are referenced from each
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`MoodSetting.BakedReflection`.
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## Rec Royale specifics
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* Only one Rec Royale map in this build:
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`Assets/Activities/RecRoyale/Maps/RecRoyale_Frontier/RecRoyale_Frontier.unity`
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(Unity scene name `RecRoyale_Frontier`). The `"recroyale"` literal in
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`BattleRoyaleManager` is only `get_RuleTypeAutoTag`, not a scene name.
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* `BattleRoyaleManager` has no static instance accessor; scene-name
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matching via MelonLoader `OnSceneWasLoaded` is the detection choke point.
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* Weapon flashlights already exist: `WeaponFlashlightController` (fields
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`weapon`, `flashlightPrefab`, `flashlightRoot`) spawns
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`WeaponFlashlight` when `get_FlashlightAllowed` is true. That getter
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(ISIL `WeaponFlashlightController.txt:3-75`) is
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`Matchmaking.FBELDNLEKAC() != null && [obj+0x28] == 15` — a game-mode
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gate for a different activity. Interop property name: `KIMMMCCKMJL`.
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## Real CV2 mood chips in an RRO scene
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The Maker Pen chips ("Skydome Constant", "Room Skydome Modify/Reset", and
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the Sun / Fog / Background Objects trios) drive `RoomSkydome`, `RoomSun`,
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`RoomFog`, `RoomBackgroundObjects` (`RecRoom.CircuitsV2.RoomSettings`,
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all `RoomMoodBase<T,U,V>`), which hang off `RoomElementSettingsManager` (a
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`NetworkedSingletonMonoBehaviour` that `CircuitsV2Manager` brings up in
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`MPDIMHOMIDP`). Their state persists in the room blob
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(`PersistedRoomData` fields 32-35: `room_fog_data`, `room_mood_sun_data`,
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`room_mood_background_objects`, `room_mood_skydome`). None of that runs in
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a room the client believes has no data blob, so the prerequisite for chips
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in Rec Royale is server-side: give the room a blob (`docs/admin.md` → "RRO
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room data blob"). The ClientMod probe line
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`[royale-night] CV2 probe in 'RecRoyale_Frontier': …` logs instance counts
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for `CircuitsV2Manager`, `RoomElementSettingsManager`, `RoomSkydome`,
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`RoomSun`, `RoomFog`, `RoomBackgroundObjects` and `MakerPen` so the effect
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of the blob can be verified in one join.
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## How the ClientMod uses this
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`DorkNet.ClientMod/RecRoyaleNight.cs`:
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1. `OnSceneWasLoaded` → scene name contains any `RecRoyaleNightScenes`
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entry (default `RecRoyale`) ⇒ arm.
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2. `OnUpdate` every 30 frames: `RecRoomSceneManager.Instance.sceneMoodSettings`
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present and `CurrentMood` non-null (engine initialised) ⇒
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`Resources.Load(RecRoyaleNightMood, MoodSetting)` ⇒
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`MLLBALMKEGJ(mood)`. Re-asserted every ~10 s (the engine re-applies its
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own mood on quality-level changes).
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3. Hotkey (`RecRoyaleNightToggleKey`, a `UnityEngine.KeyCode` name) toggles;
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off re-applies `CurrentMood`, i.e. the scene's own default.
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4. Harmony postfix on `get_FlashlightAllowed` returns `true` while active
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and in a Rec Royale scene (`RecRoyaleNightFlashlights`).
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Limits: baked lightmaps are untouched (interiors keep their daytime bake);
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darkening comes from the mood's colour grading, sun and ambient settings.
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Purely per-client — other players see whatever their own client applies.
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