#ifndef TRACKER_FRAME_H_86BD8DFB #define TRACKER_FRAME_H_86BD8DFB #include #ifndef WX_PRECOMP #include #endif class AchievementsPane; class SubwayMap; class TrackerPanel; wxDECLARE_EVENT(STATE_RESET, wxCommandEvent); wxDECLARE_EVENT(STATE_CHANGED, wxCommandEvent); wxDECLARE_EVENT(STATUS_CHANGED, wxCommandEvent); class TrackerFrame : public wxFrame { public: TrackerFrame(); void SetStatusMessage(std::string message); void ResetIndicators(); void UpdateIndicators(); private: void OnExit(wxCommandEvent &event); void OnAbout(wxCommandEvent &event); void OnConnect(wxCommandEvent &event); void OnSettings(wxCommandEvent &event); void OnCheckForUpdates(wxCommandEvent &event); void OnStateReset(wxCommandEvent &event); void OnStateChanged(wxCommandEvent &event); void OnStatusChanged(wxCommandEvent &event); void CheckForUpdates(bool manual); TrackerPanel *tracker_panel_; AchievementsPane *achievements_pane_; SubwayMap *subway_map_; }; #endif /* end of include guard: TRACKER_FRAME_H_86BD8DFB */ '>cc-colors Randomizer for LINGO 2 using Archipelago Multiworld
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name: "North Landscape"
display_name: "North Landscape"
panels {
  name: "WEATHER"
  path: "Panels/General/platforms_1"
  clue: "weather"
  answer: "nature"
  symbols: BOXES
}
panels {
  name: "ANIMALS"
  path: "Panels/General/platforms_2"
  clue: "animals"
  answer: "nature"
  symbols: BOXES
}
panels {
  name: "PLANTS"
  path: "Panels/General/platforms_3"
  clue: "plants"
  answer: "nature"
  symbols: BOXES
}
panels {
  name: "LAUGH"
  path: "Panels/General/dyk_4"
  clue: "laugh"
  answer: "half"
  symbols: ZERO
}
panels {
  name: "FINISHED"
  path: "Panels/General/dyk_5"
  clue: "finished"
  answer: "done"
  symbols: SUN
}
panels {
  name: "LAUGH FINISHED"
  path: "Panels/General/dyk_6"
  clue: ""
  answer: "shed"
  symbols: LINGO
}
panels {
  name: "INSIDE"
  path: "Panels/General/nature_1"
  clue: "inside"
  answer: "outside"
  symbols: SUN
}
keyholders {
  name: "X"
  path: "Components/KeyHolders/keyHolderX"
}
ports {
  name: "INVISIBLE"
  path: "Meshes/Blocks/Warps/worldport20"
  orientation: "north"
  # Note that this can be easily entered from the other side.
  required_door { name: "Invisible Entrance" }
}