sm64coopdx/mods/hide-and-seek.lua

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-- name: Hide and Seek
-- incompatible: gamemode
-- description: A simple hide-and-seek gamemode for\nCo-op.\n\nThe game is split into two teams:\n\nHiders and Seekers. The goal is for all\n\Hiders to be converted into a Seeker within a certain timeframe.\n\nAll Seekers appear as a metal character, and are given boosted speed\n\and jump height.\n\nHiders are given no enhancements, and\n\become a Seeker upon dying.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh
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-- globally sync enabled state
gGlobalSyncTable.hideAndSeek = true
-- keep track of round info
ROUND_STATE_WAIT = 0
ROUND_STATE_ACTIVE = 1
ROUND_STATE_SEEKERS_WIN = 2
ROUND_STATE_HIDERS_WIN = 3
ROUND_STATE_UNKNOWN_END = 4
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gGlobalSyncTable.touchTag = true
gGlobalSyncTable.campingTimer = false -- enable/disable camping timer
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gGlobalSyncTable.hiderCaps = true
gGlobalSyncTable.banKoopaShell = true
gGlobalSyncTable.seekerCaps = false
gGlobalSyncTable.roundState = ROUND_STATE_WAIT -- current round state
gGlobalSyncTable.displayTimer = 0 -- the displayed timer
sRoundTimer = 0 -- the server's round timer
sRoundStartTimeout = 15 * 30 -- fifteen seconds
sRoundEndTimeout = 3 * 60 * 30 -- three minutes
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-- server keeps track of last player turned seeker
sLastSeekerIndex = 0
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-- keep track of distance moved recently (camping detection)
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sLastPos = {}
sLastPos.x = 0
sLastPos.y = 0
sLastPos.z = 0
sDistanceMoved = 0
sDistanceTimer = 0
sDistanceTimeout = 10 * 30 -- ten seconds
-- flashing 'keep moving' index
sFlashingIndex = 0
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function server_update(m)
-- increment timer
sRoundTimer = sRoundTimer + 1
gGlobalSyncTable.displayTimer = math.floor(sRoundTimer / 30)
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-- figure out state of the game
local hasSeeker = false
local hasHider = false
local activePlayers = {}
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local connectedCount = 0
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for i=0,(MAX_PLAYERS-1) do
if gNetworkPlayers[i].connected then
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connectedCount = connectedCount + 1
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table.insert(activePlayers, gPlayerSyncTable[i])
if gPlayerSyncTable[i].seeking then
hasSeeker = true
else
hasHider = true
end
end
end
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-- only change state if there are 2+ players
if connectedCount < 2 then
gGlobalSyncTable.roundState = ROUND_STATE_WAIT
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return
elseif gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
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end
-- check to see if the round should end
if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
if not hasHider or not hasSeeker or sRoundTimer > sRoundEndTimeout then
if not hasHider then
gGlobalSyncTable.roundState = ROUND_STATE_SEEKERS_WIN
elseif sRoundTimer > sRoundEndTimeout then
gGlobalSyncTable.roundState = ROUND_STATE_HIDERS_WIN
else
gGlobalSyncTable.roundState = ROUND_STATE_UNKNOWN_END
end
sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
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else
return
end
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end
-- start round
if sRoundTimer >= sRoundStartTimeout then
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-- reset seekers
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for i=0,(MAX_PLAYERS-1) do
gPlayerSyncTable[i].seeking = false
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end
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hasSeeker = false
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-- set seeker to last one turned into seeker
local np = gNetworkPlayers[sLastSeekerIndex]
if np.connected then
local s = gPlayerSyncTable[sLastSeekerIndex]
s.seeking = true
hasSeeker = true
end
-- pick random seeker if last turned to seeker is invalid
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if not hasSeeker then
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local randNum = math.random(#activePlayers)
local s = activePlayers[randNum]
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s.seeking = true
end
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-- set round state
gGlobalSyncTable.roundState = ROUND_STATE_ACTIVE
sRoundTimer = 0
gGlobalSyncTable.displayTimer = 0
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end
end
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function camping_detection(m)
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-- this code only runs for the local player
local s = gPlayerSyncTable[m.playerIndex]
-- track how far the local player has moved recently
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sDistanceMoved = sDistanceMoved - 0.25 + vec3f_dist(sLastPos, m.pos) * 0.02
vec3f_copy(sLastPos, m.pos)
-- clamp between 0 to 100
if sDistanceMoved < 0 then sDistanceMoved = 0 end
if sDistanceMoved > 100 then sDistanceMoved = 100 end
if obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then
sDistanceMoved = 0
end
-- if player hasn't moved enough, start a timer
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if sDistanceMoved < 10 and not s.seeking then
sDistanceTimer = sDistanceTimer + 1
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end
-- if the player has moved enough, reset the timer
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if sDistanceMoved > 25 then
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sDistanceTimer = 0
end
-- inform the player that they need to move, or make them a seeker
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if sDistanceTimer > sDistanceTimeout then
s.seeking = true
end
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-- make sound
if sDistanceTimer > 0 and sDistanceTimer % 30 == 1 then
play_sound(SOUND_MENU_CAMERA_BUZZ, m.marioObj.header.gfx.cameraToObject)
end
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end
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function update()
-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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-- only allow the server to figure out the seeker
if network_is_server() then
server_update(gMarioStates[0])
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end
-- check if local player is camping
if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
if gGlobalSyncTable.campingTimer or obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then
camping_detection(gMarioStates[0])
else
sDistanceTimer = 0
end
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else
sDistanceTimer = 0
end
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end
function mario_update(m)
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-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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if (m.flags & MARIO_VANISH_CAP) ~= 0 then
m.flags = m.flags & ~MARIO_VANISH_CAP --Always Remove Vanish Cap Cuz Broken
stop_cap_music()
end
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-- this code runs for all players
local s = gPlayerSyncTable[m.playerIndex]
-- if the local player died, make them a seeker
if m.playerIndex == 0 and m.health <= 0x110 then
s.seeking = true
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end
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if m.playerIndex == 0 or gGlobalSyncTable.roundState ~= ROUND_STATE_ACTIVE then
if gGlobalSyncTable.seekerCaps and gPlayerSyncTable[m.playerIndex].seeking then
m.flags = m.flags & ~MARIO_WING_CAP --Remove wing cap if seeking
m.flags = m.flags & ~MARIO_METAL_CAP --Remove metal cap if seeking
stop_cap_music()
m.capTimer = 0
elseif gGlobalSyncTable.hiderCaps and not gPlayerSyncTable[m.playerIndex].seeking then
m.flags = m.flags & ~MARIO_WING_CAP --Remove wing cap if hiding
m.flags = m.flags & ~MARIO_METAL_CAP --Remove metal cap if hiding
stop_cap_music()
m.capTimer = 0
end
end
if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_RR and m.playerIndex == 0 then
warp_to_castle(LEVEL_RR)
end
if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_1 and m.playerIndex == 0 then
warp_to_castle(LEVEL_BITDW)
end
if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_2 and m.playerIndex == 0 then
warp_to_castle(LEVEL_BITFS)
end
if gNetworkPlayers[m.playerIndex].currLevelNum == LEVEL_BOWSER_3 and m.playerIndex == 0 then
warp_to_castle(LEVEL_BITS)
end
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if m.playerIndex == 0 and gPlayerSyncTable[m.playerIndex].seeking and gGlobalSyncTable.displayTimer == 0 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
warp_to_level(LEVEL_CASTLE_GROUNDS, 1, 0)
end
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-- display all seekers as metal
if s.seeking then
m.marioBodyState.modelState = MODEL_STATE_METAL
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m.health = 0x880
end
end
function mario_before_phys_step(m)
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-- prevent physics from being altered when bubbled
if m.action == ACT_BUBBLED then
return
end
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-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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local s = gPlayerSyncTable[m.playerIndex]
-- only make seekers faster
if not s.seeking then
return
end
local hScale = 1.0
local vScale = 1.0
-- make swimming seekers 5% faster
if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
hScale = hScale * 1.05
if m.action ~= ACT_WATER_PLUNGE then
vScale = vScale * 1.05
end
end
-- faster ground movement
if (m.action & ACT_FLAG_MOVING) ~= 0 then
hScale = hScale * 1.19
end
m.vel.x = m.vel.x * hScale
m.vel.y = m.vel.y * vScale
m.vel.z = m.vel.z * hScale
end
function on_pvp_attack(attacker, victim)
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-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
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-- this code runs when a player attacks another player
local sAttacker = gPlayerSyncTable[attacker.playerIndex]
local sVictim = gPlayerSyncTable[victim.playerIndex]
-- only consider local player
if victim.playerIndex ~= 0 then
return
end
-- make victim a seeker
if sAttacker.seeking and not sVictim.seeking then
sVictim.seeking = true
end
end
function on_player_connected(m)
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-- start out as a seeker
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local s = gPlayerSyncTable[m.playerIndex]
s.seeking = true
network_player_set_description(gNetworkPlayers[m.playerIndex], "seeker", 255, 64, 64, 255)
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end
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function hud_top_render()
-- check gamemode enabled state
if not gGlobalSyncTable.hideAndSeek then
return
end
local seconds = 0
local text = ''
if gGlobalSyncTable.roundState == ROUND_STATE_WAIT then
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seconds = 60
text = 'waiting for players'
elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
seconds = math.floor(sRoundEndTimeout / 30 - gGlobalSyncTable.displayTimer)
if seconds < 0 then seconds = 0 end
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text = 'seekers have ' .. seconds .. ' seconds'
else
seconds = math.floor(sRoundStartTimeout / 30 - gGlobalSyncTable.displayTimer)
if seconds < 0 then seconds = 0 end
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text = 'next round in ' .. seconds .. ' seconds'
end
local scale = 0.50
-- get width of screen and text
local screenWidth = djui_hud_get_screen_width()
local width = djui_hud_measure_text(text) * scale
local x = (screenWidth - width) / 2.0
local y = 0
local background = 0.0
if seconds < 60 and gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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background = (math.sin(sFlashingIndex / 10.0) * 0.5 + 0.5) * 1.0
background = background * background
background = background * background
end
-- render top
djui_hud_set_color(255 * background, 0, 0, 128);
djui_hud_render_rect(x - 6, y, width + 12, 16);
djui_hud_set_color(255, 255, 255, 255);
djui_hud_print_text(text, x, y, scale);
end
function hud_bottom_render()
local seconds = math.floor((sDistanceTimeout - sDistanceTimer) / 30)
if seconds < 0 then seconds = 0 end
if sDistanceTimer < 1 then return end
local text = 'Keep moving! (' .. seconds .. ')'
local scale = 0.50
-- get width of screen and text
local screenWidth = djui_hud_get_screen_width()
local screenHeight = djui_hud_get_screen_height()
local width = djui_hud_measure_text(text) * scale
local x = (screenWidth - width) / 2.0
local y = screenHeight - 16
local background = (math.sin(sFlashingIndex / 10.0) * 0.5 + 0.5) * 1.0
background = background * background
background = background * background
-- render top
djui_hud_set_color(255 * background, 0, 0, 128);
djui_hud_render_rect(x - 6, y, width + 12, 16);
djui_hud_set_color(255, 255, 255, 255);
djui_hud_print_text(text, x, y, scale);
end
function hud_center_render()
if gGlobalSyncTable.displayTimer > 3 then return end
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-- set text
local text = ''
if gGlobalSyncTable.roundState == ROUND_STATE_SEEKERS_WIN then
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text = 'Seekers Win!'
elseif gGlobalSyncTable.roundState == ROUND_STATE_HIDERS_WIN then
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text = 'Hiders Win!'
elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
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text = 'Go!'
else
return
end
-- set scale
local scale = 1
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-- get width of screen and text
local screenWidth = djui_hud_get_screen_width()
local screenHeight = djui_hud_get_screen_height()
local width = djui_hud_measure_text(text) * scale
local height = 32 * scale
local x = (screenWidth - width) / 2.0
local y = (screenHeight - height) / 2.0
-- render
djui_hud_set_color(0, 0, 0, 128);
djui_hud_render_rect(x - 6 * scale, y, width + 12 * scale, height);
djui_hud_set_color(255, 255, 255, 255);
djui_hud_print_text(text, x, y, scale);
end
function on_hud_render()
-- render to N64 screen space, with the HUD font
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_font(FONT_NORMAL)
hud_top_render()
hud_bottom_render()
hud_center_render()
sFlashingIndex = sFlashingIndex + 1
end
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function on_hide_and_seek_command(msg)
if msg == 'on' then
djui_chat_message_create('Hide-and-seek mod: enabled')
gGlobalSyncTable.hideAndSeek = true
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gGlobalSyncTable.roundState = ROUND_STATE_WAIT
sRoundTimer = 0
for i=0,(MAX_PLAYERS-1) do
gPlayerSyncTable[i].seeking = true
end
sLastSeekerIndex = 0
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return true
elseif msg == 'off' then
djui_chat_message_create('Hide-and-seek mod: disabled')
gGlobalSyncTable.hideAndSeek = false
return true
end
return false
end
function on_anti_camp_command(msg)
if msg == 'on' then
djui_chat_message_create('Anti-camping timer: enabled')
gGlobalSyncTable.campingTimer = true
return true
elseif msg == 'off' then
djui_chat_message_create('Anti-camping timer: disabled')
gGlobalSyncTable.campingTimer = false
return true
end
return false
end
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function on_touch_tag_command(msg)
if msg == 'on' then
djui_chat_message_create('Touch tag: enabled')
gGlobalSyncTable.touchTag = true
return true
elseif msg == 'off' then
djui_chat_message_create('Touch tag: disabled')
gGlobalSyncTable.touchTag = false
return true
end
return false
end
function on_koopa_shell_command(msg)
if msg == 'on' then
djui_chat_message_create('Koopa Shell: enabled')
gGlobalSyncTable.banKoopaShell = false
return true
elseif msg == 'off' then
djui_chat_message_create('Koopa Shell: disabled')
gGlobalSyncTable.banKoopaShell = true
return true
end
return false
end
function on_hider_cap_command(msg)
if msg == 'on' then
djui_chat_message_create('Hider Caps: enabled')
gGlobalSyncTable.hiderCaps = false
return true
elseif msg == 'off' then
djui_chat_message_create('Hider Caps: disabled')
gGlobalSyncTable.hiderCaps = true
return true
end
return false
end
function on_seeker_cap_command(msg)
if msg == 'on' then
djui_chat_message_create('Seeker Caps: enabled')
gGlobalSyncTable.seekerCaps = false
return true
elseif msg == 'off' then
djui_chat_message_create('Seeker Caps: disabled')
gGlobalSyncTable.seekerCaps = true
return true
end
return false
end
function on_pause_exit(exitToCastle)
local s = gPlayerSyncTable[0]
if not s.seeking then
s.seeking = true
network_player_set_description(gNetworkPlayers[0], "seeker", 255, 64, 64, 255)
end
return true
end
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function allow_pvp_attack(m1, m2)
local s1 = gPlayerSyncTable[m1.playerIndex]
local s2 = gPlayerSyncTable[m2.playerIndex]
if s1.seeking == s2.seeking then
return false
end
return true
end
-----------------------
-- network callbacks --
-----------------------
function on_round_state_changed(tag, oldVal, newVal)
local rs = gGlobalSyncTable.roundState
if rs == ROUND_STATE_WAIT then
-- nothing
elseif rs == ROUND_STATE_ACTIVE then
play_character_sound(gMarioStates[0], CHAR_SOUND_HERE_WE_GO)
elseif rs == ROUND_STATE_SEEKERS_WIN then
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play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
elseif rs == ROUND_STATE_HIDERS_WIN then
play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gMarioStates[0].marioObj.header.gfx.cameraToObject)
elseif rs == ROUND_STATE_UNKNOWN_END then
-- nothing
end
end
function on_seeking_changed(tag, oldVal, newVal)
local m = gMarioStates[tag]
local np = gNetworkPlayers[tag]
-- play sound and create popup if became a seeker
if newVal and not oldVal then
play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject)
playerColor = network_get_player_text_color_string(m.playerIndex)
djui_popup_create(playerColor .. np.name .. '\\#ffa0a0\\ is now a seeker', 2)
if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then
sLastSeekerIndex = m.playerIndex
end
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sRoundTimer = 32
end
if newVal then
network_player_set_description(np, "seeker", 255, 64, 64, 255)
else
network_player_set_description(np, "hider", 128, 128, 128, 255)
end
end
function on_interact(m, obj, intee)
if intee == INTERACT_PLAYER then
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if not gGlobalSyncTable.touchTag then
return
end
if m ~= gMarioStates[0] then
for i=0,(MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected and gNetworkPlayers[i].currAreaSyncValid then
if gPlayerSyncTable[m.playerIndex].seeking and not gPlayerSyncTable[i].seeking and obj == gMarioStates[i].marioObj and check_touch_tag_allowed(i) then
gPlayerSyncTable[i].seeking = true
network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
end
end
end
end
end
end
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function check_touch_tag_allowed(i)
if gMarioStates[i].action ~= ACT_TELEPORT_FADE_IN and gMarioStates[i].action ~= ACT_TELEPORT_FADE_OUT and gMarioStates[i].action ~= ACT_PULLING_DOOR and gMarioStates[i].action ~= ACT_PUSHING_DOOR and gMarioStates[i].action ~= ACT_WARP_DOOR_SPAWN and gMarioStates[i].action ~= ACT_ENTERING_STAR_DOOR and gMarioStates[i].action ~= ACT_STAR_DANCE_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_NO_EXIT and gMarioStates[i].action ~= ACT_STAR_DANCE_WATER and gMarioStates[i].action ~= ACT_PANTING then
return true
end
return false
end
function allow_interact(m, obj, intee)
if intee == INTERACT_KOOPA_SHELL and gGlobalSyncTable.banKoopaShell then
return false
end
end
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-----------
-- hooks --
-----------
hook_event(HOOK_UPDATE, update)
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack)
hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
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hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit)
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hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
hook_event(HOOK_ON_INTERACT, on_interact)
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hook_event(HOOK_ALLOW_INTERACT, allow_interact)
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if network_is_server() then
hook_chat_command('hide-and-seek', "[on|off] turn hide-and-seek on or off", on_hide_and_seek_command)
hook_chat_command('touch-to-tag', "[on|off] turn touch tag on or off", on_touch_tag_command)
hook_chat_command('hiders-caps', "[on|off] turn caps for hiders on or off", on_hider_cap_command)
hook_chat_command('seekers-caps', "[on|off] turn caps for seekers on or off", on_seeker_cap_command)
hook_chat_command('anti-camp', "[on|off] turn the anti-camp timer on or off", on_anti_camp_command)
hook_chat_command('koopa-shell', "[on|off] Turn the koopa shell on or off", on_koopa_shell_command)
end
-- call functions when certain sync table values change
hook_on_sync_table_change(gGlobalSyncTable, 'roundState', 0, on_round_state_changed)
for i=0,(MAX_PLAYERS-1) do
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gPlayerSyncTable[i].seeking = true
hook_on_sync_table_change(gPlayerSyncTable[i], 'seeking', i, on_seeking_changed)
network_player_set_description(gNetworkPlayers[i], "seeker", 255, 64, 64, 255)
end