2022-03-31 05:15:17 +02:00
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gRankings = {}
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GAME_STATE_INACTIVE = 0
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GAME_STATE_RACE_COUNTDOWN = 1
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GAME_STATE_RACE_ACTIVE = 2
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GAME_STATE_RACE_FINISH = 3
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gGlobalSyncTable.maxLaps = 5
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gGlobalSyncTable.gameState = GAME_STATE_INACTIVE
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gGlobalSyncTable.gotoLevel = -1
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gGlobalSyncTable.raceStartTime = 0
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gGlobalSyncTable.raceQuitTime = 0
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function race_start(level)
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gGlobalSyncTable.gotoLevel = level
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gGlobalSyncTable.gameState = GAME_STATE_RACE_COUNTDOWN
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gGlobalSyncTable.raceStartTime = 0
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gGlobalSyncTable.raceQuitTime = 0
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for i = 0, (MAX_PLAYERS - 1) do
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local s = gPlayerSyncTable[i]
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s.random = math.random()
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s.finish = 0
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end
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end
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function race_clear_rankings()
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for k,v in pairs(gRankings) do gRankings[k]=nil end
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end
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function race_increment_lap()
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local s = gPlayerSyncTable[0]
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s.lap = s.lap + 1
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if s.lap > gGlobalSyncTable.maxLaps then
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s.lap = gGlobalSyncTable.maxLaps
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if s.finish == 0 then
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s.finish = get_network_area_timer()
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play_race_fanfare()
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end
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end
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end
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function race_update_rankings()
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-- order players by score
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ordered = {}
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for i = 0, (MAX_PLAYERS - 1) do
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local m = gMarioStates[i]
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local s = gPlayerSyncTable[i]
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if active_player(m) then
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local score = 0
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if s.finish > 0 then
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score = (gGlobalSyncTable.maxLaps + 2) * 10000 + (10000 / s.finish)
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else
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-- figure out distance score
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local maxDist = vec3f_dist(get_waypoint(s.waypoint - 1), get_waypoint(s.waypoint))
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if maxDist == 0 then maxDist = 1 end
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local dist = vec3f_dist(m.pos, get_waypoint(s.waypoint))
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local distScore = clamp(1 - (dist/maxDist), 0, 1)
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-- figure out entire score
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local lastWaypoint = get_waypoint_index(s.waypoint - 1)
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score = s.lap * 10000 + lastWaypoint * 100 + distScore
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if s.lap == 0 then score = 0 end
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end
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if score > 0 then
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table.insert(ordered, { score = score, m = m })
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end
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end
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end
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table.sort(ordered, function (v1, v2) return v1.score > v2.score end)
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-- clear rankings
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race_clear_rankings()
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-- set rankings
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for i,v in ipairs(ordered) do
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table.insert(gRankings, v.m)
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end
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end
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function race_start_line()
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local index = 0
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for i = 0, (MAX_PLAYERS - 1) do
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local s = gPlayerSyncTable[i]
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if network_is_server() then
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s.finish = 0
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end
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if active_player(gMarioStates[i]) and s.random < gPlayerSyncTable[0].random then
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index = index + 1
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end
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end
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local lineIndex = (index % 2) + 1
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local lineBackIndex = index - (index % 2)
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local m = gMarioStates[0]
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local spawnLine = gLevelData.spawn[lineIndex]
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local point = vec3f_tween(spawnLine.a, spawnLine.b, lineBackIndex / MAX_PLAYERS)
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local waypoint = get_waypoint(1)
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m.pos.x = point.x
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m.pos.y = point.y
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m.pos.z = point.z
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m.marioObj.oIntangibleTimer = 5
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set_mario_action(m, ACT_RIDING_SHELL_GROUND, 0)
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m.vel.x = 0
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m.vel.y = 0
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m.vel.z = 0
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m.slideVelX = 0
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m.slideVelZ = 0
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m.forwardVel = 0
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m.faceAngle.x = 0
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m.faceAngle.y = atan2s(waypoint.z - m.pos.z, waypoint.x - m.pos.x)
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m.faceAngle.z = 0
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end
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function race_update()
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-- automatically start race
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if gGlobalSyncTable.gameState == GAME_STATE_INACTIVE and network_player_connected_count() > 1 then
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race_start(LEVEL_SL)
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end
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local np = gNetworkPlayers[0]
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2022-05-09 17:28:30 +02:00
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if gGlobalSyncTable.gotoLevel ~= -1 and np.currAreaSyncValid and np.currLevelSyncValid then
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2022-03-31 05:15:17 +02:00
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if np.currLevelNum ~= gGlobalSyncTable.gotoLevel then
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if gGlobalSyncTable.gotoLevel == LEVEL_CASTLE_GROUNDS then
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warp_to_castle(LEVEL_VCUTM)
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else
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warp_to_level(gGlobalSyncTable.gotoLevel, 1, 16)
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end
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end
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end
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-- make sure this is a valid level
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if gLevelData == gLevelDataTable[-1] then
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return
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end
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if gGlobalSyncTable.gameState == GAME_STATE_RACE_COUNTDOWN then
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race_start_line()
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race_clear_rankings()
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if network_is_server() then
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if gGlobalSyncTable.raceStartTime == 0 then
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if np.currAreaSyncValid then
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gGlobalSyncTable.raceStartTime = get_network_area_timer() + 30 * 5
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gGlobalSyncTable.raceQuitTime = 0
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end
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elseif gGlobalSyncTable.raceStartTime > get_network_area_timer() + 30 * 5 then
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gGlobalSyncTable.raceStartTime = get_network_area_timer() + 30 * 5
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gGlobalSyncTable.raceQuitTime = 0
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elseif gGlobalSyncTable.raceStartTime > 0 and get_network_area_timer() >= gGlobalSyncTable.raceStartTime then
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gGlobalSyncTable.gameState = GAME_STATE_RACE_ACTIVE
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end
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end
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elseif gGlobalSyncTable.gameState == GAME_STATE_RACE_ACTIVE then
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race_update_rankings()
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if network_is_server() then
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if gGlobalSyncTable.raceQuitTime == 0 then
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-- check for race finish
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local foundFinisher = false
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for i = 0, (MAX_PLAYERS - 1) do
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local m = gMarioStates[i]
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local s = gPlayerSyncTable[i]
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if active_player(m) and s.finish > 0 then
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foundFinisher = true
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end
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end
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if foundFinisher then
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-- set a timer until the race is finished
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gGlobalSyncTable.raceQuitTime = get_network_area_timer() + 30 * 20
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end
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elseif gGlobalSyncTable.raceQuitTime > 0 and get_network_area_timer() > gGlobalSyncTable.raceQuitTime then
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-- race is finished, start a new one
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if gLevelData == gLevelDataTable[LEVEL_CASTLE_GROUNDS] then
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race_start(LEVEL_BOB)
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elseif gLevelData == gLevelDataTable[LEVEL_SL] then
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race_start(LEVEL_CASTLE_GROUNDS)
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elseif gLevelData == gLevelDataTable[LEVEL_BOB] then
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race_start(LEVEL_SL)
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end
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end
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end
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end
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end
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function on_race_command(msg)
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if not network_is_server() then
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djui_chat_message_create('Only the server can change this setting!')
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return true
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end
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if msg == 'BOB' then
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race_start(LEVEL_BOB)
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return true
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end
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if msg == 'SL' then
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race_start(LEVEL_SL)
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return true
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end
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if msg == 'CG' then
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race_start(LEVEL_CASTLE_GROUNDS)
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return true
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end
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return false
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end
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function on_laps_command(msg)
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if not network_is_server() then
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djui_chat_message_create('Only the server can change this setting!')
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return true
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end
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if tonumber(msg) > 0 then
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gGlobalSyncTable.maxLaps = math.floor(tonumber(msg))
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return true
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end
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return false
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end
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function on_game_state_changed(tag, oldVal, newVal)
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local m = gMarioStates[0]
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if oldVal ~= newVal then
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if newVal == GAME_STATE_RACE_ACTIVE then
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play_sound(SOUND_GENERAL_RACE_GUN_SHOT, m.marioObj.header.gfx.cameraToObject)
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end
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end
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end
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hook_chat_command('race', "[CG|SL|BOB]", on_race_command)
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hook_chat_command('laps', "[number]", on_laps_command)
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hook_on_sync_table_change(gGlobalSyncTable, 'gameState', i, on_game_state_changed)
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