Update 4 example mods (#205)
* Update 4 example mods * localize functions in water-level.lua
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@ -1,23 +1,16 @@
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-- name: Mario RUN!
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-- description: Mario is constantly running.
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Threshold = 50 --set Threshold to 50
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local speedThreshold = 50
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function mario_update(m)
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--Prevent mario from ideling
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if m.action == ACT_IDLE then --If idle
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set_mario_action(m, ACT_WALKING, 0) --Make Mario walk
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local function mario_update(m)
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--Prevent mario from crouching or idling
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if m.action == ACT_IDLE or m.action == ACT_CROUCHING then
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set_mario_action(m, ACT_WALKING, 0)
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end
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--Crouching doesnt apply vel so prevent that
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if m.action == ACT_CROUCHING then --If crouching
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set_mario_action(m, ACT_WALKING, 0) --Make Mario walk
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end
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--Speed floor
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if (m.forwardVel > Threshold) and (m.forwardVel < Threshold) then --If Mario isn't moveing fast enough
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m.forwardVel = Threshold --set forwards velocity to whatevet the threashold is set to
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end
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-- Ensures that Mario moves at a speed greater than or equal to speedThreshold
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m.forwardVel = math.max(m.forwardVel,speedThreshold)
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end
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-- hooks --
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@ -1,7 +1,8 @@
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-- name: MoonJump
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-- description: Hold the A button to Moonjump
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function mario_update(m)
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if (m.controller.buttonDown & A_BUTTON) ~= 0 then --If the A button is pressed
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local function mario_update(m)
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if (m.controller.buttonDown & A_BUTTON) ~= 0 then --If the A button is held
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m.vel.y = 25 --Set Y velocity to 25
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end
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end
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@ -1,15 +1,15 @@
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-- This file is an example of how to render to the screen
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rainbow = 0
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local rainbow = 0
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function test_text()
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local function test_text()
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-- set text and scale
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local text = "This is example text in the bottom right."
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local scale = 1
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-- render to native screen space, with the MENU font
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djui_hud_set_resolution(RESOLUTION_DJUI);
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djui_hud_set_font(FONT_MENU);
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djui_hud_set_resolution(RESOLUTION_DJUI)
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djui_hud_set_font(FONT_MENU)
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-- get width of screen and text
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local screenWidth = djui_hud_get_screen_width()
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@ -24,31 +24,23 @@ function test_text()
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local y = screenHeight - height
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-- set color and render
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djui_hud_set_color(255, 0, 255, 255);
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djui_hud_print_text(text, x, y, scale);
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djui_hud_set_color(255, 0, 255, 255)
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djui_hud_print_text(text, x, y, scale)
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end
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function test_texture()
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local function test_texture()
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-- render to N64's screen space
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djui_hud_set_resolution(RESOLUTION_N64)
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-- get player's character texture
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local tex = gMarioStates[0].character.hudHeadTexture
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-- set scale
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local wscale = 1
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local hscale = 1
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-- set position
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local x = 256
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local y = 64
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-- set color and render
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-- color and render
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djui_hud_set_color(255, 0, 255, 255)
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djui_hud_render_texture(tex, x, y, wscale, hscale)
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djui_hud_render_texture(tex, 256, 64, 1, 1)
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end
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function test_rect()
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local function test_rect()
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-- render to native screen space
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djui_hud_set_resolution(RESOLUTION_DJUI)
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@ -85,15 +77,31 @@ function test_rect()
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djui_hud_render_rect(x, y, w, h)
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end
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function test_rainbow_text()
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local function test_mouse()
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-- render to native screen space (recommended for this)
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djui_hud_set_resolution(RESOLUTION_DJUI)
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-- get mouse position
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local mouseX = djui_hud_get_mouse_x()
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local mouseY = djui_hud_get_mouse_y()
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local scale = 4
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-- set color and render
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djui_hud_set_color(255, 255, 255, 255)
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djui_hud_render_texture(gTextures.arrow_up, mouseX, mouseY, scale, scale)
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end
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local function test_rainbow_text()
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-- this function is incredibly silly
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-- don't do anything like this
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local res = RESOLUTION_DJUI
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local text = "HELLO WORLD"
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local scale = 3
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djui_hud_set_resolution(res);
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djui_hud_set_font(FONT_NORMAL);
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djui_hud_set_resolution(res)
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djui_hud_set_font(FONT_NORMAL)
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for i=0,255 do
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j = rainbow / 50
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@ -107,17 +115,110 @@ function test_rainbow_text()
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g = 0
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b = 0
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end
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djui_hud_set_color(r, g, b, i);
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djui_hud_print_text(text, x, y, scale);
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djui_hud_set_color(r, g, b, i)
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djui_hud_print_text(text, x, y, scale)
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end
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rainbow = rainbow + 1
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end
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function on_hud_render()
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local function test_rotation()
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-- render to native screen space
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djui_hud_set_resolution(RESOLUTION_DJUI)
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-- get SM64 global timer
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local gt = get_global_timer()
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-- rotate object around pivot (center)
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djui_hud_set_rotation(gt * 512, 0.5, 0.5)
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-- color and render
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djui_hud_set_color(255, 255, 0, 128)
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djui_hud_render_rect(1280, 512, 64, 64)
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-- rotate object around pivot (top-left); color and render
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djui_hud_set_rotation(gt * 512, 0, 0)
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djui_hud_set_color(0, 255, 255, 128)
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djui_hud_render_rect(1280, 512, 64, 64)
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-- rotate object around pivot (bottom-right); color and render
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djui_hud_set_rotation(gt * 512, 1, 1)
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djui_hud_set_color(255, 0, 255, 128)
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djui_hud_render_rect(1280, 512, 64, 64)
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end
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local function test_filtering()
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local scale = 1
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-- render to N64's screen space with the MENU font
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djui_hud_set_resolution(RESOLUTION_N64)
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djui_hud_set_font(FONT_HUD)
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djui_hud_set_color(255, 255, 255, 255)
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-- get height of screen and text
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local screenHeight = djui_hud_get_screen_height()
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local height = 16 * scale
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local y = screenHeight - height
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-- set filtering and render
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djui_hud_set_filter(FILTER_NEAREST)
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djui_hud_print_text("NEAREST", 0, y, scale)
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-- adjust position
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y = y - height
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-- set filtering and render
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djui_hud_set_filter(FILTER_LINEAR)
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djui_hud_print_text("LINEAR", 0, y, scale)
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end
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local function test_world_to_screen()
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-- render to N64's screen space (recommended for this)
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djui_hud_set_resolution(RESOLUTION_N64)
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-- reset rotation and filtering from earlier
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djui_hud_set_rotation(0, 0, 0)
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djui_hud_set_filter(FILTER_NEAREST)
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local out = {x = 0, y = 0, z = 0}
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djui_hud_world_pos_to_screen_pos(gMarioStates[0].pos,out)
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-- get player's character texture
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local tex = gMarioStates[0].character.hudHeadTexture
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djui_hud_set_color(255, 255, 255, 255)
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djui_hud_render_texture(tex, out.x, out.y, 1, 1)
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end
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local function on_hud_render()
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test_text()
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test_rect()
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test_texture()
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test_mouse()
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test_rainbow_text()
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test_rotation()
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test_filtering()
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test_world_to_screen()
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end
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-- HOOK_ON_HUD_RENDER_BEHIND will render behind SM64's hud
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local function on_hud_render_behind()
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local scale = 0.5
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local text = "This text renders behind SM64's HUD!"
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djui_hud_set_resolution(RESOLUTION_N64)
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djui_hud_set_font(FONT_RECOLOR_HUD)
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local screenWidth = djui_hud_get_screen_width()
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local width = djui_hud_measure_text(text) * scale
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local x = screenWidth - width
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djui_hud_set_color(0, 255, 255, 255)
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djui_hud_print_text(text, x, 22, scale)
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end
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hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
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hook_event(HOOK_ON_HUD_RENDER_BEHIND, on_hud_render_behind)
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@ -1,27 +1,32 @@
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-- name: Water Height Changer
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-- description: Use /waterset and /waterget to manipulate water height.
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function on_get_command(msg)
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local function on_get_command(msg)
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if not network_is_server() then
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djui_chat_message_create("You need to be the host!")
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return true
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end
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djui_chat_message_create(tostring(get_environment_region(1)))
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djui_chat_message_create(tostring(get_environment_region(2)))
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return false
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djui_chat_message_create(tostring(get_water_level(0)))
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djui_chat_message_create(tostring(get_water_level(1)))
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return true
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end
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function on_set_command(msg)
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local function on_set_command(msg)
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if not network_is_server() then
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djui_chat_message_create("You need to be the host!")
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return true
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end
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local num = tonumber(msg)
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set_environment_region(1, num)
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set_environment_region(2, num)
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return false
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if not num then
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djui_chat_message_create("Not a number!")
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return true
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end
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set_water_level(0, num, true)
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set_water_level(1, num, true)
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return true
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end
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hook_chat_command("waterset", "to set the first two water levels", on_set_command)
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