Remove redundant Nametags mod

This commit is contained in:
Agent X 2024-03-23 17:29:01 -04:00
parent a9611cadd0
commit 9887e3904d
1 changed files with 0 additions and 225 deletions

View File

@ -1,225 +0,0 @@
-- name: Nametags
-- incompatible: nametags
-- description: Nametags\nBy \\#ec7731\\Agent X\\#dcdcdc\\\n\nThis mod adds nametags to sm64coopdx, this helps to easily identify other players without the player list, nametags can toggled on and off with \\#ffff00\\/nametag-distance 7000\\#dcdcdc\\ and \\#ffff00\\/nametag-distance 0\\#dcdcdc\\ respectively.
local MAX_SCALE = 0.32
gGlobalSyncTable.dist = 7000
local showHealth = false
local showSelfTag = false
local gStateExtras = {}
for i = 0, (MAX_PLAYERS - 1) do
gStateExtras[i] = {}
local e = gStateExtras[i]
e.prevPos = {}
e.prevPos.x = 0
e.prevPos.y = 0
e.prevPos.z = 0
e.prevScale = 1
end
-- localize functions to improve performance
local djui_chat_message_create = djui_chat_message_create
local djui_hud_measure_text = djui_hud_measure_text
local djui_hud_print_text_interpolated = djui_hud_print_text_interpolated
local djui_hud_set_color = djui_hud_set_color
local djui_hud_set_font = djui_hud_set_font
local djui_hud_set_resolution = djui_hud_set_resolution
local djui_hud_world_pos_to_screen_pos = djui_hud_world_pos_to_screen_pos
local vec3f_dist = vec3f_dist
local network_player_connected_count = network_player_connected_count
local network_player_palette_to_color = network_player_palette_to_color
local network_is_server = network_is_server
local is_player_active = is_player_active
local clampf = clampf
local hud_render_power_meter_interpolated = hud_render_power_meter_interpolated
local is_game_paused = is_game_paused
local obj_get_first_with_behavior_id = obj_get_first_with_behavior_id
for i in pairs(gActiveMods) do
local name = gActiveMods[i].name:lower()
if gActiveMods[i].enabled and (name:find("hide") or name:find("hns") or name:find("hunt")) then
gGlobalSyncTable.dist = 0
end
end
local function on_or_off(value)
if value then return "\\#00ff00\\ON" end
return "\\#ff0000\\OFF"
end
--- @param m MarioState
local function active_player(m)
local np = gNetworkPlayers[m.playerIndex]
if m.playerIndex == 0 then
return 1
end
if not np.connected then
return 0
end
if np.currCourseNum ~= gNetworkPlayers[0].currCourseNum then
return 0
end
if np.currActNum ~= gNetworkPlayers[0].currActNum then
return 0
end
if np.currLevelNum ~= gNetworkPlayers[0].currLevelNum then
return 0
end
if np.currAreaIndex ~= gNetworkPlayers[0].currAreaIndex then
return 0
end
return is_player_active(m)
end
local function if_then_else(cond, if_true, if_false)
if cond then return if_true end
return if_false
end
local function djui_hud_set_adjusted_color(r, g, b, a)
local multiplier = 1
if is_game_paused() then multiplier = 0.5 end
djui_hud_set_color(r * multiplier, g * multiplier, b * multiplier, a)
end
local function djui_hud_print_outlined_text_interpolated(text, prevX, prevY, prevScale, x, y, scale, r, g, b, a, outlineDarkness)
local offset = 1 * (scale * 2)
local prevOffset = 1 * (prevScale * 2)
-- render outline
djui_hud_set_adjusted_color(r * outlineDarkness, g * outlineDarkness, b * outlineDarkness, a)
djui_hud_print_text_interpolated(text, prevX - prevOffset, prevY, prevScale, x - offset, y, scale)
djui_hud_print_text_interpolated(text, prevX + prevOffset, prevY, prevScale, x + offset, y, scale)
djui_hud_print_text_interpolated(text, prevX, prevY - prevOffset, prevScale, x, y - offset, scale)
djui_hud_print_text_interpolated(text, prevX, prevY + prevOffset, prevScale, x, y + offset, scale)
-- render text
djui_hud_set_adjusted_color(r, g, b, 255)
djui_hud_print_text_interpolated(text, prevX, prevY, prevScale, x, y, scale)
djui_hud_set_color(255, 255, 255, 255)
end
local function name_without_hex(name)
local s = ''
local inSlash = false
for i = 1, #name do
local c = name:sub(i,i)
if c == '\\' then
inSlash = not inSlash
elseif not inSlash then
s = s .. c
end
end
return s
end
local function split(s)
local result = {}
for match in (s):gmatch(string.format("[^%s]+", " ")) do
table.insert(result, match)
end
return result
end
local function on_hud_render()
if gGlobalSyncTable.dist == 0 or (not showSelfTag and network_player_connected_count() == 1) or not gNetworkPlayers[0].currAreaSyncValid or obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then return end
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_font(FONT_NORMAL)
for i = if_then_else(showSelfTag, 0, 1), (MAX_PLAYERS - 1) do
local m = gMarioStates[i]
local out = { x = 0, y = 0, z = 0 }
local pos = { x = m.marioObj.header.gfx.pos.x, y = m.pos.y + 210, z = m.marioObj.header.gfx.pos.z }
if djui_hud_world_pos_to_screen_pos(pos, out) and m.marioBodyState.updateTorsoTime == gMarioStates[0].marioBodyState.updateTorsoTime and active_player(m) ~= 0 and m.action ~= ACT_IN_CANNON and (m.playerIndex ~= 0 or (m.playerIndex == 0 and m.action ~= ACT_FIRST_PERSON)) then
local scale = MAX_SCALE
local dist = vec3f_dist(gLakituState.pos, m.pos)
if m.playerIndex ~= 0 and dist > 1000 then
scale = 0.5
scale = scale + dist / gGlobalSyncTable.dist
scale = clampf(1 - scale, 0, MAX_SCALE)
end
local name = name_without_hex(gNetworkPlayers[i].name)
local color = { r = 162, g = 202, b = 234 }
network_player_palette_to_color(gNetworkPlayers[i], SHIRT, color)
local measure = djui_hud_measure_text(name) * scale * 0.5
local alpha = if_then_else(m.action ~= ACT_CROUCHING and m.action ~= ACT_START_CRAWLING and m.action ~= ACT_CRAWLING and m.action ~= ACT_STOP_CRAWLING, 255, 100)
local e = gStateExtras[i]
djui_hud_print_outlined_text_interpolated(name, e.prevPos.x - measure, e.prevPos.y, e.prevScale, out.x - measure, out.y, scale, color.r, color.g, color.b, alpha, 0.25)
if m.playerIndex ~= 0 and showHealth then
djui_hud_set_adjusted_color(255, 255, 255, alpha)
local healthScale = 75 * scale
local prevHealthScale = 75 * e.prevScale
hud_render_power_meter_interpolated(m.health,
e.prevPos.x - (prevHealthScale * 0.5), e.prevPos.y - prevHealthScale, prevHealthScale, prevHealthScale,
out.x - (healthScale * 0.5), out.y - healthScale, healthScale, healthScale)
end
e.prevPos.x = out.x
e.prevPos.y = out.y
e.prevPos.z = out.z
e.prevScale = scale
end
end
end
local function on_distance_command(msg)
if not network_is_server() and not network_is_moderator() then
djui_chat_message_create("\\#d86464\\You do not have permission to run this command.")
return true
end
local dist = tonumber(msg)
if dist ~= nil then
djui_chat_message_create("Set nametag distance to " .. msg)
gGlobalSyncTable.dist = dist
return true
else
djui_chat_message_create("/nametags \\#00ffff\\distance\\#ffff00\\ [number]\\#ffffff\\\nSets the distance at which nametags disappear,\ndefault is \\#ffff00\\7000\\#ffffff\\, \\#ffff00\\0\\#ffffff\\ turns nametags off")
return true
end
return false
end
local function on_show_health_command(msg)
if msg == "?" then
djui_chat_message_create("/nametags \\#00ffff\\show-health\\#ffffff\\\nToggles showing health above the nametag, default is \\#00ff00\\ON")
return true
end
showHealth = not showHealth
djui_chat_message_create("Show health status: " .. on_or_off(showHealth))
return true
end
local function on_show_tag_command(msg)
if msg == "?" then
djui_chat_message_create("/nametags \\#00ffff\\show-tag\\#ffffff\\\nToggles your own nametag on or off, default is \\#ff0000\\OFF")
return true
end
showSelfTag = not showSelfTag
djui_chat_message_create("Show my tag status: " .. on_or_off(showSelfTag))
return true
end
local function on_nametags_command(msg)
local args = split(msg)
if args[1] == "distance" then
return on_distance_command(args[2])
elseif args[1] == "show-health" then
return on_show_health_command(args[2])
elseif args[1] == "show-tag" then
return on_show_tag_command(args[2])
end
return false
end
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
hook_chat_command("nametags", "\\#00ffff\\[show-tag|show-health|distance]", on_nametags_command)