Fix spawned objects on soccer
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@ -690,90 +690,6 @@ function gamemode_initialize()
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-- hide the SM64 HUD
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hud_hide()
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-- prevent warp doors from working
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local wasRefreshed = false
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local obj = obj_get_first(OBJ_LIST_SURFACE)
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while obj ~= nil do
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local behaviorId = get_id_from_behavior(obj.behavior)
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if behaviorId == id_bhvDoorWarp then
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obj.oInteractType = 0
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end
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-- hide exclamation box
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if behaviorId == id_bhvExclamationBox then
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obj.oPosX = sBallHidePos.x
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obj.oPosY = sBallHidePos.y
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obj.oPosZ = sBallHidePos.z
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end
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if behaviorId == id_bhvLllHexagonalMesh then
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wasRefreshed = true
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end
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obj = obj_get_next(obj)
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end
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-- server spawns objects
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if my_global_index() == 0 and not wasRefreshed then
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-- block vanish cap
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spawn_sync_object(
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id_bhvLllHexagonalMesh,
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E_MODEL_TRAMPOLINE,
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-3390, -512, -2023,
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function (obj)
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obj.oOpacity = 255
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obj.header.gfx.scale.x = 3
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obj.header.gfx.scale.z = 3;
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end)
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-- block basement door
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spawn_sync_object(
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id_bhvLllHexagonalMesh,
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E_MODEL_TRAMPOLINE,
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3279 + 45, -511, -2937 + 45,
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function (obj)
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obj.oOpacity = 255
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obj.header.gfx.scale.x = 2
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obj.header.gfx.scale.z = 2
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obj.oFaceAngleYaw = 0x6000
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obj.oFaceAngleRoll = 0x4000
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end)
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-- block area near ramp
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spawn_sync_object(
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id_bhvStaticCheckeredPlatform,
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E_MODEL_CHECKERBOARD_PLATFORM,
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4430 - 65, 545 + 250 - 5, -6000 - 65,
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function (obj)
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obj.oOpacity = 255
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obj.oFaceAngleYaw = 0x2000
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obj.oFaceAngleRoll = 0x4000
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end)
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-- block area near ramp
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for i=0,6 do
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spawn_sync_object(
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id_bhvStaticCheckeredPlatform,
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E_MODEL_CHECKERBOARD_PLATFORM,
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4460, 545 + 250, -6000 + i * 305,
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function (obj)
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obj.oOpacity = 255
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obj.oFaceAngleYaw = 0
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obj.oFaceAngleRoll = 0x4000
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end)
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end
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-- block cannon
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spawn_sync_object(
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id_bhvLllHexagonalMesh,
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E_MODEL_TRAMPOLINE,
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2385, 88, 1956,
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function (obj)
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obj.oOpacity = 255
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obj.header.gfx.scale.x = 0.9
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obj.header.gfx.scale.z = 0.9
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end)
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end
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sGameModeInitialized = true
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end
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@ -1306,6 +1222,92 @@ function on_level_init()
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end
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end
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function on_sync_valid()
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-- prevent warp doors from working
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local wasRefreshed = false
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local obj = obj_get_first(OBJ_LIST_SURFACE)
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while obj ~= nil do
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local behaviorId = get_id_from_behavior(obj.behavior)
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if behaviorId == id_bhvDoorWarp then
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obj.oInteractType = 0
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end
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-- hide exclamation box
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if behaviorId == id_bhvExclamationBox then
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obj.oPosX = sBallHidePos.x
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obj.oPosY = sBallHidePos.y
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obj.oPosZ = sBallHidePos.z
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end
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if behaviorId == id_bhvLllHexagonalMesh then
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wasRefreshed = true
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end
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obj = obj_get_next(obj)
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end
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-- server spawns objects
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if my_global_index() == 0 and not wasRefreshed then
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-- block vanish cap
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spawn_sync_object(
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id_bhvLllHexagonalMesh,
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E_MODEL_TRAMPOLINE,
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-3390, -512, -2023,
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function (obj)
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obj.oOpacity = 255
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obj.header.gfx.scale.x = 3
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obj.header.gfx.scale.z = 3;
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end)
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-- block basement door
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spawn_sync_object(
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id_bhvLllHexagonalMesh,
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E_MODEL_TRAMPOLINE,
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3279 + 45, -511, -2937 + 45,
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function (obj)
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obj.oOpacity = 255
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obj.header.gfx.scale.x = 2
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obj.header.gfx.scale.z = 2
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obj.oFaceAngleYaw = 0x6000
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obj.oFaceAngleRoll = 0x4000
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end)
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-- block area near ramp
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spawn_sync_object(
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id_bhvStaticCheckeredPlatform,
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E_MODEL_CHECKERBOARD_PLATFORM,
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4430 - 65, 545 + 250 - 5, -6000 - 65,
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function (obj)
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obj.oOpacity = 255
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obj.oFaceAngleYaw = 0x2000
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obj.oFaceAngleRoll = 0x4000
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end)
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-- block area near ramp
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for i=0,6 do
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spawn_sync_object(
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id_bhvStaticCheckeredPlatform,
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E_MODEL_CHECKERBOARD_PLATFORM,
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4460, 545 + 250, -6000 + i * 305,
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function (obj)
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obj.oOpacity = 255
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obj.oFaceAngleYaw = 0
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obj.oFaceAngleRoll = 0x4000
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end)
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end
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-- block cannon
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spawn_sync_object(
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id_bhvLllHexagonalMesh,
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E_MODEL_TRAMPOLINE,
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2385, 88, 1956,
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function (obj)
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obj.oOpacity = 255
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obj.header.gfx.scale.x = 0.9
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obj.header.gfx.scale.z = 0.9
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end)
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end
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end
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-----------
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-- hooks --
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-----------
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@ -1316,6 +1318,7 @@ hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
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hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
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hook_event(HOOK_ALLOW_PVP_ATTACK, allow_pvp_attack)
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hook_event(HOOK_ON_LEVEL_INIT, on_level_init)
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hook_event(HOOK_ON_SYNC_VALID, on_sync_valid)
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if network_is_server() then
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hook_chat_command('football-reset', "[game|ball] resets the game or ball", on_football_reset_command)
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end
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