local is_player_active,vec3f_copy,set_mario_action,perform_air_step,save_file_get_flags,save_file_set_flags,save_file_do_save,get_current_save_file_num,vec3f_dot,get_id_from_behavior,djui_hud_set_color,djui_hud_render_rect,djui_hud_print_text,djui_hud_set_resolution,djui_hud_get_screen_width,djui_hud_get_screen_height,djui_hud_set_font,vec3f_length,math_floor,djui_hud_measure_text,get_cutscene_from_mario_status,obj_get_first,obj_get_next,obj_get_nearest_object_with_behavior_id,obj_check_hitbox_overlap = is_player_active,vec3f_copy,set_mario_action,perform_air_step,save_file_get_flags,save_file_set_flags,save_file_do_save,get_current_save_file_num,vec3f_dot,get_id_from_behavior,djui_hud_set_color,djui_hud_render_rect,djui_hud_print_text,djui_hud_set_resolution,djui_hud_get_screen_width,djui_hud_get_screen_height,djui_hud_set_font,vec3f_length,math.floor,djui_hud_measure_text,get_cutscene_from_mario_status,obj_get_first,obj_get_next,obj_get_nearest_object_with_behavior_id,obj_check_hitbox_overlap function no_dialog_open() return not (get_dialog_id() >= 0 and get_dialog_box_state() < 3) end -- function remove_cutscenes(m) -- todo: this shit breaks -- if m.area ~= nil and m.area.camera ~= nil then -- local lvl = gNetworkPlayers[m.playerIndex].currLevelNum -- if (cutsceneActns[m.action] ~= 1 or not no_dialog_open()) and (lvl ~= LEVEL_BOWSER_1 and lvl ~= LEVEL_BOWSER_2 and lvl ~= LEVEL_BOWSER_3) then -- disable_time_stop() -- m.area.camera.cutscene = 0 -- m.statusForCamera.cameraEvent = 0 -- m.freeze = 0 -- end -- end -- end local intFix = 0 --- @param m MarioState 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 function on_set_mario_action(m) if (m.playerIndex == 0) then if (DM_ACTION_TRANSFERS[m.action] == 1) then local yVel = m.vel.y * sv_scalerate_inverse local fVel = m.forwardVel * sv_scalerate_inverse local s = gPlayerSyncTable[m.playerIndex] local direction = GetAngleVectors(m).forward vec3f_copy(m.vel,vec3_scale(direction,m.forwardVel*sv_scalerate_inverse)) m.vel.y = yVel local is_underwater = m.pos.y <= m.waterLevel-sv_playersubmergelevel local metal_underwater = (m.flags & MARIO_METAL_CAP) ~= 0 if ((m.action & ACT_FLAG_AIR) ~= 0) then set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) return 1 elseif ((m.action & ACT_GROUP_SUBMERGED) ~= 0) then if (not metal_underwater) and (is_underwater) then set_mario_action(m, ACT_DM_WATER_MOVEMENT, 0) return 1 end if (metal_underwater) and (is_underwater) then set_mario_action(m, ACT_DM_AIR_MOVEMENT_METAL, 0) return 1 end end set_mario_action(m, ACT_DM_GROUNDED_MOVEMENT, 0) return 1 end if (DM_ACTION_FUNCTIONS[m.action] ~= nil) then local val = DM_ACTION_FUNCTIONS[m.action](m) if (val == 1) then return 1 end end end end function allow_voice(m,s) if (s == CHAR_SOUND_ON_FIRE or s == CHAR_SOUND_ATTACKED or s == CHAR_SOUND_EEUH) then return 0 end end function override_defacto(m) -- if m.action == ACT_DM_AIR_MOVEMENT or m.action == ACT_DM_GROUNDED_MOVEMENT or -- m.action == ACT_DM_AIR_MOVEMENT_METAL or m.action == ACT_DM_GROUNDED_MOVEMENT_METAL or m.action == ACT_DM_GROUNDED_IDLE then return 1 -- end end function on_player_connected(m) gPlayerSyncTable[m.playerIndex].playerCrouching = false gPlayerSyncTable[m.playerIndex].playerPitch = 1 gPlayerSyncTable[m.playerIndex].playerYaw = 1 end function before_set_mario_action(m,incoming) if (DM_ACTION_PREFUNCS_ALL[incoming] ~= nil) then local val = DM_ACTION_PREFUNCS_ALL[incoming](m) if (val == 1) then return 1 end end if (m.playerIndex == 0) then if (DM_ACTION_PREFUNCS[incoming] ~= nil) then return DM_ACTION_PREFUNCS[incoming](m) elseif (DM_ACTIONS[incoming] ~= 1) then m.controller.buttonPressed = 0 local is_underwater = m.pos.y <= m.waterLevel-sv_playersubmergelevel local metal_underwater = (m.flags & MARIO_METAL_CAP) ~= 0 if ((incoming & ACT_FLAG_AIR) ~= 0) then set_mario_action(m, ACT_DM_AIR_MOVEMENT, 0) return 1 elseif ((incoming & ACT_FLAG_SWIMMING) ~= 0) or ((incoming & ACT_GROUP_SUBMERGED) ~= 0) then if (not metal_underwater) and (is_underwater) then set_mario_action(m, ACT_DM_WATER_MOVEMENT, 0) return 1 end if (metal_underwater) and (is_underwater) then set_mario_action(m, ACT_DM_AIR_MOVEMENT_METAL, 0) return 1 end end set_mario_action(m, ACT_DM_GROUNDED_MOVEMENT, 0) return 1 end end end function before_phys_step(m) local act = m.action if (DM_ACTIONS[act] ~= 1) then return 0 end if ((act == ACT_DM_AIR_MOVEMENT or act == ACT_DM_AIR_MOVEMENT_METAL or act == ACT_DM_WATER_MOVEMENT or act == ACT_GROUND_POUND) and m.playerIndex == 0 and m.ceil ~= nil) then local h = m.marioObj.hitboxHeight if (m.ceilHeight <= m.pos.y + h) then m.pos.y = m.ceilHeight - h - 4 return 0 end if (m.pos.y + h + 4 + sv_camerayoffset > m.ceilHeight) then SV_PlayerMovement_Scale(m,true) vec3f_copy(m.vel, PHYS_CollideWithNormal(m.vel,m.ceil.normal,0.25)) SV_PlayerMovement_Scale(m,false) m.pos.y = m.pos.y - 4 return perform_air_step(m,0) end end end function on_interact(m,o,i,b) if (intFix > 0) then return end if DM_ACTION_QPHYS[m.action] == 1 then if (i == INTERACT_BOUNCE_TOP or i == INTERACT_BOUNCE_TOP2) and not (m.action == ACT_GROUND_POUND or m.action == ACT_DM_GROUND_POUND_METAL) then if (o.oInteractStatus & INT_STATUS_WAS_ATTACKED) ~= 0 then m.vel.y = 160 return end end if (o.oInteractStatus & INT_STATUS_ATTACKED_MARIO) ~= 0 and m.health > 0xFF then m.invincTimer = 30 gLakituState.roll = 2730*(m.hurtCounter*0.25) gLakituState.oldRoll = gLakituState.roll cl_red = 128 return end if i == INTERACT_STAR_OR_KEY then local lvl = gNetworkPlayers[m.playerIndex].currLevelNum if (lvl == LEVEL_BOWSER_1) then if ((save_file_get_flags() & (SAVE_FLAG_UNLOCKED_BASEMENT_DOOR)) == 0) then save_file_set_flags(SAVE_FLAG_UNLOCKED_BASEMENT_DOOR) save_file_do_save(get_current_save_file_num()-1,true) end end if (lvl == LEVEL_BOWSER_2) then if ((save_file_get_flags() & (SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR)) == 0) then save_file_set_flags(SAVE_FLAG_UNLOCKED_UPSTAIRS_DOOR) save_file_do_save(get_current_save_file_num()-1,true) end end return end end end function allow_interact(m,o,i) if (intFix > 0) then return end if DM_ACTION_QPHYS[m.action] == 1 then if (i == INTERACT_POLE and no_dialog_open()) then if (vec3f_dot({x=o.oPosX-m.pos.x,y=0,z=o.oPosZ-m.pos.z},{x=m.vel.x,y=0,z=m.vel.z}) > 0) and (m.controller.buttonDown & B_BUTTON) ~= 0 then m.usedObj = o cl_poleY = o.oPosY set_mario_action(m,ACT_DM_POLE_MOVEMENT,0) end return false end if (i == INTERACT_IGLOO_BARRIER) then if (m.controller.buttonDown & Z_TRIG ~= 0) then return false end end if (m.action == ACT_DM_GROUND_POUND_METAL) then o.oInteractStatus = (o.oInteractStatus | INT_GROUND_POUND) end end if (get_id_from_behavior(o.behavior) == id_bhvToadMessage) then return false end end function on_pvp(m,v) if (intFix > 0) then return end if DM_ACTION_QPHYS[v.action] == 1 then v.invincTimer = 30 if (v.playerIndex == 0) then gLakituState.roll = 2730*(v.hurtCounter*0.25) gLakituState.oldRoll = gLakituState.roll cl_red = 128 end end end local function render_speed(w2,h2,textWidth,h_offset,hspeed_text,scale,height) local scale1 = scale*0.5 djui_hud_set_color(0,0,0,100) djui_hud_render_rect((w2*0.5) - (textWidth*scale1) - 1,(h2*h_offset),textWidth*scale + 2,height) djui_hud_set_color(255,255,255,255) djui_hud_print_text(hspeed_text, (w2*0.5) - (textWidth*scale1),(h2*h_offset),scale) end function render_hud_effects() local m = gMarioStates[0] if (m ~= nil) then djui_hud_set_resolution(RESOLUTION_DJUI) local w = djui_hud_get_screen_width() local h = djui_hud_get_screen_height() if (cl_red > 0) then djui_hud_set_color(255,0,0,cl_red*0.5) djui_hud_render_rect(0,0,w,h) end local c = m.area.camera if (c ~= nil) then if (c.pos.y < m.waterLevel) then djui_hud_set_color(38,139,255,100) djui_hud_render_rect(0,0,w,h) end end if (m.health <= 0xFF or m.action == ACT_UNINITIALIZED or m.action == ACT_DISAPPEARED) then return end djui_hud_set_resolution(RESOLUTION_N64) djui_hud_set_font(FONT_NORMAL) local w2 = djui_hud_get_screen_width() local h2 = djui_hud_get_screen_height() local hspeed = m.forwardVel*sv_scalerate_inverse ; if (DM_ACTION_QPHYS[m.action] == 1) then hspeed = vec3f_length({x=m.vel.x,y=0,z=m.vel.z}) end local hspeed_text = tostring(math.floor(hspeed)) local textWidth = djui_hud_measure_text(hspeed_text) render_speed(w2,h2,textWidth,0.8,hspeed_text,0.5,15) local vspeed = m.vel.y ; if (DM_ACTION_QPHYS[m.action] ~= 1) then vspeed = vspeed * sv_scalerate_inverse end local vspeed_text = tostring(math.floor(vspeed)) local vtextWidth = djui_hud_measure_text(vspeed_text) render_speed(w2,h2,vtextWidth,0.75,vspeed_text,0.25,7.5) -- local vspeed_text = tostring(m.area.camera.cutscene) -- local vTextWidth = djui_hud_measure_text(vspeed_text) -- render_speed(w2,h2,vTextWidth,0.75,vspeed_text,0.25,7.5) -- local usedObjT = tostring(m.usedObj ~= nil) -- local usedObj = djui_hud_measure_text(usedObjT) -- render_speed(w2,h2,usedObj,0.6,usedObjT,0.25,7.5) -- local usedObjT2 = tostring(get_cutscene_from_mario_status(m.area.camera)) -- local usedObj2 = djui_hud_measure_text(usedObjT2) -- render_speed(w2,h2,usedObj2,0.55,usedObjT2,0.25,7.5) if (m.capTimer > 0) then local capTimer_Seconds = math.floor(m.capTimer * 0.03333333333333333) local capText = "Cap Timer: " .. tostring(capTimer_Seconds) local capWidth = djui_hud_measure_text(capText) render_speed(w2,h2,capWidth,0.875,capText,0.5,15) end -- m.area.camera.cutscene = 0 -- m.statusForCamera.cameraEvent = 0 -- if (m.area.camera.cutscene > 0) then -- local at = "Area Cutscene: " .. tostring(m.area.camera.cutscene) -- local aw = djui_hud_measure_text(at) -- render_speed(w2,h2,aw,0.1,at,0.5,15) -- end -- if (m.statusForCamera.cameraEvent > 0) then -- local at2 = "Mario Cutscene: " .. tostring(m.statusForCamera.cameraEvent) -- local aw2 = djui_hud_measure_text(at2) -- render_speed(w2,h2,aw2,0.2,at2,0.5,15) -- end if (not sv_gunmod_loaded) then -- crosshair -- djui_hud_set_color(0,0,0,255) -- djui_hud_render_rect((w2*0.5) - 6,(h2*0.5) - 1,11,3) -- djui_hud_render_rect((w2*0.5) - 2,(h2*0.5) - 5,3,11) djui_hud_set_color(255,255,255,255) djui_hud_render_rect((w2*0.5) - 5,(h2*0.5),9,1) djui_hud_render_rect((w2*0.5) - 1,(h2*0.5) - 4,1,9) end end end function allow_pvp(m,v) if (intFix > 0) then return end if (m.action == ACT_DM_AIR_MOVEMENT or m.action == ACT_DM_AIR_MOVEMENT_METAL or m.action == ACT_DM_WATER_MOVEMENT) then return false end end function on_object_render(o) if (get_id_from_behavior(o.behavior) == id_bhvMario) then local m = gMarioStates[0] if (o == m.marioObj) then o.header.gfx.shadowInvisible = true o.header.gfx.disableAutomaticShadowPos = true local flag = cutsceneActns[m.action] ~= 1 if (m.heldObj ~= nil and flag) then local cYaw = m.area.camera.yaw + 0x8000 local fA = m.faceAngle.y + 0x4000 local offsetX_FaceAngle = 40 * sins(fA) local offsetZ_FaceAngle = 40 * coss(fA) local factorY_CameraAngle = sins(gLakituState.oldPitch) local offsetX_CameraAngle_Fixup = (sins(cYaw)) * factorY_CameraAngle local offsetZ_CameraAngle_Fixup = (coss(cYaw)) * factorY_CameraAngle local finalOffsetX = offsetX_FaceAngle + offsetX_CameraAngle_Fixup local finalOffsetY = -60 local finalOffsetZ = offsetZ_FaceAngle + offsetZ_CameraAngle_Fixup m.marioObj.header.gfx.pos.x = m.marioBodyState.heldObjLastPosition.x + finalOffsetX m.marioObj.header.gfx.pos.y = m.marioBodyState.heldObjLastPosition.y + finalOffsetY m.marioObj.header.gfx.pos.z = m.marioBodyState.heldObjLastPosition.z + finalOffsetZ elseif (m.heldObj == nil and m.heldByObj ~= nil and flag) then vec3f_copy(m.pos,m.marioObj.header.gfx.pos) end end end end local modLoad = false function on_level_init() gFirstPersonCamera.offset.y = sv_camerayoffset gLakituState.roll = 0 cl_red = 0 intFix = 10 local lastList = 0 local obj = obj_get_first(ObjectLists[lastList]) while obj ~= nil do obj.header.gfx.skipInViewCheck = true local nextObj = obj_get_next(obj) if (nextObj == nil) then while nextObj == nil and lastList < 9 do lastList = lastList + 1 nextObj = obj_get_first(ObjectLists[lastList]) end end obj = nextObj end if (not modLoad) then djui_chat_message_create("\\#FFE0A0\\Welcome to \\#FFAA00\\mQuake\\#FFE0A0\\!\nPlease check the list of commands with '/mq list'.") end if (not modLoad and network_is_server()) then djui_chat_message_create("\\#A0FFE0\\Please check the server settings with '/mq_server list'.") end modLoad = true end function local_update(m) if (m == nil) then return true end if (m.health <= 0xFF) then gFirstPersonCamera.offset.y = -110 gLakituState.roll = 0 m.invincTimer = 0 cl_red = 192 return false end if (cl_airstrafelimiter > 0) then cl_airstrafelimiter = cl_airstrafelimiter * 0.95 if (cl_airstrafelimiter <= 0.1) then cl_airstrafelimiter = 0 end end local btnDown = m.controller.buttonDown local btnPressed = m.controller.buttonPressed -- if (cl_interacttimer > 0) then cl_interacttimer = cl_interacttimer - 1 end if (cl_red > 0) then cl_red = cl_red - 32 end m.marioObj.hookRender = 1 if (m.heldObj ~= nil) then held_obj_update(m) end if (m.usedObj ~= nil and cl_toadTalkedTo and no_dialog_open()) then m.usedObj.oToadMessageState = 4 m.usedObj = nil cl_toadTalkedTo = false end if (DM_ACTION_QPHYS[m.action] == 1) then if (m.controller.buttonDown & B_BUTTON) ~= 0 and (m.flags & MARIO_UNKNOWN_31) == 0 then m.flags = m.flags | MARIO_UNKNOWN_31 elseif (m.flags & MARIO_UNKNOWN_31) ~= 0 then m.flags = m.flags & ~MARIO_UNKNOWN_31 end end if (cl_bowserthrow) then cl_bowserthrow_previousYaw = m.faceAngle.y cl_bowserthrow = m.heldObj ~= nil m.faceAngle.y = m.area.camera.yaw + 0x8000 end SV_HandleSpecialFloors(m,false) local shouldCrouch = ((((m.controller.buttonDown & Z_TRIG) ~= 0 and m.health > 0xFF) or m.action == ACT_GROUND_POUND or m.action == ACT_DM_GROUND_POUND_METAL) and m.action ~= ACT_DM_WATER_MOVEMENT) or (gPlayerSyncTable[m.playerIndex].playerCrouching and m.ceilHeight < m.pos.y + m.marioObj.hitboxHeight) if (DM_ACTION_FORCEANGLE[m.action] ~= nil and not cl_bowserthrow) then m.faceAngle.y = m.area.camera.yaw + (0x8000*DM_ACTION_FORCEANGLE[m.action]) end if (DM_ACTIONS_CROUCHAIR[m.action] == 1) then if (shouldCrouch ~= gPlayerSyncTable[m.playerIndex].playerCrouching) then if (shouldCrouch) then m.pos.y = m.pos.y + sv_crouchoffset else if (m.pos.y - sv_crouchoffset < m.floorHeight) then m.pos.y = m.floorHeight else m.pos.y = m.pos.y - sv_crouchoffset end end end end gPlayerSyncTable[m.playerIndex].playerCrouching = shouldCrouch if (m.action ~= ACT_SQUISHED) then gFirstPersonCamera.offset.y = ifelse(shouldCrouch, sv_camerayoffset-sv_crouchoffset, sv_camerayoffset) end -- if (m.health <= 0xFF) then gLakituState.roll = gLakituState.roll * 0.75 if (DM_ACTIONS_ALLOWGRAB[m.action] == 1 and no_dialog_open() and sv_interact) then mario_handle_grab_and_punch_custom(m) end -- end m.marioObj.hitboxHeight = ifelse(shouldCrouch, sv_playerheight-sv_crouchoffset, sv_playerheight) local warp = obj_get_nearest_object_with_behavior_id(m.marioObj, id_bhvFadingWarp) if warp ~= nil and m.heldObj == nil and m.action ~= ACT_TELEPORT_FADE_OUT and m.action ~= ACT_TELEPORT_FADE_IN and obj_check_hitbox_overlap(m.marioObj, warp) and vec3f_length(m.vel) < sv_stopspeed and gPlayerSyncTable[m.playerIndex].playerCrouching then m.interactObj = warp m.usedObj = warp m.forwardVel = 0 set_mario_action(m, ACT_TELEPORT_FADE_OUT, 0) m.controller.buttonDown = btnDown m.controller.buttonPressed = btnPressed frameCalculatedAngles = false return false end m.controller.buttonDown = btnDown m.controller.buttonPressed = btnPressed frameCalculatedAngles = false return true end function on_game_update(m) local m = gMarioStates[0] if (m == nil) then return end m.peakHeight = m.pos.y local a = m.action if (DM_ACTION_DONT_OVERRIDE_FP[a] ~= 1) then set_first_person_enabled(true) end -- remove_cutscenes(m) gFirstPersonCamera.forceRoll = false gFirstPersonCamera.fov = cl_fov if (a == ACT_SQUISHED and m.ceil ~= nil) then gFirstPersonCamera.offset.y = m.ceilHeight - m.pos.y - 120 end if (intFix > 0) then intFix = intFix -1 end end --- commands function mquake(msg) if msg == 'list' then djui_chat_message_create("\\#FFE0A0\\'/mq alt_walljump [on/off]'\\#FFFFFF\\ - Set alternate walljump key (Holding B)") djui_chat_message_create("\\#FFE0A0\\'/mq predict [on/off]'\\#FFFFFF\\ - Set prediction for acceleration") djui_chat_message_create("\\#FFE0A0\\'/mq moveset'\\#FFFFFF\\ - A short tutorial on the moveset") djui_chat_message_create("\\#FFE0A0\\'/mq fov [45-120]'\\#FFFFFF\\ - Set the FOV") return true elseif msg == 'alt_walljump off' then djui_chat_message_create("\\#FFE0A0\\Alternative Walljump Key:\\#FF1414\\ Off") mod_storage_save_bool("mq_altwallj",false) cl_altWalljumpKey = false return true elseif msg == 'predict off' then djui_chat_message_create("\\#FFE0A0\\Acceleration Prediction:\\#FF1414\\ Off") mod_storage_save_bool("mq_accelpred",true) cl_disableAccelPred = true return true elseif msg == 'alt_walljump on' then djui_chat_message_create("\\#FFE0A0\\Alternative Walljump Key:\\#14FF14\\ On") mod_storage_save_bool("mq_altwallj",true) cl_altWalljumpKey = true return true elseif msg == 'predict on' then djui_chat_message_create("\\#FFE0A0\\Acceleration Prediction:\\#14FF14\\ On") mod_storage_save_bool("mq_accelpred",true) cl_disableAccelPred = true return true elseif msg == 'moveset' then djui_chat_message_create("\\#FFE0A0\\Ground Pound - \\#FFFFFF\\Let go of (A) and press [Z] to start a ground pound.\nPressing [Z] again will cancell all horizontal velocity, sending you straight down!") djui_chat_message_create("\\#FFE0A0\\Ground Pound Jump - \\#FFFFFF\\Hold (A) after starting a ground pound to ground pound jump when you land. \nThis converts some velocity to upwards momentum while carrying the rest!") djui_chat_message_create("\\#FFE0A0\\Crouch Jump - \\#FFFFFF\\Continue to hold (A) after jumping then press and hold [Z] to stay in the air longer and land on higher up platforms!") djui_chat_message_create("\\#FFE0A0\\Interacting - \\#FFFFFF\\Pressing (B) will interact with objects.\nLook at the object you wish to either punch, grab or talk to and press (B).\nHolding (B) will let you push metal boxes around and grab trees or poles!") djui_chat_message_create("\\#FFE0A0\\Throwing Bowser - \\#FFFFFF\\To throw bowser, flick your view to the left or right and press (B)!") return true end local space = string.find(msg,' ') if (space == nil or space < 1) then return end local args = {[1]=string.sub(msg,1,space-1),[2]=string.sub(msg,-(string.len(msg)-space))} if (args[2] == nil or args[2] == "") then return false end if (args[1] == nil or args[1] == "") then return false end if args[1] == "fov" and args[2] ~= nil then cl_fov = clampf(tonumber(args[2]),45,120) mod_storage_save_number("mq_fov",cl_fov) return true end return false end if (network_is_server()) then function mquake_server(msg) if msg == 'list' then djui_chat_message_create("\\#A0FFE0\\'/mq_server StickySlope [on/off]'\\#FFFFFF\\ - Default is off") djui_chat_message_create("\\#A0FFE0\\'/mq_server Accelerate [value]'\\#FFFFFF\\ - Default is 10") djui_chat_message_create("\\#A0FFE0\\'/mq_server AirAccelerate [value]'\\#FFFFFF\\ - Default is 10") djui_chat_message_create("\\#A0FFE0\\'/mq_server AirClamp [value]'\\#FFFFFF\\ - Default is 30") djui_chat_message_create("\\#A0FFE0\\'/mq_server Gravity [value]'\\#FFFFFF\\ - Default is 800") djui_chat_message_create("\\#A0FFE0\\'/mq_server PlayerSpeed [value]'\\#FFFFFF\\ - Default is 1.0") djui_chat_message_create("\\#A0FFE0\\'/mq_server PlayerFriction [value]'\\#FFFFFF\\ - Default is 1.0") djui_chat_message_create("\\#A0FFE0\\'/mq_server PlayerJumpHeight [value]'\\#FFFFFF\\ - Default is 1.0") djui_chat_message_create("\\#A0FFE0\\'/mq_server GroundPound [on/off]'\\#FFFFFF\\ - Default is on") djui_chat_message_create("\\#A0FFE0\\'/mq_server WallJump [on/off]'\\#FFFFFF\\ - Default is on") djui_chat_message_create("\\#A0FFE0\\'/mq_server Interact [on/off]'\\#FFFFFF\\ - Default is on") djui_chat_message_create("\\#A0FFE0\\'/mq_server SaveConfig [name]'\\#FFFFFF\\ - Save the current server settings to mod storage ") djui_chat_message_create("\\#A0FFE0\\'/mq_server LoadConfig [name]'\\#FFFFFF\\ - Load settings from mod storage") return true end local space = string.find(msg,' ') if (space == nil or space < 1) then return end local args = {[1]=string.sub(msg,1,space-1),[2]=string.sub(msg,-(string.len(msg)-space))} if (args[2] == nil or args[2] == "") then return false end if (args[1] == nil or args[1] == "") then return false end if args[1] == "StickySlope" and args[2] ~= nil then gGlobalSyncTable.Convar_StickySlope = args[2]=="on" return true end if args[1] == "Accelerate" and args[2] ~= nil then gGlobalSyncTable.Convar_Accelerate = tonumber(args[2]) return true end if args[1] == "AirAccelerate" and args[2] ~= nil then gGlobalSyncTable.Convar_AirAccelerate = tonumber(args[2]) return true end if args[1] == "AirClamp" and args[2] ~= nil then gGlobalSyncTable.Convar_AirClamp = tonumber(args[2]) return true end if args[1] == "Gravity" and args[2] ~= nil then gGlobalSyncTable.Convar_Gravity = tonumber(args[2]) return true end if args[1] == "PlayerSpeed" and args[2] ~= nil then gGlobalSyncTable.Convar_PlayerSpeed = tonumber(args[2]) return true end if args[1] == "PlayerFriction" and args[2] ~= nil then gGlobalSyncTable.Convar_PlayerFriction = tonumber(args[2]) return true end if args[1] == "PlayerJumpHeight" and args[2] ~= nil then gGlobalSyncTable.Convar_PlayerJumpHeight = tonumber(args[2]) return true end if args[1] == "GroundPound" and args[2] ~= nil then gGlobalSyncTable.Convar_PlayerAllow_GroundPound = args[2]=="on" return true end if args[1] == "WallJump" and args[2] ~= nil then gGlobalSyncTable.Convar_PlayerAllow_WallJump = args[2]=="on" return true end if args[1] == "Interact" and args[2] ~= nil then gGlobalSyncTable.Convar_PlayerAllow_Interact = args[2]=="on" return true end if args[1] == "SaveConfig" and args[2] ~= nil then mod_storage_save_bool(args[2] .. ".ss",gGlobalSyncTable.Convar_StickySlope) mod_storage_save_bool(args[2] .. ".gp",gGlobalSyncTable.Convar_PlayerAllow_GroundPound) mod_storage_save_bool(args[2] .. ".wj",gGlobalSyncTable.Convar_PlayerAllow_WallJump) mod_storage_save_bool(args[2] .. ".i",gGlobalSyncTable.Convar_PlayerAllow_Interact) mod_storage_save_number(args[2] .. ".j",gGlobalSyncTable.Convar_PlayerJumpHeight) mod_storage_save_number(args[2] .. ".f",gGlobalSyncTable.Convar_PlayerFriction) mod_storage_save_number(args[2] .. ".s",gGlobalSyncTable.Convar_PlayerSpeed) mod_storage_save_number(args[2] .. ".aa",gGlobalSyncTable.Convar_AirAccelerate) mod_storage_save_number(args[2] .. ".a",gGlobalSyncTable.Convar_Accelerate) mod_storage_save_number(args[2] .. ".ac",gGlobalSyncTable.Convar_AirClamp) mod_storage_save_number(args[2] .. ".g",gGlobalSyncTable.Convar_Gravity) djui_chat_message_create("\\#A0FFE0\\Saved settings to '" .. args[2] .. "'") return true end if args[1] == "LoadConfig" and args[2] ~= nil then if (mod_storage_load_number(args[2] .. ".s") ~= nil) then gGlobalSyncTable.Convar_Gravity = mod_storage_load_number(args[2] .. ".g") gGlobalSyncTable.Convar_Accelerate = mod_storage_load_number(args[2] .. ".a") gGlobalSyncTable.Convar_AirAccelerate = mod_storage_load_number(args[2] .. ".aa") gGlobalSyncTable.Convar_AirClamp = mod_storage_load_number(args[2] .. ".ac") gGlobalSyncTable.Convar_PlayerSpeed = mod_storage_load_number(args[2] .. ".s") gGlobalSyncTable.Convar_PlayerFriction = mod_storage_load_number(args[2] .. ".f") gGlobalSyncTable.Convar_PlayerJumpHeight = mod_storage_load_number(args[2] .. ".j") gGlobalSyncTable.Convar_PlayerAllow_GroundPound = mod_storage_load_bool(args[2] .. ".gp") gGlobalSyncTable.Convar_PlayerAllow_WallJump = mod_storage_load_bool(args[2] .. ".wj") gGlobalSyncTable.Convar_PlayerAllow_Interact = mod_storage_load_bool(args[2] .. ".i") gGlobalSyncTable.Convar_StickySlope = mod_storage_load_bool(args[2] .. ".ss") djui_chat_message_create("\\#A0FFE0\\Loaded settings from '" .. args[2] .. "'") return true end end end else function mquake_server(msg) return false end end