-- name: Flood -- incompatible: gamemode -- description: Flood v2.4.5\nBy \\#ec7731\\Agent X\\#dcdcdc\\\n\nThis mod adds a flood escape gamemode\nto sm64ex-coop, you must escape the flood and reach the top of the level before everything is flooded. if unsupported then return end local ROUND_STATE_INACTIVE = 0 ROUND_STATE_ACTIVE = 1 local ROUND_COOLDOWN = 600 local SPEEDRUN_MODE_OFF = 0 local SPEEDRUN_MODE_PROGRESS = 1 local SPEEDRUN_MODE_RESTART = 2 local TEX_FLOOD_FLAG = get_texture_info("flood_flag") gGlobalSyncTable.roundState = ROUND_STATE_INACTIVE gGlobalSyncTable.timer = ROUND_COOLDOWN gGlobalSyncTable.level = LEVEL_BOB gGlobalSyncTable.waterLevel = -20000 gGlobalSyncTable.speedMultiplier = 1 local sFlagIconPrevPos = { x = 0, y = 0 } local globalTimer = 0 local listedSurvivors = false local speedrunner = 0 -- localize functions to improve performance local network_player_connected_count,init_single_mario,warp_to_level,play_sound,network_is_server,network_get_player_text_color_string,djui_chat_message_create,disable_time_stop,network_player_set_description,set_mario_action,obj_get_first_with_behavior_id,obj_check_hitbox_overlap,spawn_mist_particles,vec3f_dist,play_race_fanfare,play_music,djui_hud_set_resolution,djui_hud_get_screen_height,djui_hud_get_screen_width,djui_hud_render_rect,djui_hud_set_font,djui_hud_world_pos_to_screen_pos,clampf,math_floor,djui_hud_measure_text,djui_hud_print_text,hud_render_power_meter,hud_get_value,save_file_erase_current_backup_save,save_file_set_flags,save_file_set_using_backup_slot,find_floor_height,spawn_non_sync_object,set_environment_region,vec3f_set,vec3f_copy,math_random,set_ttc_speed_setting,get_level_name,hud_hide,smlua_text_utils_secret_star_replace,smlua_audio_utils_replace_sequence = network_player_connected_count,init_single_mario,warp_to_level,play_sound,network_is_server,network_get_player_text_color_string,djui_chat_message_create,disable_time_stop,network_player_set_description,set_mario_action,obj_get_first_with_behavior_id,obj_check_hitbox_overlap,spawn_mist_particles,vec3f_dist,play_race_fanfare,play_music,djui_hud_set_resolution,djui_hud_get_screen_height,djui_hud_get_screen_width,djui_hud_render_rect,djui_hud_set_font,djui_hud_world_pos_to_screen_pos,clampf,math.floor,djui_hud_measure_text,djui_hud_print_text,hud_render_power_meter,hud_get_value,save_file_erase_current_backup_save,save_file_set_flags,save_file_set_using_backup_slot,find_floor_height,spawn_non_sync_object,set_environment_region,vec3f_set,vec3f_copy,math.random,set_ttc_speed_setting,get_level_name,hud_hide,smlua_text_utils_secret_star_replace,smlua_audio_utils_replace_sequence function speedrun_mode(mode) if mode == nil then return speedrunner > 0 and network_player_connected_count() == 1 else return speedrunner == mode and network_player_connected_count() == 1 end end -- runs serverside local function round_start() gGlobalSyncTable.roundState = ROUND_STATE_ACTIVE gGlobalSyncTable.timer = if_then_else(gGlobalSyncTable.level == LEVEL_CTT or (gGlobalSyncTable.level == LEVEL_RR and game == GAME_STAR_ROAD), 730, 100) end -- runs serverside local function round_end() gGlobalSyncTable.roundState = ROUND_STATE_INACTIVE gGlobalSyncTable.timer = ROUND_COOLDOWN gGlobalSyncTable.waterLevel = -20000 end local function get_dest_act() if game ~= GAME_STAR_ROAD then return if_then_else(gNetworkPlayers[0].currLevelNum == LEVEL_CASTLE_GROUNDS, 99, 6) else if gNetworkPlayers[0].currLevelNum == LEVEL_CASTLE_GROUNDS then return 99 end return if_then_else(gNetworkPlayers[0].currLevelNum == LEVEL_BBH, 1, 6) end end local function get_modifiers_string() if not cheats and not moveset then return "" end local modifiers = " (" if moveset then modifiers = modifiers .. "Moveset" else modifiers = modifiers .. "No moveset" end if cheats then modifiers = modifiers .. ", cheats" end modifiers = modifiers .. ")" return modifiers end function level_restart() round_start() init_single_mario(gMarioStates[0]) mario_set_full_health(gMarioStates[0]) gLevels[gGlobalSyncTable.level].time = 0 warp_to_level(gGlobalSyncTable.level, gLevels[gGlobalSyncTable.level].area, get_dest_act()) end local function server_update() if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then if gNetworkPlayers[0].currLevelNum == gGlobalSyncTable.level then gGlobalSyncTable.waterLevel = gGlobalSyncTable.waterLevel + gLevels[gGlobalSyncTable.level].speed * gGlobalSyncTable.speedMultiplier local active = 0 for i = 0, (MAX_PLAYERS - 1) do local m = gMarioStates[i] if active_player(m) ~= 0 and m.health > 0xFF and not gPlayerSyncTable[i].finished then active = active + 1 end end if active == 0 then local dead = 0 for i = 0, (MAX_PLAYERS) - 1 do if active_player(gMarioStates[i]) ~= 0 and gMarioStates[i].health <= 0xFF then dead = dead + 1 end end if dead == network_player_connected_count() or (speedrun_mode() and gNetworkPlayers[0].currLevelNum ~= LEVEL_CTT) then gGlobalSyncTable.timer = 0 end if gGlobalSyncTable.timer > 0 then gGlobalSyncTable.timer = gGlobalSyncTable.timer - 1 else round_end() if not speedrun_mode() or speedrun_mode(SPEEDRUN_MODE_PROGRESS) then -- move to the next level local finished = 0 for i = 0, (MAX_PLAYERS - 1) do if active_player(gMarioStates[i]) ~= 0 and gPlayerSyncTable[i].finished then finished = finished + 1 end end if finished ~= 0 then -- calculate position local position = 1 for k, v in pairs(gMapRotation) do if gGlobalSyncTable.level == v then position = k end end position = position + 1 if position > FLOOD_LEVEL_COUNT - FLOOD_BONUS_LEVELS then position = 1 end gGlobalSyncTable.level = gMapRotation[position] end end end end end else if network_player_connected_count() > 1 then if gGlobalSyncTable.timer > 0 then gGlobalSyncTable.timer = gGlobalSyncTable.timer - 1 if gGlobalSyncTable.timer == 30 or gGlobalSyncTable.timer == 60 or gGlobalSyncTable.timer == 90 then play_sound(SOUND_MENU_CHANGE_SELECT, gMarioStates[0].marioObj.header.gfx.cameraToObject) elseif gGlobalSyncTable.timer == 11 then play_sound(SOUND_GENERAL_RACE_GUN_SHOT, gMarioStates[0].marioObj.header.gfx.cameraToObject) end else round_start() end end end end local function update() if network_is_server() then server_update() end gServerSettings.playerInteractions = PLAYER_INTERACTIONS_NONE if gGlobalSyncTable.roundState == ROUND_STATE_INACTIVE then if gNetworkPlayers[0].currLevelNum ~= LEVEL_LOBBY or gNetworkPlayers[0].currActNum ~= 0 then if speedrun_mode() then level_restart() end warp_to_level(LEVEL_LOBBY, 1, 0) if not listedSurvivors and globalTimer > 5 then listedSurvivors = true local finished = 0 local string = "Survivors:" for i = 0, (MAX_PLAYERS - 1) do if gNetworkPlayers[i].connected and gPlayerSyncTable[i].finished then string = string .. "\n" .. network_get_player_text_color_string(i) .. gNetworkPlayers[i].name finished = finished + 1 end end if finished == 0 then string = string .. "\n\\#ff0000\\None" end djui_chat_message_create(string) end end elseif gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then local act = get_dest_act() if gNetworkPlayers[0].currLevelNum ~= gGlobalSyncTable.level or gNetworkPlayers[0].currActNum ~= act then listedSurvivors = false mario_set_full_health(gMarioStates[0]) gLevels[gGlobalSyncTable.level].time = 0 gPlayerSyncTable[0].finished = false warp_to_level(gGlobalSyncTable.level, gLevels[gGlobalSyncTable.level].area, act) end end -- stops the star spawn cutscenes from happening local m = gMarioStates[0] if m.area ~= nil and m.area.camera ~= nil and (m.area.camera.cutscene == CUTSCENE_STAR_SPAWN or m.area.camera.cutscene == CUTSCENE_RED_COIN_STAR_SPAWN) then m.area.camera.cutscene = 0 m.freeze = 0 disable_time_stop() end globalTimer = globalTimer + 1 end --- @param m MarioState local function mario_update(m) if not gNetworkPlayers[m.playerIndex].connected then return end if m.health > 0xFF then network_player_set_description(gNetworkPlayers[m.playerIndex], "Alive", 75, 255, 75, 255) else network_player_set_description(gNetworkPlayers[m.playerIndex], "Dead", 255, 75, 75, 255) end if m.playerIndex ~= 0 then return end -- action specific modifications if m.action == ACT_STEEP_JUMP then m.action = ACT_JUMP elseif m.action == ACT_JUMBO_STAR_CUTSCENE then m.flags = m.flags | MARIO_WING_CAP end -- disable instant warps if m.floor ~= nil and (m.floor.type == SURFACE_WARP or (m.floor.type >= SURFACE_PAINTING_WARP_D3 and m.floor.type <= SURFACE_PAINTING_WARP_FC) or (m.floor.type >= SURFACE_INSTANT_WARP_1B and m.floor.type <= SURFACE_INSTANT_WARP_1E)) then m.floor.type = SURFACE_DEFAULT end -- disable insta kills if m.floor ~= nil and (m.floor.type == SURFACE_INSTANT_QUICKSAND or m.floor.type == SURFACE_INSTANT_MOVING_QUICKSAND) then m.floor.type = SURFACE_BURNING end -- disable damage in lobby if gGlobalSyncTable.roundState == ROUND_STATE_INACTIVE then mario_set_full_health(m) m.peakHeight = m.pos.y return end -- dialog boxes if (m.action == ACT_SPAWN_NO_SPIN_AIRBORNE or m.action == ACT_SPAWN_NO_SPIN_LANDING or m.action == ACT_SPAWN_SPIN_AIRBORNE or m.action == ACT_SPAWN_SPIN_LANDING) and m.pos.y < m.floorHeight + 10 then set_mario_action(m, ACT_FREEFALL, 0) end -- manage CTT if gNetworkPlayers[0].currLevelNum == LEVEL_CTT then m.peakHeight = m.pos.y local star = obj_get_first_with_behavior_id(id_bhvFinalStar) if star ~= nil and obj_check_hitbox_overlap(m.marioObj, star) and m.action ~= ACT_JUMBO_STAR_CUTSCENE then spawn_mist_particles() set_mario_action(m, ACT_JUMBO_STAR_CUTSCENE, 0) end if m.action == ACT_JUMBO_STAR_CUTSCENE and m.actionTimer >= 499 then set_mario_spectator(m) end end -- check if the player has reached the end of the level if gNetworkPlayers[0].currLevelNum == gGlobalSyncTable.level and not gPlayerSyncTable[0].finished and ((gNetworkPlayers[0].currLevelNum ~= LEVEL_CTT and m.pos.y == m.floorHeight) or (gNetworkPlayers[0].currLevelNum == LEVEL_CTT and m.action == ACT_JUMBO_STAR_CUTSCENE) or (m.action & ACT_FLAG_ON_POLE) ~= 0) and vec3f_dist(m.pos, gLevels[gGlobalSyncTable.level].goalPos) < 600 then gPlayerSyncTable[0].finished = true local string = "" if gNetworkPlayers[0].currLevelNum ~= LEVEL_CTT and not (game == GAME_STAR_ROAD and gNetworkPlayers[0].currLevelNum == LEVEL_RR) then string = string .. "\\#00ff00\\You escaped the flood!\n" play_race_fanfare() else string = string .. "\\#00ff00\\You escaped the \\#ffff00\\final\\#00ff00\\ flood! Congratulations!\n" play_music(0, SEQUENCE_ARGS(8, SEQ_EVENT_CUTSCENE_VICTORY), 0) end string = string .. "\\#ffffff\\Time: " .. string.format("%.3f", gLevels[gGlobalSyncTable.level].time / 30) .. get_modifiers_string() djui_chat_message_create(string) end -- update spectator if finished, manage other things if not if gPlayerSyncTable[0].finished then mario_set_full_health(m) if network_player_connected_count() > 1 and m.action ~= ACT_JUMBO_STAR_CUTSCENE then set_mario_spectator(m) end else if m.pos.y + 40 < gGlobalSyncTable.waterLevel then m.health = m.health - 30 end if m.action == ACT_QUICKSAND_DEATH then m.health = 0xFF end if m.health <= 0xFF then if network_player_connected_count() > 1 then m.area.camera.cutscene = 0 set_mario_spectator(m) end else gLevels[gGlobalSyncTable.level].time = gLevels[gGlobalSyncTable.level].time + 1 end end end local function on_hud_render() local water = obj_get_first_with_behavior_id(id_bhvWater) if gNetworkPlayers[0].currLevelNum == gGlobalSyncTable.level and water ~= nil then djui_hud_set_resolution(RESOLUTION_DJUI) if gLakituState.pos.y < gGlobalSyncTable.waterLevel - 10 then switch(water.oAnimState, { [FLOOD_WATER] = function() djui_hud_set_adjusted_color(0, 20, 200, 120) end, [FLOOD_LAVA] = function() djui_hud_set_adjusted_color(200, 0, 0, 220) end, [FLOOD_SAND] = function() djui_hud_set_adjusted_color(254, 193, 121, 220) end, [FLOOD_MUD] = function() djui_hud_set_adjusted_color(74, 123, 0, 220) end }) djui_hud_render_rect(0, 0, djui_hud_get_screen_width(), djui_hud_get_screen_height()) end end djui_hud_set_resolution(RESOLUTION_N64) djui_hud_set_font(FONT_TINY) local level = gLevels[gNetworkPlayers[0].currLevelNum] if level ~= nil and level.name ~= "ctt" then local out = { x = 0, y = 0, z = 0 } djui_hud_world_pos_to_screen_pos(level.goalPos, out) local dX = clampf(out.x - 5, 0, djui_hud_get_screen_width() - 19.2) local dY = clampf(out.y - 20, 0, djui_hud_get_screen_height() - 19.2) djui_hud_set_adjusted_color(255, 255, 255, 200) djui_hud_render_texture_interpolated(TEX_FLOOD_FLAG, sFlagIconPrevPos.x, sFlagIconPrevPos.y, 0.15, 0.15, dX, dY, 0.15, 0.15) sFlagIconPrevPos.x = dX sFlagIconPrevPos.y = dY end local text = if_then_else(gGlobalSyncTable.roundState == ROUND_STATE_INACTIVE, "Type '/flood start' to start a round", "0.000 seconds" .. get_modifiers_string()) if gNetworkPlayers[0].currAreaSyncValid then if gGlobalSyncTable.roundState == ROUND_STATE_INACTIVE then text = if_then_else(network_player_connected_count() > 1, "Round starts in " .. tostring(math_floor(gGlobalSyncTable.timer / 30)), "Type '/flood start' to start a round") elseif gNetworkPlayers[0].currLevelNum == gGlobalSyncTable.level then text = tostring(string.format("%.3f", gLevels[gGlobalSyncTable.level].time / 30)) .. " seconds" .. get_modifiers_string() end end local scale = 1 local width = djui_hud_measure_text(text) * scale local x = (djui_hud_get_screen_width() - width) * 0.5 djui_hud_set_adjusted_color(0, 0, 0, 128) djui_hud_render_rect(x - 6, 0, width + 12, 16) djui_hud_set_adjusted_color(255, 255, 255, 255) djui_hud_print_text(text, x, 0, scale) hud_render_power_meter(gMarioStates[0].health, djui_hud_get_screen_width() - 64, 0, 64, 64) djui_hud_set_font(FONT_HUD) djui_hud_render_texture(gTextures.coin, 5, 5, 1, 1) djui_hud_print_text(">", 21, 5, 1) djui_hud_print_text(tostring(hud_get_value(HUD_DISPLAY_COINS)), 37, 5, 1) if gGlobalSyncTable.speedMultiplier ~= 1 then djui_hud_print_text(string.format("%.2fx", gGlobalSyncTable.speedMultiplier), 5, 24, 1) end end local function on_level_init() -- reset save save_file_erase_current_backup_save() if gNetworkPlayers[0].currLevelNum ~= LEVEL_CASTLE_GROUNDS then save_file_set_flags(SAVE_FLAG_HAVE_VANISH_CAP) save_file_set_flags(SAVE_FLAG_HAVE_WING_CAP) end save_file_set_using_backup_slot(true) if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then if network_is_server() then local start = gLevels[gGlobalSyncTable.level].customStartPos if start ~= nil then gGlobalSyncTable.waterLevel = find_floor_height(start.x, start.y, start.z) - 1200 else -- only sub areas have a weird issue where this function appears to always return the floor lower limit on level init gGlobalSyncTable.waterLevel = if_then_else(gLevels[gGlobalSyncTable.level].area == 1, find_floor_height(gMarioStates[0].pos.x, gMarioStates[0].pos.y, gMarioStates[0].pos.z), gMarioStates[0].pos.y) - 1200 end end if game == GAME_VANILLA then if gNetworkPlayers[0].currLevelNum == LEVEL_BITS then spawn_non_sync_object( id_bhvCustomStaticObject, E_MODEL_CTT, 10000, -2000, -40000, function(o) obj_scale(o, 0.5) end ) elseif gNetworkPlayers[0].currLevelNum == LEVEL_WDW then set_environment_region(1, -20000) end end spawn_non_sync_object( id_bhvWater, E_MODEL_FLOOD, 0, gGlobalSyncTable.waterLevel, 0, nil ) end local pos = gLevels[gNetworkPlayers[0].currLevelNum].goalPos if pos == nil then return end if gNetworkPlayers[0].currLevelNum == LEVEL_CTT then spawn_non_sync_object( id_bhvFinalStar, E_MODEL_STAR, pos.x, pos.y, pos.z, nil ) else spawn_non_sync_object( id_bhvFloodFlag, E_MODEL_KOOPA_FLAG, pos.x, pos.y, pos.z, --- @param o Object function(o) o.oFaceAnglePitch = 0 o.oFaceAngleYaw = pos.a o.oFaceAngleRoll = 0 end ) end end -- dynos warps mario back to castle grounds facing the wrong way, likely something from the title screen local function on_warp() --- @type MarioState local m = gMarioStates[0] if gNetworkPlayers[0].currLevelNum == LEVEL_CASTLE_GROUNDS then if game == GAME_VANILLA then m.faceAngle.y = m.faceAngle.y + 0x8000 elseif game == GAME_STAR_ROAD then if gGlobalSyncTable.roundState == ROUND_STATE_INACTIVE then vec3f_set(m.pos, -6797, 1830, 2710) m.faceAngle.y = 0x6000 else vec3f_set(m.pos, -1644, -614, -1524) m.faceAngle.y = -0x4000 end end if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then play_music(0, SEQUENCE_ARGS(4, SEQ_LEVEL_BOSS_KOOPA_FINAL), 0) end elseif gLevels[gGlobalSyncTable.level].customStartPos ~= nil then local start = gLevels[gGlobalSyncTable.level].customStartPos vec3f_copy(m.pos, start) set_mario_action(m, ACT_SPAWN_SPIN_AIRBORNE, 0) m.faceAngle.y = start.a end end local function on_player_connected() if network_is_server() and gGlobalSyncTable.roundState == ROUND_STATE_INACTIVE then gGlobalSyncTable.timer = ROUND_COOLDOWN end end local function on_start_command(msg) if msg == "?" then djui_chat_message_create("/flood \\#00ffff\\start\\#ffff00\\ [random|1-" .. FLOOD_LEVEL_COUNT .. "]\\#ffffff\\\nSets the level to a random one or a specific one, you can also leave it empty for normal progression.") return true end if msg == "random" then gGlobalSyncTable.level = gLevels[math_random(1, FLOOD_LEVEL_COUNT)] else local override = tonumber(msg) if override ~= nil then override = clamp(math_floor(override), 1, FLOOD_LEVEL_COUNT) gGlobalSyncTable.level = gMapRotation[override] else for k, v in pairs(gLevels) do if msg ~= nil and msg:lower() == v.name then gGlobalSyncTable.level = k end end end end if gGlobalSyncTable.roundState == ROUND_STATE_ACTIVE then network_send(true, { restart = true }) level_restart() else round_start() end return true end local function on_speed_command(msg) local speed = tonumber(msg) if speed ~= nil then speed = clampf(speed, 0, 10) djui_chat_message_create("Water speed set to " .. speed) gGlobalSyncTable.speedMultiplier = speed return true end djui_chat_message_create("/flood \\#00ffff\\speed\\#ffff00\\ [number]\\#ffffff\\\nSets the speed multiplier of the flood") return true end local function on_ttc_speed_command(msg) if gGlobalSyncTable.roundState ~= ROUND_STATE_INACTIVE then djui_chat_message_create("\\#ff0000\\You can only change the TTC speed before the round starts!") return true end msg = msg:lower() if msg == "fast" then set_ttc_speed_setting(TTC_SPEED_FAST) djui_chat_message_create("TTC speed set to fast") return true elseif msg == "slow" then set_ttc_speed_setting(TTC_SPEED_SLOW) djui_chat_message_create("TTC speed set to slow") return true elseif msg == "random" then set_ttc_speed_setting(TTC_SPEED_RANDOM) djui_chat_message_create("TTC speed set to random") return true elseif msg == "stopped" then set_ttc_speed_setting(TTC_SPEED_STOPPED) djui_chat_message_create("TTC speed stopped") return true end djui_chat_message_create("/flood \\#00ffff\\ttc-speed\\#ffff00\\ [fast|slow|random|stopped]\\#ffffff\\\nChanges the speed of TTC") return true end local function on_speedrun_command(msg) msg = msg:lower() if msg == "off" then djui_chat_message_create("Speedrun mode status: \\#ff0000\\OFF") speedrunner = SPEEDRUN_MODE_OFF return true elseif msg == "progress" then djui_chat_message_create("Speedrun mode status: \\#00ff00\\Progress Level") speedrunner = SPEEDRUN_MODE_PROGRESS return true elseif msg == "restart" then djui_chat_message_create("Speedrun mode status: \\#00ff00\\Restart Level") speedrunner = SPEEDRUN_MODE_RESTART return true end djui_chat_message_create("/flood \\#00ffff\\speedrun\\#ffff00\\ [off|progress|restart]\\#ffffff\\\nTo make adjustments to singleplayer Flood helpful for speedrunners") return true end local function on_scoreboard_command() djui_chat_message_create("Times:") local modifiers = get_modifiers_string() local total = 0 for i = 1, FLOOD_LEVEL_COUNT do local level = gMapRotation[i] djui_chat_message_create(get_level_name(level_to_course(level), level, 1) .. " - " .. timestamp(gLevels[level].time) .. modifiers) total = total + gLevels[level].time end djui_chat_message_create("Total Time: " .. timestamp(total)) return true end local function on_flood_command(msg) local args = split(msg) if args[1] == "start" then return on_start_command(args[2]) elseif args[1] == "speed" then return on_speed_command(args[2]) elseif args[1] == "ttc-speed" then return on_ttc_speed_command(args[2]) elseif args[1] == "speedrun" then return on_speedrun_command(args[2]) elseif args[1] == "scoreboard" then return on_scoreboard_command() end djui_chat_message_create("/flood \\#00ffff\\[start|speed|ttc-speed|speedrun|scoreboard]") return true end gServerSettings.skipIntro = 1 gServerSettings.stayInLevelAfterStar = 2 gLevelValues.entryLevel = LEVEL_LOBBY gLevelValues.floorLowerLimit = -20000 gLevelValues.floorLowerLimitMisc = -20000 + 1000 gLevelValues.floorLowerLimitShadow = -20000 + 1000.0 gLevelValues.fixCollisionBugs = 1 gLevelValues.fixCollisionBugsRoundedCorners = 0 hud_hide() if game == GAME_VANILLA then set_ttc_speed_setting(TTC_SPEED_SLOW) smlua_text_utils_secret_star_replace(COURSE_SA, " Climb The Tower Flood") smlua_audio_utils_replace_sequence(SEQ_LEVEL_BOSS_KOOPA_FINAL, 37, 60, "00_pinball_custom") end hook_event(HOOK_UPDATE, update) hook_event(HOOK_MARIO_UPDATE, mario_update) hook_event(HOOK_ON_HUD_RENDER, on_hud_render) hook_event(HOOK_ON_LEVEL_INIT, on_level_init) hook_event(HOOK_ON_WARP, on_warp) hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected) if network_is_server() then hook_chat_command("flood", "\\#00ffff\\[start|speed|ttc-speed|speedrun|scoreboard]", on_flood_command) end for i = 0, (MAX_PLAYERS - 1) do gPlayerSyncTable[i].finished = false end