Added hide and seek mod
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-- name: Hide and Seek
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-- incompatible: gamemode
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-- description: A simple manhunt gamemode for Co-op.\n\nThe game is split into two teams:\n\nHiders and Seekers. The goal is for all\n\Hiders to be converted into a Seeker within a certain timeframe.\n\nAll Seekers appear as a metal character, and are given boosted speed\n\and jump height.\n\nHiders are given no enhancements, and\n\become a Seeker upon dying.\n\nEnjoy! :D\n\nConcept by: Super Keeberghrh
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sStaleTimer = 0
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sWasLocalSeeking = false
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function update(m)
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-- only allow the server to figure out the seeker
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if not network_is_server() then
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return
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end
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-- figure out state of the game
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local hasSeeker = false
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local hasHider = false
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local activePlayers = {}
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for i=0,(MAX_PLAYERS-1) do
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if gNetworkPlayers[i].connected then
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table.insert(activePlayers, gPlayerSyncTable[i])
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if gPlayerSyncTable[i].seeking then
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hasSeeker = true
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else
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hasHider = true
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end
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end
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end
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-- increment stale timer
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if not hasHider or not hasSeeker then
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sStaleTimer = sStaleTimer + 1
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else
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sStaleTimer = 0
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end
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-- if there have been no hiders, or no seekers, for 5 seconds
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if sStaleTimer >= 30 * 5 then
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-- reset seekers
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if not hasHider then
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for i=0,(MAX_PLAYERS-1) do
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gPlayerSyncTable[i].seeking = false
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end
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hasSeeker = false
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end
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-- pick random seeker
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if not hasSeeker then
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s = activePlayers[math.random(#activePlayers)]
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s.seeking = true
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end
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end
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end
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function mario_local_update(m)
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-- this code only runs for the local player
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local s = gPlayerSyncTable[m.playerIndex]
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-- disabled code that allows players to swap teams
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--if (m.controller.buttonPressed & D_JPAD) ~= 0 and m.action == ACT_CROUCHING then
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-- s.seeking = not s.seeking
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--end
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if m.health <= 0x110 then
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s.seeking = true
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end
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if s.seeking and not sWasLocalSeeking then
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play_sound(SOUND_OBJ_BOWSER_LAUGH, m.marioObj.header.gfx.cameraToObject)
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elseif not s.seeking and sWasLocalSeeking then
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play_character_sound(m, CHAR_SOUND_HERE_WE_GO)
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end
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sWasLocalSeeking = s.seeking
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end
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function mario_update(m)
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-- this code runs for all players
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local s = gPlayerSyncTable[m.playerIndex]
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-- display all seekers as metal
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if s.seeking then
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m.marioBodyState.modelState = MODEL_STATE_METAL
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m.health = 0x880
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end
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-- only run the following code for the local player
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if m.playerIndex == 0 then
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mario_local_update(m)
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end
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end
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function mario_before_phys_step(m)
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local s = gPlayerSyncTable[m.playerIndex]
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-- only make seekers faster
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if not s.seeking then
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return
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end
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local hScale = 1.0
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local vScale = 1.0
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-- make swimming seekers 5% faster
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if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
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hScale = hScale * 1.05
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if m.action ~= ACT_WATER_PLUNGE then
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vScale = vScale * 1.05
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end
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end
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-- faster ground movement
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if (m.action & ACT_FLAG_MOVING) ~= 0 then
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hScale = hScale * 1.19
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end
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m.vel.x = m.vel.x * hScale
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m.vel.y = m.vel.y * vScale
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m.vel.z = m.vel.z * hScale
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end
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function on_pvp_attack(attacker, victim)
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-- this code runs when a player attacks another player
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local sAttacker = gPlayerSyncTable[attacker.playerIndex]
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local sVictim = gPlayerSyncTable[victim.playerIndex]
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-- only consider local player
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if victim.playerIndex ~= 0 then
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return
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end
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-- make victim a seeker
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if sAttacker.seeking and not sVictim.seeking then
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sVictim.seeking = true
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end
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end
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function on_player_connected(m)
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local s = gPlayerSyncTable[m.playerIndex]
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s.seeking = false
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end
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-----------
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-- hooks --
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-----------
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hook_event(HOOK_UPDATE, update)
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hook_event(HOOK_MARIO_UPDATE, mario_update)
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hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
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hook_event(HOOK_ON_PVP_ATTACK, on_pvp_attack)
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hook_event(HOOK_ON_PLAYER_CONNECTED, on_player_connected)
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