Fix spawned objects on soccer

This commit is contained in:
MysterD 2023-03-27 14:36:07 -07:00
parent e47f40af9e
commit f2c9c6ca8a

View file

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