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dofile_once ( " mods/quant.ew/NoitaPatcher/load.lua " )
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np = require ( " noitapatcher " )
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package.cpath = package.cpath .. " ;./mods/quant.ew/?.dll "
package.path = package.path .. " ;./mods/quant.ew/?.lua "
print ( package.cpath )
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-- ewext = require("ewext")
-- print(ewext)
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dofile_once ( " data/scripts/lib/utilities.lua " )
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dofile_once ( " mods/quant.ew/files/system/player/player_cosmetics.lua " )
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np.InstallShootProjectileFiredCallbacks ( )
np.EnableGameSimulatePausing ( false )
np.InstallDamageDetailsPatch ( )
np.SilenceLogs ( " Warning - streaming didn \' t find any chunks it could stream away... \n " )
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-- Make some stuff global, as it's way too annoying to import each time.
ctx = dofile_once ( " mods/quant.ew/files/core/ctx.lua " )
player_fns = dofile_once ( " mods/quant.ew/files/core/player_fns.lua " )
net = dofile_once ( " mods/quant.ew/files/core/net.lua " )
util = dofile_once ( " mods/quant.ew/files/core/util.lua " )
inventory_helper = dofile_once ( " mods/quant.ew/files/core/inventory_helper.lua " )
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constants = dofile_once ( " mods/quant.ew/files/core/constants.lua " )
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local perk_fns = dofile_once ( " mods/quant.ew/files/core/perk_fns.lua " )
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local version = dofile_once ( " mods/quant.ew/files/version.lua " ) or " unknown (dev build) "
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print ( " Noita EW version: " .. version )
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dofile_once ( " data/scripts/lib/coroutines.lua " )
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ModLuaFileAppend ( " data/scripts/gun/gun.lua " , " mods/quant.ew/files/resource/append/gun.lua " )
ModLuaFileAppend ( " data/scripts/gun/gun_actions.lua " , " mods/quant.ew/files/resource/append/action_fix.lua " )
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ModMagicNumbersFileAdd ( " mods/quant.ew/files/magic.xml " )
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local function load_modules ( )
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ctx.dofile_and_add_hooks ( " mods/quant.ew/files/system/item_sync.lua " )
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ctx.dofile_and_add_hooks ( " mods/quant.ew/files/system/player_sync.lua " )
ctx.dofile_and_add_hooks ( " mods/quant.ew/files/system/enemy_sync.lua " )
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if ctx.proxy_opt . game_mode == " shared_health " then
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ctx.load_system ( " damage " )
ctx.load_system ( " heart_pickups " )
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ctx.load_system ( " patch_meat_biome " )
ctx.load_system ( " kivi_patch " )
end
if ctx.proxy_opt . game_mode == " local_health " then
ctx.load_system ( " local_health " )
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ctx.load_system ( " notplayer_ai " )
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end
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ctx.dofile_and_add_hooks ( " mods/quant.ew/files/system/nickname.lua " )
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if ctx.proxy_opt . debug then
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ctx.dofile_and_add_hooks ( " mods/quant.ew/files/system/debug.lua " )
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end
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ctx.load_system ( " fungal_shift " )
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ctx.dofile_and_add_hooks ( " mods/quant.ew/files/system/weather_sync.lua " )
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ctx.load_system ( " polymorph " )
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ctx.load_system ( " world_sync " )
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ctx.load_system ( " spawn_hooks " )
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ctx.dofile_and_add_hooks ( " mods/quant.ew/files/system/proxy_info.lua " )
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ctx.load_system ( " perk_patches " )
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if ctx.proxy_opt . player_tether then
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ctx.load_system ( " player_tether " )
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end
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ctx.load_system ( " kolmi " )
ctx.load_system ( " ending " )
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ctx.load_system ( " spell_patches " )
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ctx.load_system ( " enemy_scaling " )
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ctx.load_system ( " patch_dragon_boss " )
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ctx.load_system ( " player_arrows " )
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ctx.load_system ( " player_ping " )
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ctx.load_system ( " extra_genomes " )
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ctx.load_system ( " game_effect_sync " )
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ctx.load_system ( " orb_sync " )
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ctx.load_system ( " flag_sync " )
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ctx.load_system ( " essence_sync " )
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ctx.load_system ( " spectate " )
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-- ctx.load_system("effect_data_sync")
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end
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local function is_suitable_target ( entity )
return EntityGetIsAlive ( entity ) and not EntityHasTag ( entity , " ew_notplayer " )
end
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function OnProjectileFired ( shooter_id , projectile_id , initial_rng , position_x , position_y , target_x , target_y , send_message ,
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unknown1 , multicast_index , unknown3 )
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ctx.hook . on_projectile_fired ( shooter_id , projectile_id , initial_rng , position_x , position_y , target_x , target_y , send_message , unknown1 , multicast_index , unknown3 )
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if not EntityHasTag ( shooter_id , " player_unit " ) and not EntityHasTag ( shooter_id , " ew_client " ) then
return -- Not fired by player, we don't care about it (for now?)
end
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EntityAddTag ( projectile_id , " ew_no_enemy_sync " )
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local projectileComponent = EntityGetFirstComponentIncludingDisabled ( projectile_id , " ProjectileComponent " )
local entity_that_shot = ComponentGetValue2 ( projectileComponent , " mEntityThatShot " )
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local shooter_player_data = player_fns.get_player_data_by_local_entity_id ( shooter_id )
local rng = 0
-- Was shot locally
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if shooter_id == ctx.my_player . entity then
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-- If it was an initial shot by host
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if is_suitable_target ( ctx.my_player . entity ) then
local inventory = EntityGetFirstComponent ( ctx.my_player . entity , " Inventory2Component " )
local wand = ComponentGetValue2 ( inventory , " mActiveItem " )
local wands = ctx.my_player . wand_fire_count
if wands [ wand ] == nil then
wands [ wand ] = 0
end
wands [ wand ] = wands [ wand ] + 1
end
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if ( entity_that_shot == 0 and multicast_index ~= - 1 and unknown3 == 0 ) then
rng = initial_rng
table.insert ( shooter_player_data.projectile_rng_init , rng )
else
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rng = ( shooter_player_data.projectile_seed_chain [ entity_that_shot ] or 0 ) + 25
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end
else
if ( entity_that_shot == 0 and multicast_index ~= - 1 and unknown3 == 0 ) then
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if # shooter_player_data.projectile_rng_init > 0 then
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rng = table.remove ( shooter_player_data.projectile_rng_init , 1 )
else
-- Shouldn't happen
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-- GamePrint("No values in projectile_rng_init")
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rng = 0
end
else
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rng = ( shooter_player_data.projectile_seed_chain [ entity_that_shot ] or 0 ) + 25
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end
end
shooter_player_data.projectile_seed_chain [ projectile_id ] = rng
-- GamePrint("on fired "..projectile_id.." "..entity_that_shot.." "..shooter_id.." "..rng)
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np.SetProjectileSpreadRNG ( rng )
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end
function OnProjectileFiredPost ( shooter_id , projectile_id , rng , position_x , position_y , target_x , target_y , send_message ,
unknown1 , multicast_index , unknown3 )
end
function OnPausedChanged ( paused , is_wand_pickup )
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ctx.is_wand_pickup = is_wand_pickup
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local players = EntityGetWithTag ( " player_unit " ) or { }
if ( players [ 1 ] ) then
np.RegisterPlayerEntityId ( players [ 1 ] )
--local inventory_gui = EntityGetFirstComponentIncludingDisabled(players[1], "InventoryGuiComponent")
local controls_component = EntityGetFirstComponentIncludingDisabled ( players [ 1 ] , " ControlsComponent " )
if ( paused ) then
--EntitySetComponentIsEnabled(players[1], inventory_gui, false)
np.EnableInventoryGuiUpdate ( false )
np.EnablePlayerItemPickUpper ( false )
ComponentSetValue2 ( controls_component , " enabled " , false )
else
--EntitySetComponentIsEnabled(players[1], inventory_gui, true)
np.EnableInventoryGuiUpdate ( true )
np.EnablePlayerItemPickUpper ( true )
ComponentSetValue2 ( controls_component , " enabled " , true )
end
end
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end
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function OnWorldInitialized ( ) -- This is called once the game world is initialized. Doesn't ensure any world chunks actually exist. Use OnPlayerSpawned to ensure the chunks around player have been loaded or created.
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if ctx.is_host then
GameAddFlagRun ( " ew_flag_this_is_host " )
else
GameRemoveFlagRun ( " ew_flag_this_is_host " )
end
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ctx.hook . on_world_initialized ( )
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end
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function OnPlayerSpawned ( player_entity ) -- This runs when player entity has been created
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print ( " Initial player entity: " .. player_entity )
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if GlobalsGetValue ( " ew_player_count " , " " ) == " " then
GlobalsSetValue ( " ew_player_count " , " 1 " )
end
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local x , y = EntityGetTransform ( player_entity )
ctx.initial_player_pos = { x = x , y = y }
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local my_player = player_fns.make_playerdata_for ( player_entity , ctx.my_id )
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GamePrint ( " My peer_id: " .. ctx.my_id )
ctx.players [ ctx.my_id ] = my_player
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ctx.player_data_by_local_entity [ player_entity ] = my_player
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ctx.ready = true
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ctx.my_player = my_player
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EntityAddTag ( player_entity , " ew_peer " )
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if not GameHasFlagRun ( " ew_flag_notplayer_active " ) then
EntityAddComponent2 ( player_entity , " LuaComponent " , { script_wand_fired = " mods/quant.ew/files/resource/cbs/count_times_wand_fired.lua " } )
end
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net.send_welcome ( )
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local item_pick = EntityGetFirstComponentIncludingDisabled ( player_entity , " ItemPickUpperComponent " )
ComponentSetValue2 ( item_pick , " is_immune_to_kicks " , true )
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ctx.hook . on_local_player_spawn ( my_player )
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ctx.hook . on_should_send_updates ( )
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GamePrint ( " Noita Entangled Worlds version " .. version )
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OnPausedChanged ( false , false )
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print ( " Game state entity: " .. GameGetWorldStateEntity ( ) )
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if not GameHasFlagRun ( " ew_flag_notplayer_active " ) then
player_cosmetics ( player_entity )
player_color ( player_entity )
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else
EntityInflictDamage ( player_entity , 1000000 , " DAMAGE_CURSE " , " dont rejoin " , " NONE " , 0 , 0 , GameGetWorldStateEntity ( ) )
GameAddFlagRun ( " ew_kill_player " )
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end
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if ctx.host_id == ctx.my_id then
np.MagicNumbersSetValue ( " STREAMING_CHUNK_TARGET " , ctx.proxy_opt . chunk_target )
end
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local controls_component = EntityGetFirstComponentIncludingDisabled ( player_entity , " ControlsComponent " )
ComponentSetValue2 ( controls_component , " enabled " , true )
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end
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local function on_world_pre_update_inner ( )
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if ctx.my_player == nil or ctx.my_player . entity == nil then return end
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GlobalsSetValue ( " ew_player_rng " , tostring ( GameGetFrameNum ( ) ) )
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net.update ( )
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local inventory_gui_comp = EntityGetFirstComponentIncludingDisabled ( ctx.my_player . entity , " InventoryGuiComponent " )
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if inventory_gui_comp and inventory_gui_comp ~= 0 then
local inventory_open = ComponentGetValue2 ( inventory_gui_comp , " mActive " )
if ctx.is_inventory_open and not inventory_open then
ctx.events . inventory_maybe_just_changed = true
end
ctx.is_inventory_open = inventory_open
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end
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if GameGetFrameNum ( ) % 120 == 0 then
player_fns.respawn_if_necessary ( )
end
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if ctx.events . new_player_just_connected or ctx.events . inventory_maybe_just_changed or ( GameGetFrameNum ( ) % 5 == 0 and inventory_helper.has_inventory_changed ( ctx.my_player ) ) then
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async ( function ( )
-- Wait 1 frame because apperently it takes some time for an item to get properly "registered" in an inventory?
wait ( 1 )
local inventory_state = player_fns.serialize_items ( ctx.my_player )
if inventory_state ~= nil then
-- GamePrint("Sending updated inventory")
net.send_player_inventory ( inventory_state )
end
end )
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end
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-- Perk sync
if GameGetFrameNum ( ) % 120 == 0 and not ctx.run_ended then
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local perk_data = perk_fns.get_my_perks ( )
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if perk_data ~= nil then
net.send_player_perks ( perk_data )
end
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end
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if not ctx.run_ended then
if ctx.is_host then
ctx.hook . on_world_update_host ( )
else
ctx.hook . on_world_update_client ( )
end
ctx.hook . on_world_update ( )
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end
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wake_up_waiting_threads ( 1 )
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end
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function OnWorldPreUpdate ( ) -- This is called every time the game is about to start updating the world
util.tpcall ( on_world_pre_update_inner )
end
local function on_world_post_update_inner ( )
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if ctx.my_player == nil or ctx.my_player . entity == nil then return end
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if not ctx.run_ended then
ctx.hook . on_world_update_post ( )
end
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local times_wand_fired = tonumber ( GlobalsGetValue ( " ew_wand_fired " , " 0 " ) )
GlobalsSetValue ( " ew_wand_fired " , " 0 " )
if times_wand_fired > 0 then
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local inventory_component = EntityGetFirstComponentIncludingDisabled ( ctx.my_player . entity , " Inventory2Component " )
local last_switch = ComponentGetValue2 ( inventory_component , " mLastItemSwitchFrame " )
local switched_now = last_switch == GameGetFrameNum ( )
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local special_seed = tonumber ( GlobalsGetValue ( " ew_player_rng " , " 0 " ) )
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local fire_data = player_fns.make_fire_data ( special_seed , ctx.my_player )
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if fire_data ~= nil then
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if switched_now then
fire_data.switched_now = true
end
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net.send_fire ( fire_data )
end
end
end
function OnWorldPostUpdate ( ) -- This is called every time the game has finished updating the world
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util.tpcall ( on_world_post_update_inner )
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ctx.events = { }
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end
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function register_localizations ( translation_file , clear_count )
clear_count = clear_count or 0
local loc_content = ModTextFileGetContent ( " data/translations/common.csv " ) -- Gets the original translations of the game
local append_content = ModTextFileGetContent ( translation_file ) -- Gets my own translations file
-- Split the append_content into lines
local lines = { }
for line in append_content : gmatch ( " [^ \n ]+ " ) do
table.insert ( lines , line )
end
-- Remove the first clear_count lines
for i = 1 , clear_count do
table.remove ( lines , 1 )
end
-- Reconstruct append_content after removing clear_count lines
local new_append_content = table.concat ( lines , " \n " )
-- if loc_content does not end with a new line, add one
if not loc_content : match ( " \n $ " ) then
loc_content = loc_content .. " \n "
end
-- Concatenate loc_content and new_append_content without extra newline character
local new_content = loc_content .. new_append_content .. " \n "
-- Set the new content to the file
ModTextFileSetContent ( " data/translations/common.csv " , new_content )
end
function OnModPreInit ( )
register_localizations ( " mods/quant.ew/translations.csv " , 1 )
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ctx.init ( )
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net.init ( )
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load_modules ( )
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print ( " Entangled worlds init ok " )
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end
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function OnModInit ( ) end
function OnModPostInit ( ) end
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function OnPlayerDied ( player_entity )
ctx.hook . on_player_died ( player_entity )
print ( " player died " )
end