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https://github.com/IntQuant/noita_entangled_worlds.git
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Kinda sync enemies
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8 changed files with 147 additions and 10 deletions
5
README.md
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5
README.md
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# Noita Entangled Worlds
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Special thanks to @EvaisaDev for allowing to use code from Noita Arena mod.
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@ -3,8 +3,10 @@ local ctx = {
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}
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ctx.init = function()
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ctx.host_id = 0
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ctx.my_id = nil
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ctx.players = {}
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ctx.enemy_by_remote_id = {}
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end
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return ctx
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87
files/src/enemy_sync.lua
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87
files/src/enemy_sync.lua
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local util = dofile_once("mods/quant.ew/files/src/util.lua")
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local ctx = dofile_once("mods/quant.ew/files/src/ctx.lua")
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local enemy_sync = {}
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local function world_exists_for(entity)
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local x, y = EntityGetFirstHitboxCenter(entity)
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local w, h = 5, 5 -- TODO
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w = w * 0.5
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h = h * 0.5
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return DoesWorldExistAt(x - w, y - h, x + w, y + h)
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end
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function enemy_sync.host_upload_entities()
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local enemy_list = EntityGetWithTag("enemy") -- TODO maybe only sync those close to players?
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local enemy_data_list = {}
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for i, enemy_id in ipairs(enemy_list) do
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if not world_exists_for(enemy_id) then
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goto continue
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end
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local filename = EntityGetFilename(enemy_id)
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--print("ent "..enemy_id.." "..filename)
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local x, y = EntityGetTransform(enemy_id)
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local hp, max_hp = util.get_ent_health(enemy_id)
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table.insert(enemy_data_list, {enemy_id, filename, x, y, hp, max_hp})
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::continue::
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end
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--print(#enemy_data_list)
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return enemy_data_list
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end
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function enemy_sync.client_cleanup()
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local enemy_list = EntityGetWithTag("enemy")
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for i, enemy_id in ipairs(enemy_list) do
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if not EntityHasTag(enemy_id, "ew_replicated") then
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print("Despawning unreplicated "..enemy_id)
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EntityKill(enemy_id)
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end
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end
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local frame = GameGetFrameNum()
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for remote_id, enemy_data in pairs(ctx.enemy_by_remote_id) do
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if frame - enemy_data.frame > 60*10 then
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print("Despawning stale "..remote_id)
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EntityKill(enemy_data.id)
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ctx.enemy_by_remote_id[remote_id] = nil
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end
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end
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end
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function enemy_sync.handle_enemy_data(enemy_data)
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-- GamePrint("Got enemy data")
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for _, enemy_info_raw in ipairs(enemy_data) do
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local remote_enemy_id = enemy_info_raw[1]
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local filename = enemy_info_raw[2]
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local x = enemy_info_raw[3]
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local y = enemy_info_raw[4]
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local hp = enemy_info_raw[5]
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local max_hp = enemy_info_raw[6]
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local frame = GameGetFrameNum()
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if ctx.enemy_by_remote_id[remote_enemy_id] ~= nil and not EntityGetIsAlive(ctx.enemy_by_remote_id[remote_enemy_id].id) then
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ctx.enemy_by_remote_id[remote_enemy_id] = nil
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end
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if ctx.enemy_by_remote_id[remote_enemy_id] == nil then
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local enemy_id = EntityLoad(filename, x, y)
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EntityAddTag(enemy_id, "ew_replicated")
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ctx.enemy_by_remote_id[remote_enemy_id] = {id = enemy_id, frame = frame}
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end
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local enemy_data = ctx.enemy_by_remote_id[remote_enemy_id]
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enemy_data.frame = frame
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local enemy_id = enemy_data.id
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local px, py = EntityGetTransform(enemy_id)
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local tp_limit = 30
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local alpha = 0.2
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-- if math.pow(px-x, 2) + math.pow(py-y, 2) > math.pow(tp_limit, 2) then
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EntitySetTransform(enemy_id, x, y)
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-- else
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-- EntitySetTransform(util.lerp(px, x, alpha), util.lerp(py, y, alpha))
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-- end
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util.set_ent_health(enemy_id, {hp, max_hp})
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end
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end
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return enemy_sync
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@ -99,4 +99,8 @@ function net.send_player_perks(perk_data)
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net.send("perks", perk_data, true)
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end
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function net.send_enemy_data(enemy_data)
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net.send("enemy", enemy_data)
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end
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return net
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@ -1,5 +1,6 @@
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local player_fns = dofile_once("mods/quant.ew/files/src/player_fns.lua")
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local ctx = dofile_once("mods/quant.ew/files/src/ctx.lua")
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local enemy_sync = dofile_once("mods/quant.ew/files/src/enemy_sync.lua")
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local perk_fns = dofile_once("mods/quant.ew/files/src/perk_fns.lua")
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local net_handling = {
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@ -52,4 +53,10 @@ function net_handling.mod.perks(peer_id, perk_data)
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perk_fns.update_perks(perk_data, player_data)
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end
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function net_handling.mod.enemy(peer_id, enemy_data)
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if peer_id == ctx.host_id then
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enemy_sync.handle_enemy_data(enemy_data)
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end
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end
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return net_handling
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@ -15,4 +15,31 @@ function util.set_ent_variable(entity, key, value)
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ComponentSetValue2(storage, "value_string", bitser.dumps(value))
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end
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function util.get_ent_health(entity)
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local damage_model = EntityGetFirstComponentIncludingDisabled(entity, "DamageModelComponent")
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if damage_model == 0 then
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return 0, 0
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end
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local hp = ComponentGetValue2(damage_model, "hp")
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local max_hp = ComponentGetValue2(damage_model, "max_hp")
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return hp, max_hp
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end
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function util.set_ent_health(entity, hp_data)
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local damage_model = EntityGetFirstComponentIncludingDisabled(entity, "DamageModelComponent")
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if damage_model == 0 then
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return
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end
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if hp_data[1] ~= nil then
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ComponentSetValue2(damage_model, "hp", hp_data[1])
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end
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if hp_data[2] ~= nil then
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ComponentSetValue2(damage_model, "max_hp", hp_data[2])
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end
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end
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function util.lerp(a, b, alpha)
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return a * alpha + b * (1 - alpha)
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end
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return util
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16
init.lua
16
init.lua
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@ -13,6 +13,7 @@ local net = dofile_once("mods/quant.ew/files/src/net.lua")
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local ctx = dofile_once("mods/quant.ew/files/src/ctx.lua")
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local pretty = dofile_once("mods/quant.ew/files/lib/pretty_print.lua")
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local perk_fns = dofile_once("mods/quant.ew/files/src/perk_fns.lua")
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local enemy_sync = dofile_once("mods/quant.ew/files/src/enemy_sync.lua")
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function OnProjectileFired(shooter_id, projectile_id, rng, position_x, position_y, target_x, target_y, send_message,
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unknown1, multicast_index, unknown3)
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@ -77,14 +78,15 @@ function OnPlayerSpawned( player_entity ) -- This runs when player entity has be
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GamePrint("My peer_id: "..ctx.my_id)
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ctx.players[ctx.my_id] = my_player
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ctx.ready = true
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ctx.is_host = ctx.my_id == ctx.host_id
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np.SetPauseState(4)
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np.SetPauseState(0)
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dofile_once("data/scripts/perks/perk.lua")
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local x, y = EntityGetFirstHitboxCenter(player_entity)
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perk_spawn(x, y, "LASER_AIM")
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perk_spawn(x-50, y, "GLASS_CANNON")
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perk_spawn(x, y, "LASER_AIM", true)
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perk_spawn(x-50, y, "GLASS_CANNON", true)
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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
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@ -92,13 +94,21 @@ function OnWorldPreUpdate() -- This is called every time the game is about to st
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-- GamePrint( "Pre-update hook " .. tostring(GameGetFrameNum()) )
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net.update()
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if GameGetFrameNum() % 2 == 0 then
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if GameGetFrameNum() % 1 == 0 then
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local input_data = player_fns.serialize_inputs(my_player)
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local pos_data = player_fns.serialize_position(my_player)
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local current_slot = player_fns.get_current_slot(my_player)
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net.send_player_update(input_data, pos_data, current_slot)
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end
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if GameGetFrameNum() % 2 == 1 then
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if ctx.is_host then
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net.send_enemy_data(enemy_sync.host_upload_entities())
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else
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enemy_sync.client_cleanup()
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end
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end
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if GameGetFrameNum() % 120 == 0 then
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local inventory_state = player_fns.serialize_items(my_player)
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net.send_player_inventory(inventory_state)
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9
todo.txt
9
todo.txt
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+ Синхронизация перков
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#- ShotEffectComponent
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k Синхронизация противников
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- Общее хп
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- Синхронизация хп
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- Проверка окончания игры
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- Удаление лишних клиентов при загрузке игры
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#- Immunities
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#- Sectors
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#- Telekenesis
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#- Unli
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- Fix weird no gui mode
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+ ...и текущего предмета
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- reliability
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+ Сжатие пакетов
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- Синхронизация противников
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- Перекидывание предметов
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- Синхронизация мира
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? Фикс наведения на клиентов
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- fungal shift-ы
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- orbs sync
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- test tangled better
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- poly on clients
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