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https://github.com/IntQuant/noita_entangled_worlds.git
synced 2025-10-19 15:13:16 +00:00
Retire commented out/spammy GamePrints to git history.
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parent
35e56969ef
commit
e92de6829d
11 changed files with 6 additions and 39 deletions
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@ -157,7 +157,6 @@ function net.init()
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if ctx.ready or msg_decoded.kind ~= "mod" then
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util.tpcall(net_handling[msg_decoded.kind][msg_decoded.key], msg_decoded.peer_id, msg_decoded.value, msg_decoded.value2)
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end
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-- GamePrint("NetHnd: "..msg_decoded.kind.." "..msg_decoded.key)
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end
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end
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end)
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@ -70,7 +70,6 @@ function net_handling.mod.inventory(peer_id, inventory_state)
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local player_data = player_fns.peer_get_player_data(peer_id)
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player_data.latest_inventory = inventory_state
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player_fns.deserialize_items(inventory_state, player_data)
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-- GamePrint("synced inventory")
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end
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function net_handling.mod.perks(peer_id, perk_data)
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@ -151,7 +150,7 @@ function net_handling.mod.fire(peer_id, fire_data)
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end
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end
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if #player_data.projectile_rng_init > 0 then
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-- GamePrint("unused projectile_rng_init values left "..#player_data.projectile_rng_init)
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-- Shouldn't happen
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end
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end
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@ -328,7 +328,6 @@ local player_fns = {
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end
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end,
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make_playerdata_for = function(entity_id, peer_id)
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GamePrint("Made playerdata for "..entity_id)
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return {
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entity = entity_id,
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peer_id = peer_id,
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@ -345,7 +344,7 @@ local player_fns = {
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function player_fns.serialize_position(player_data)
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local entity = player_data.entity
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if not EntityGetIsAlive(entity) then
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GamePrint("notalive")
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print("notalive")
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return
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end
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local x, y = EntityGetTransform(entity)
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@ -420,7 +419,7 @@ function player_fns.spawn_player_for(peer_id, x, y, existing_playerdata)
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if ctx.run_ended or peer_id == ctx.my_id then
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util.print_traceback()
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end
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GamePrint("Spawning player for "..peer_id)
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print("Spawning player for "..peer_id)
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local new = EntityLoad("mods/quant.ew/files/system/player/tmp/" .. peer_id .. "_base.xml", x, y)
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if ctx.proxy_opt.game_mode == "shared_health" then
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@ -481,17 +480,16 @@ function player_fns.respawn_if_necessary()
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for _, entity in ipairs(EntityGetWithTag("ew_client")) do
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if ctx.player_data_by_local_entity[entity] == nil then
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EntityKill(entity)
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GamePrint("Removed phantom player entity")
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print("Removed phantom player entity")
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end
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end
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for peer_id, player_data in pairs(ctx.players) do
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if peer_id ~= ctx.my_player.peer_id and not EntityGetIsAlive(player_data.entity) then
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GamePrint("Respawning player entity")
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print("Respawning player entity")
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player_fns.spawn_player_for(peer_id, 0, 0, player_data)
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local latest_inventory = player_data.latest_inventory
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if latest_inventory ~= nil then
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GamePrint("Recovering inventory")
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print("Recovering inventory")
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player_fns.deserialize_items(latest_inventory, player_data)
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end
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end
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@ -538,7 +536,6 @@ end
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function player_fns.set_current_slot(slot_data, player_data)
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local is_wand, slot_x, slot_y = slot_data[1], slot_data[2], slot_data[3]
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-- GamePrint("Switching item to slot: " .. tostring(slot_x) .. ", " .. tostring(slot_y))
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if (player_data.entity and EntityGetIsAlive(player_data.entity)) then
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local items = GameGetAllInventoryItems(player_data.entity) or {}
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for i, item in ipairs(items) do
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@ -6,19 +6,14 @@ order_deck = function()
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local shooter = EntityGetRootEntity(GetUpdatedEntityID())
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--GamePrint(EntityGetName(shooter))
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oldSetRandomSeed(GameGetFrameNum(), GameGetFrameNum())
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local seed = 0
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if(EntityHasTag(shooter, "ew_client"))then
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-- GamePrint("2: ew_shooter_rng_"..EntityGetName(shooter))
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-- GamePrint(GlobalsGetValue("ew_shooter_rng_"..EntityGetName(shooter), "0"))
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seed = tonumber(GlobalsGetValue("ew_shooter_rng_"..EntityGetName(shooter), "0")) or 0
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elseif(EntityHasTag(shooter, "player_unit"))then
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seed = Random(10, 10000000)
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GlobalsSetValue("ew_player_rng", tostring(seed))
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-- GamePrint(tostring(seed))
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end
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oldSetRandomSeed(seed, seed)
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@ -1,13 +1,10 @@
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function throw_item()
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-- GamePrint("Item thrown")
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GlobalsSetValue("ew_thrown", tostring(GetUpdatedEntityID()))
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end
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function item_pickup()
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-- GamePrint("Item pickup")
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GlobalsSetValue("ew_picked", tostring(GetUpdatedEntityID()))
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end
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function kick()
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-- GamePrint("Item kicked")
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end
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@ -14,8 +14,6 @@ function effect_sync.get_ent_effects(entity)
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for _, ent in ipairs(EntityGetAllChildren(entity) or {}) do
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local com = EntityGetFirstComponentIncludingDisabled(ent, "GameEffectComponent")
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if com ~= nil then
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-- local name = ComponentGetValue2(com, "effect")
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-- GamePrint("eff "..name)
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table.insert(list, ent)
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end
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end
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@ -142,7 +142,6 @@ local function get_sync_entities(return_all)
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return has_anyone
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end)
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end
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-- GamePrint("skipped "..skipped_counter.." out of "..#entities)
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return entities2
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end
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@ -239,9 +238,6 @@ function enemy_sync.host_upload_entities()
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::continue::
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end
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-- local estimate = net.estimate_rpc_size(enemy_data_list)
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-- GamePrint(#enemy_data_list.." "..net.estimate_rpc_size(enemy_data_list).." "..(estimate*30))
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rpc.handle_enemy_data(enemy_data_list)
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if #dead_entities > 0 then
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rpc.handle_death_data(dead_entities)
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@ -375,7 +371,6 @@ function rpc.handle_death_data(death_data)
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end
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function rpc.handle_enemy_data(enemy_data)
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-- GamePrint("Got enemy data: "..#enemy_data)
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for _, enemy_info_raw in ipairs(enemy_data) do
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local filename = enemy_info_raw[1]
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filename = constants.interned_index_to_filename[filename] or filename
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@ -492,7 +487,6 @@ end
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function rpc.handle_enemy_health(enemy_health_data)
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-- GamePrint("Got enemy data: "..#enemy_data)
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for _, en_data in ipairs(enemy_health_data) do
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local remote_enemy_id = en_data.enemy_id
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local hp = en_data.hp
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@ -21,7 +21,6 @@ function effect_sync.get_ent_effects(entity)
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if not IGNORE_EFFECTS[name] then
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table.insert(list, ent)
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end
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-- GamePrint("eff "..name)
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end
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end
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return list
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@ -66,7 +65,6 @@ function rpc.send_effects(effects)
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if local_by_remote_id[effect_remote_id] == nil or not EntityGetIsAlive(local_by_remote_id[effect_remote_id]) or not EntityGetIsAlive(entity) then
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local ent = EntityLoad(effect[2])
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EntityAddChild(entity, ent)
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-- GamePrint("Replicating "..effect_remote_id.." as "..ent)
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local_by_remote_id[effect_remote_id] = ent
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local com = EntityGetFirstComponentIncludingDisabled(ent, "GameEffectComponent")
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if com ~= nil then
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@ -79,7 +77,6 @@ function rpc.send_effects(effects)
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local local_effects = effect_sync.get_ent_effects(entity)
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for _, effect in ipairs(local_effects) do
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if not confirmed_effects[effect] then
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-- GamePrint("Removing "..effect)
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EntityKill(effect)
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end
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end
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@ -11,7 +11,6 @@ function nickname.parse( font_filename )
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local id_width = {}
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local file = ModTextFileGetContent(font_filename)
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--GamePrint(file:find("QuadChar"))
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local quad_open = false
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local space_open = false
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@ -30,12 +29,10 @@ function nickname.parse( font_filename )
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end
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if (space_open == true) then
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--GamePrint(split)
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id_width["space"] = tonumber(split)
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end
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if (quad_open == true) then
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--GamePrint(split)
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if (string.sub(split, 1, 3) == "id=") then
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id = tonumber(string.sub(split, 5, -2))
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--id = string.sub(v, 5, -2)
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@ -68,7 +65,6 @@ function nickname.calculate_textwidth(text, font)
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textwidth = textwidth + font["space"]
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else
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local c_id = string.byte(l)
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--GamePrint("Char: ".. l .. ". Id: "..tostring(c_id))
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textwidth = textwidth + (font[c_id] or 1)
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end
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end
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@ -76,7 +76,6 @@ local PixelRun_const_ptr = ffi.typeof("struct PixelRun const*")
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function world_sync.handle_world_data(datum)
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local grid_world = world_ffi.get_grid_world()
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-- GamePrint("Decoding world data "..i)
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local header = ffi.cast("struct EncodedAreaHeader const*", ffi.cast('char const*', datum))
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local runs = ffi.cast(PixelRun_const_ptr, ffi.cast("const char*", datum) + ffi.sizeof(world.EncodedAreaHeader))
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world.decode(grid_world, header, runs)
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@ -142,7 +142,6 @@ function OnProjectileFired(shooter_id, projectile_id, initial_rng, position_x, p
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rng = table.remove(shooter_player_data.projectile_rng_init, 1)
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else
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-- Shouldn't happen
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-- GamePrint("No values in projectile_rng_init")
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rng = 0
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end
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else
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@ -150,7 +149,6 @@ function OnProjectileFired(shooter_id, projectile_id, initial_rng, position_x, p
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end
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end
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shooter_player_data.projectile_seed_chain[projectile_id] = rng
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-- GamePrint("on fired "..projectile_id.." "..entity_that_shot.." "..shooter_id.." "..rng)
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np.SetProjectileSpreadRNG(rng)
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end
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@ -202,7 +200,6 @@ function OnPlayerSpawned( player_entity ) -- This runs when player entity has be
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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)
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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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@ -268,7 +265,6 @@ local function on_world_pre_update_inner()
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wait(1)
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local inventory_state = player_fns.serialize_items(ctx.my_player)
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if inventory_state ~= nil then
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-- GamePrint("Sending updated inventory")
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net.send_player_inventory(inventory_state)
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end
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end)
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