Fix bugs and small changes to other thing

This commit is contained in:
Squishy (C6H12O6+NaCl+H2O)
2024-01-07 18:45:21 +07:00
parent 65c050f6df
commit 2816a76f5a
6 changed files with 9 additions and 6 deletions

View File

@@ -998,7 +998,7 @@ do-- function resetGameData(args)
coroutine.yield()
local counter=0
do
if GAME.modUsed then
SFX.play('collect',.2)
TEXT.show(GAME.modApplyAt,640,26,45,'spin')
for _=1,90 do coroutine.yield() end

View File

@@ -402,7 +402,7 @@ do-- Mod data
{no=5,id="HG",name="hideGhost",
key="u",x=800,y=230,color='lV',
func =function(P) P.gameEnv.ghost=false end,
funcA1=_lockVfunc('ghost'),
funcA1=function(P) P.gameEnv.ghost=false; P.gameEnv.__lock('ghost') end,
},
{no=6,id="HD",name="hidden",
key="i",x=920,y=230,color='lP',

View File

@@ -787,7 +787,7 @@ function draw.norm(P,repMode)
gc_scale(P.size)
-- Draw username
if usingMod() and P.frameRun>480 then
if GAME.modUsed and P.frameRun>480 or true then
setFont(30)
gc_setColor(GROUP_COLORS[P.group])
GC.mStr(P.username or USERS.getUsername(P.uid),300,-60)

View File

@@ -181,7 +181,7 @@ local function _executeMod(P)
if not GAME.modCodeList then GAME.modCodeList={} end
if not GAME.modCodeList[P.id] then GAME.modCodeList[P.id]={} end
if not GAME.applyModTask then
if not GAME.applyModsTask then
function GAME.applyModsTask()
while GAME.playing do
for _,p in pairs(GAME.modCodeList) do
@@ -190,8 +190,8 @@ local function _executeMod(P)
coroutine.yield()
end
-- Kill mod patching function when game stopped
TABLE.clear(GAME.modCodeList)
TASK.removeTask_code(GAME.applyModsTask)
TABLE.clear(GAME.modCodeList)
GAME.modCodeList=nil
GAME.applyModsTask=nil
end

View File

@@ -210,7 +210,7 @@ function scene.keyDown(key)
CHAR.controller.xboxX,CHAR.controller.xboxY,CHAR.controller.xboxA,CHAR.controller.xboxB,
CHAR.icon.help,CHAR.icon.copy,CHAR.icon.globe,CHAR.key.winMenu)
):split('\n'),
currentFontSize,
20,
'rainbow'
)

View File

@@ -23,6 +23,9 @@ function scene.enter()
scene.widgetList.unranked.hide=scoreValid()
BG.set('tunnel')
end
function scene.back()
GAME.modUsed=usingMod()
end
function scene.mouseMove(x,y)
selected=false