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			355 lines
		
	
	
		
			No EOL
		
	
	
		
			13 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			355 lines
		
	
	
		
			No EOL
		
	
	
		
			13 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- name: Personal Star Counter
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-- description: See how many stars you've collected!\n\nCredits:\n\\#097419\\Mr.Needlemouse\\#FFFFFF\\ - Concept\nSunk\\#dcdcdc\\ - Creator\n\\#269A91\\Demnyx\\#dcdcdc\\ - Assistance\n\\#f296af\\PeachyPeach\\#dcdcdc\\ - Global functions
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-- incompatible: gamemode arena
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------------------------------
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----- Localize functions -----
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------------------------------
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-- This looks strange but it makes the mod more performant
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local tonumber, mod_storage_load, mod_storage_save, tostring, djui_hud_is_pause_menu_created, djui_hud_set_color, hud_get_value, djui_hud_print_text, djui_hud_render_texture, obj_get_first_with_behavior_id, djui_hud_set_resolution, djui_hud_set_font, djui_hud_get_screen_width, hud_set_value, network_player_set_description =
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    tonumber, mod_storage_load, mod_storage_save, tostring, djui_hud_is_pause_menu_created, djui_hud_set_color, hud_get_value, djui_hud_print_text, djui_hud_render_texture, obj_get_first_with_behavior_id, djui_hud_set_resolution, djui_hud_set_font, djui_hud_get_screen_width, hud_set_value, network_player_set_description
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------------------------------
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-- Initialize a value for the psc for everyone
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for i = 0, MAX_PLAYERS - 1 do
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    gPlayerSyncTable[i].psc = 0
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end
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local psc_toggle = true
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local psc_hud_toggle = true
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-- If there is no value in storage, default to 0
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local TotalStarCounter = tonumber(mod_storage_load("StarCounter")) or 0
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local ThisGameStarCounter = 0
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local prevNumStars = 0
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local introTimer = 0
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-- When in these cutscenes, do special things like hiding or moving the star counters
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local is_in_cutscenes = {
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    [ACT_END_PEACH_CUTSCENE] = true,
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    [ACT_CREDITS_CUTSCENE] = true,
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    [ACT_END_WAVING_CUTSCENE] = true,
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}
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--- Whenever a star is collected, increment the other star counters
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---@param m MarioState The Mario that does the interaction
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---@param obj Object The object the Mario interacted with (Unused here)
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---@param intType integer The interaction type
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---@param interacted boolean If the interaction was successful (Unused here)
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---@return nil
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local function star_counter_on_interact(m, obj, intType, interacted)
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    if not psc_toggle then return end
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    if m.playerIndex == 0 and intType == INTERACT_STAR_OR_KEY then
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        -- Interactions happen before hud rendering, which is why this check can work
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        -- despite prevNumStars being updated every frame
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        if m.numStars ~= prevNumStars then
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            ThisGameStarCounter = ThisGameStarCounter + 1 -- Red star counter
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            TotalStarCounter = TotalStarCounter + 1 -- Green star counter
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            mod_storage_save("StarCounter", tostring(TotalStarCounter)) -- Save to mod storage
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        end
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    end
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end
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--- Hud alpha stuff from Agent X
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--- Causes the hud to darken when the game is paused
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---@param r number Red
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---@param g number Green
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---@param b number Blue
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---@param a number Alpha (Transparency)
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---@return nil
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local function djui_hud_set_adjusted_color(r, g, b, a)
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    local multiplier = 1
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    if djui_hud_is_pause_menu_created() then multiplier = 0.57 end -- Star Display compatibility
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    djui_hud_set_color(r * multiplier, g * multiplier, b * multiplier, a)
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end
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--- Sets the star counters onto the hud
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---@param m MarioState Mario
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---@param width number Screen width
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---@return nil
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local function set_hud_star_positions(m, width)
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    if introTimer >= 1195 or m.action ~= ACT_INTRO_CUTSCENE then
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        local star_texture = gTextures.star
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        local is_in_cutscene = is_in_cutscenes[m.action] ~= nil
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        -- Check if the timer is currently active
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        local timer_current_value = hud_get_value(HUD_DISPLAY_TIMER)
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        -- Offset based on if the timer is active
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        local timer_offset_X = 0
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        local timer_offset_Y = 0
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        -- Offset based on if each counter has less than 100 stars
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        local low_stars_offset_X = 0
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        -- Based off of star texture pos
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        local star_counter_offset_X = 0
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        -- Y position, based off of the top of the screen
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        local top_screen_offset_Y = 0
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        -------------------------------
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        ----- Yellow star counter -----
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        -------------------------------
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        -- Don't display while in a cutscene
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        if not is_in_cutscene then
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            star_counter_offset_X = 76
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            top_screen_offset_Y = 15
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            low_stars_offset_X = 14
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            offsetX = 14
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            if m.numStars < 100 then
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                djui_hud_set_adjusted_color(246, 246, 246, 255)
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                djui_hud_print_text("@", width - (star_counter_offset_X - 16), top_screen_offset_Y, 1)
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                offsetX = 0
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            end
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            djui_hud_set_adjusted_color(255, 255, 255, 255)
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            djui_hud_print_text(tostring(m.numStars), width - (star_counter_offset_X - 30) - offsetX, top_screen_offset_Y, 1)
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            djui_hud_render_texture(star_texture, width - star_counter_offset_X, top_screen_offset_Y, 1, 1)
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        end
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        ----------------------------
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        ----- Red star counter -----
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        ----------------------------
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        -- Move HUD graphics away from the TIMER HUD
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        if timer_current_value ~= 0 then
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            timer_offset_X = 60
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            timer_offset_Y = -17
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        end
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        star_counter_offset_X = is_in_cutscene and 22 or 76
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        top_screen_offset_Y = is_in_cutscene and 15 or 32
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        low_stars_offset_X = 14
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        -- Render X if this counter has less than 100 stars
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        if ThisGameStarCounter < 100 then
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            djui_hud_set_adjusted_color(246, 246, 246, 255)
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            djui_hud_print_text(
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                "@", -- Text
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                (is_in_cutscene and
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                    (star_counter_offset_X + 16) or -- X pos in cutscenes
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                    (width - (star_counter_offset_X - 16) - timer_offset_X) -- X pos outside cutscenes
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                ),
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                top_screen_offset_Y + timer_offset_Y, -- Y pos
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                1 -- Scale
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            )
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            low_stars_offset_X = 0
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        end
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        -- Render counter
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        djui_hud_set_adjusted_color(255, 255, 255, 255)
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        djui_hud_print_text(
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            tostring(ThisGameStarCounter), -- Text
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            (is_in_cutscene and
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                (star_counter_offset_X + 30 - low_stars_offset_X) or -- X pos in cutscenes
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                (width - (star_counter_offset_X - 30) - timer_offset_X - low_stars_offset_X) -- X pos outside cutscenes
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            ),
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            top_screen_offset_Y + timer_offset_Y, -- Y pos
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            1 -- Scale
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        )
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        djui_hud_set_adjusted_color(232, 17, 35, 255)
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        djui_hud_render_texture(
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            star_texture, -- Texture
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            (is_in_cutscene and
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                (star_counter_offset_X) or -- X pos in cutscenes
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                (width - star_counter_offset_X - timer_offset_X) -- X pos outside cutscenes
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            ),
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            top_screen_offset_Y + timer_offset_Y, -- Y pos
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            1, 1 -- Scale
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        )
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        ------------------------------
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        ----- Green star counter -----
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        ------------------------------
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        -- Increment a seperate counter if the total star count is over 10000
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        local perceived_total_counter = TotalStarCounter % 10000
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        local milestone_counter = math.floor(TotalStarCounter / 10000)
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        -- Move HUD graphics away from the TIMER HUD
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        if timer_current_value ~= 0 then
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            timer_offset_X = 0
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            timer_offset_Y = 12
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        end
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        star_counter_offset_X = 76
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        top_screen_offset_Y = is_in_cutscene and 15 or 49
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        low_stars_offset_X = 14
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        -- Render X if this counter has less than 100 stars
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        if perceived_total_counter < 100 then
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            djui_hud_set_adjusted_color(246, 246, 246, 255)
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            djui_hud_print_text(
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                "@", -- Text
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                width - (star_counter_offset_X - 16) - timer_offset_X, -- X pos
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                top_screen_offset_Y + timer_offset_Y, -- Y pos
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                1 -- Scale
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            )
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            low_stars_offset_X = 0
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        end
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        -- Render counter
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        djui_hud_set_adjusted_color(255, 255, 255, 255)
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        djui_hud_print_text(
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            tostring(perceived_total_counter), -- Text
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            width - (star_counter_offset_X - 30) - timer_offset_X - low_stars_offset_X, -- X pos
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            top_screen_offset_Y + timer_offset_Y, -- Y pos
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            1 -- Scale
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        )
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        djui_hud_set_adjusted_color(50, 176, 40, 255)
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        djui_hud_render_texture(
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            star_texture, -- Texture
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            width - star_counter_offset_X - timer_offset_X, -- X pos
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            top_screen_offset_Y + timer_offset_Y, -- Y pos
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            1, 1 -- Scale
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        )
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        -- Render milestone counter
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        if milestone_counter ~= 0 then
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            djui_hud_set_adjusted_color(255, 255, 255, 255)
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            djui_hud_print_text(
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                "@" .. milestone_counter, -- Text
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                width - star_counter_offset_X - timer_offset_X, -- X pos
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                (top_screen_offset_Y + 16) + timer_offset_Y, -- Y pos
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                0.5 -- Scale
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            )
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        end
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    end
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end
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--- Renders star counters onto the screen
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---@param m MarioState Mario
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---@return nil
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local function render_psc(m)
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    -- Update prevNumStars
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    prevNumStars = m.numStars
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    -- Make HUD appear when the real one does during the intro
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    if m.action == ACT_INTRO_CUTSCENE then
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        if introTimer < 1195 then
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            introTimer = introTimer + 1
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        end
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    end
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    -- Don't render the counters if one of the toggle is disabled
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    if not psc_toggle or not psc_hud_toggle then return end
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    -- Don't render the counters if the act selector is active
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    if obj_get_first_with_behavior_id(id_bhvActSelector) then return end
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    -- Set resolution and font
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    djui_hud_set_resolution(RESOLUTION_N64)
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    djui_hud_set_font(FONT_HUD)
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    -- Force the normal star counter to be hidden
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    hud_set_value(HUD_DISPLAY_FLAGS, hud_get_value(HUD_DISPLAY_FLAGS) & ~HUD_DISPLAY_FLAG_STAR_COUNT)
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    set_hud_star_positions(m, djui_hud_get_screen_width())
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end
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--- Renders star counters onto the screen, after the HUD is being rendered
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---@return nil
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local function hud_render_psc()
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    local m = gMarioStates[0]
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    if is_in_cutscenes[m.action] then
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        render_psc(m)
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    end
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end
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--- Renders star counters onto the screen, before the HUD is being rendered
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---@return nil
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local function behind_hud_render_psc()
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    local m = gMarioStates[0]
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    if not is_in_cutscenes[m.action] then
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        render_psc(m)
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    end
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end
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--- Display each person's star counter in the player menu
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---@return nil
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local function psc_update()
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    gPlayerSyncTable[0].psc = ThisGameStarCounter
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    for i = 0, MAX_PLAYERS - 1 do
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        network_player_set_description(gNetworkPlayers[i], "\\#FF0000\\Stars: " .. tostring(gPlayerSyncTable[i].psc), 255, 255, 255, 255)
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    end
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end
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--- Toggle whether or not to display the star counter on the hud
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---@param msg string
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---@return boolean
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local function toggle_psc(msg)
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    if msg:lower() == "on" then
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        psc_toggle = true
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        psc_hud_toggle = true
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    elseif msg:lower() == "off" then
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        psc_toggle = false
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        psc_hud_toggle = false
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        hud_set_value(HUD_DISPLAY_FLAGS, hud_get_value(HUD_DISPLAY_FLAGS) | HUD_DISPLAY_FLAG_STAR_COUNT)
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    end
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    return true
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end
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-----------------
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----- Hooks -----
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-----------------
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hook_event(HOOK_ON_INTERACT, star_counter_on_interact)
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hook_event(HOOK_ON_HUD_RENDER, hud_render_psc)
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hook_event(HOOK_ON_HUD_RENDER_BEHIND, behind_hud_render_psc)
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hook_event(HOOK_UPDATE, psc_update)
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hook_chat_command('psc', "On|Off - Displays stars you've collected. Default is On.", toggle_psc)
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-- Globalize functions for other mods to use
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-- Created by PeachyPeach
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_G.PersonalStarCounter = {
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    --- Get the amount of red stars collected
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    ---@return integer
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    get_star_counter = function ()
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        return ThisGameStarCounter
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    end,
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    --- Get the amount of green stars collected
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    ---@return integer
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    get_total_star_counter = function ()
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        return TotalStarCounter
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    end,
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    --- Enable or disable the star counters
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    ---@param disable boolean
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    disable_star_counters = function (disable)
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        psc_toggle = not disable
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    end,
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    --- Force show or hide the star counters
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    ---@param hide boolean
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    hide_star_counters = function (hide)
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        psc_hud_toggle = not hide
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        if hide then
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            hud_set_value(HUD_DISPLAY_FLAGS, hud_get_value(HUD_DISPLAY_FLAGS) | HUD_DISPLAY_FLAG_STAR_COUNT)
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        end
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    end,
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    --- Modify the value of the star counters
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    ---@param red_change number How much to change the red (single game) star counter by
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    ---@param green_change number How much to change the green (total) star counter by
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    ---@param override_set boolean If true, force set the value of the star counters instead of change
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    ---@param save boolean If true, save the green star counter to mod storage
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    ---@return nil
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    change_star_counter_value = function (red_change, green_change, override_set, save)
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        ThisGameStarCounter = ThisGameStarCounter + red_change
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        if override_set then
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            ThisGameStarCounter = red_change
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        end
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        TotalStarCounter = TotalStarCounter + green_change
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        if override_set then
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            TotalStarCounter = green_change
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        end
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        if save then
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            mod_storage_save("StarCounter", tostring(TotalStarCounter))
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        end
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    end
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} |