Add action mapping
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dc1fda6611
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02707a9ada
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@ -53,6 +53,11 @@ JSValue int2js(int i)
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return JS_NewInt64(js, i);
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}
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JSValue str2js(const char *c)
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{
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return JS_NewString(js, c);
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}
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double js2number(JSValue v)
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{
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double g;
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@ -979,6 +984,10 @@ JSValue duk_register(JSContext *js, JSValueConst this, int argc, JSValueConst *a
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case 7:
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register_pawn(c);
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break;
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case 8:
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register_gamepad(c);
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break;
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}
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return JS_NULL;
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@ -16,5 +16,6 @@ struct color js2color(JSValue v);
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double js2number(JSValue v);
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JSValue num2js(double g);
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JSValue int2js(int i);
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JSValue str2js(const char *c);
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#endif
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@ -5,6 +5,7 @@
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#include "stb_ds.h"
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#include "log.h"
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#include "ffi.h"
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#include "time.h"
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int32_t mouseWheelX = 0;
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int32_t mouseWheelY = 0;
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@ -24,12 +25,18 @@ static struct joystick *joysticks = NULL;
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static int mquit = 0;
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static struct callee pawn_callee;
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static struct callee gamepad_callee;
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void register_pawn(struct callee c)
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{
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pawn_callee = c;
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}
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void register_gamepad(struct callee c)
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{
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gamepad_callee = c;
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}
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void add_downkey(int key) {
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for (int i = 0; i < arrlen(downkeys); i++)
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if (downkeys[i] == key) return;
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@ -372,17 +379,48 @@ void input_poll(double wait)
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GLFWgamepadstate state;
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if (!glfwGetGamepadState(joysticks[i].id, &state)) continue;
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JSValue argv[3];
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argv[0] = int2js(joysticks[i].id);
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char inputstr[50];
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for (int b = 0; b < 15; b++) {
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argv[1] = str2js(gamepad2str(b));
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if (state.buttons[b]) {
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if (!joysticks[i].state.buttons[b])
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YughWarn("Pressed button %s.", gamepad2str(b));
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argv[2] = int2js(0);
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script_callee(gamepad_callee,3,argv);
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if (!joysticks[i].state.buttons[b]) {
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argv[2] = int2js(1);
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script_callee(gamepad_callee,3,argv);
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}
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}
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else if (!state.buttons[b] && joysticks[i].state.buttons[b]) {
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YughWarn("Released button %s.", gamepad2str(b));
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argv[2] = int2js(2);
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script_callee(gamepad_callee,3,argv);
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}
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}
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argv[1] = str2js("axis_ljoy");
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cpVect v;
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v.x = state.axes[0];
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v.y = -state.axes[1];
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argv[2] = vec2js(v);
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script_callee(gamepad_callee,3,argv);
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argv[1] = str2js("axis_rjoy");
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v.x = state.axes[2];
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v.y = -state.axes[3];
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argv[2] = vec2js(v);
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script_callee(gamepad_callee,3,argv);
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argv[1] = str2js("axis_ltrigger");
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argv[2] = num2js((state.axes[4]+1)/2);
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script_callee(gamepad_callee,3,argv);
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argv[1] = str2js("axis_rtrigger");
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argv[2] = num2js((state.axes[5]+1)/2);
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script_callee(gamepad_callee,3,argv);
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joysticks[i].state = state;
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}
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}
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@ -26,6 +26,7 @@ const char *keyname_extd(int key, int scancode);
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int action_down(int scancode);
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void register_pawn(struct callee c);
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void register_gamepad(struct callee c);
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int want_quit();
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void quit();
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@ -406,22 +406,52 @@ var physics = {
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},
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};
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var Action = {
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add_new(name) {
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var action = Object.create(Action);
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action.name = name;
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action.inputs = [];
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this.actions.push(action);
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return action;
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},
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actions: [],
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};
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/* May be a human player; may be an AI player */
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var Player = {
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pawns: [],
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players: [],
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input(fn, ...args) {
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this.pawns.forEach(x => if (fn in x) x[fn](...args));
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this.pawns.forEach(x => { if (fn in x) x[fn](...args); });
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},
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control(pawn) {
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this.pawns.pushunique(pawn);
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this.pawns.push_unique(pawn);
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},
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uncontrol(pawn) {
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this.pawns = this.pawns.filter(x => x !== pawn);
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}
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},
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};
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for (var i = 0; i < 4; i++) {
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var player1 = Object.create(Player);
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player1.pawns = [];
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player1.gamepads = [];
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Player.players.push(player1);
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}
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function state2str(state) {
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switch (state) {
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case 0:
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return "down";
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case 1:
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return "pressed";
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case 2:
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return "released";
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}
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}
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var Register = {
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updates: [],
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update(dt) {
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@ -443,16 +473,25 @@ var Register = {
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this.nk_guis.forEach(x => x[0].call(x[1]));
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},
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pawns: [],
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pawn_input(fn, ...args) {
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this.pawns.forEach(x => {
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if (fn in x) {
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x[fn](...args);
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}
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});
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kbm_input(fn, ...args) {
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Player.players[0].input(fn, ...args);
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},
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controller_input(
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gamepad_playermap: [],
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gamepad_input(pad, btn, state, ...args) {
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var player = this.gamepad_playermap[pad];
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if (!player) return;
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var statestr = state2str(state);
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var rawfn = `gamepad_${btn}_${statestr}`;
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player.input(rawfn, ...args);
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Action.actions.forEach(x => {
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if (x.inputs.includes(btn))
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player.input(`action_${x.name}_${statestr}`, ...args);
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});
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},
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debugs: [],
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debug() {
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@ -463,9 +502,10 @@ var Register = {
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this.updates = this.updates.filter(x => x[1] !== obj);
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this.guis = this.guis.filter(x => x[1] !== obj);
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this.nk_guis = this.nk_guis.filter(x => x[1] !== obj);
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this.pawns = this.pawns.filter(x => x[1] !== obj);
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this.debugs = this.debugs.filter(x => x[1] !== obj);
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this.physupdates = this.physupdates.filter(x => x[1] !== obj);
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Player.players.forEach(x => x.uncontrol(obj));
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},
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};
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register(0, Register.update, Register);
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@ -473,7 +513,10 @@ register(1, Register.physupdate, Register);
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register(2, Register.gui, Register);
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register(3, Register.nk_gui, Register);
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register(6, Register.debug, Register);
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register(7, Register.pawn_input, Register);
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register(7, Register.kbm_input, Register);
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register(8, Register.gamepad_input, Register);
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Register.gamepad_playermap[0] = Player.players[0];
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function register_update(fn, obj) {
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Register.updates.push([fn, obj ? obj : null]);
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@ -505,12 +548,13 @@ function unregister_nk_gui(fn, obj) {
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register_update(Yugine.exec, Yugine);
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function set_pawn(obj) {
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Register.pawns.push(obj);
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/* These functions are the "defaults", and give control to player0 */
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function set_pawn(obj, player = Player.players[0]) {
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player.control(obj);
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}
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function unset_pawn(obj) {
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Register.pawns = Register.pawns.filter(x => x !== obj);
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function unset_pawn(obj, player = Player.players[0]) {
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player.uncontrol(obj);
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}
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var Signal = {
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