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merge element banishing into production
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I hate that stupid element
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TheRealSeq authored Nov 17, 2024
2 parents c29de2b + 9647a01 commit 6c29fcd
Showing 1 changed file with 14 additions and 8 deletions.
22 changes: 14 additions & 8 deletions server-client/src/client-static/src/shellshock.min.js
Original file line number Diff line number Diff line change
Expand Up @@ -3901,7 +3901,11 @@ function onMapComplete() { //15th, (callback of loadMap at end of onLoadingComp
randomSeed: 0,
upgradeProductId: void 0 !== playerAccount.upgradeProductId && null !== playerAccount.upgradeProductId ? playerAccount.upgradeProductId : 0
});

document.getElementById("ping").style.display = "none"; //alr why THE FUCK does this not work? -Seq
document.getElementById("ping").innerText= ""; //TODO: this is a hack. This will stay here. forever. //WHY DORS THIS NOT WORK TOO!!!!!O!===!O=!)=§)!ßß?=!?ß
document.getElementById("readouts").removeChild(document.getElementById("ping")); //ALR LETS END IT'S WHOLE EXISTANCE OF THAT EVIL DEMON SPAWN FCKR STRAIGHT FROM HELL
document.getElementById("readouts").innerHTML = "<div id=\"FPS\"\nstyle=\"display: inline-block; width: 3em\"></div>&nbsp;FPS\n</div>"; //*crying*
//&nbsp;FPS
players[meId].hp = 100;
players[meId].isGameOwner = true;
isGameOwner = true;
Expand All @@ -3924,16 +3928,18 @@ function onMapComplete() { //15th, (callback of loadMap at end of onLoadingComp
};

function startRendering() { //16th, starts rendering and game loop
hideDarkOverlay();
document.getElementById("game").style.display = "block";
document.getElementById("readouts").style.display = "block";
hideDarkOverlay();
document.getElementById("game").style.display = "block";
document.getElementById("readouts").style.display = "block";
if(!playOffline) { //there 2 crash in offline play so might as well not display them in the first place
document.getElementById("homeButton").style.display = "inline-block";
document.getElementById("friendsButton").style.display = "inline-block";
resize();
captureKeys();
mapOverview && doMapOverviewCamera();
}
resize();
captureKeys();
mapOverview && doMapOverviewCamera();

gameScene.registerBeforeRender(mainGameLoop);
gameScene.registerBeforeRender(mainGameLoop);

engine.runRenderLoop(function () { gameScene.render(); });
};
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