I have a problem with my game, I tried to identify the problem but I was not able to.
At the end of the game the hat disappears but when it is disconnected and then enters apareses with the hat.
Then, if you add more than 7 hats on the hat table,
The menu launches an error and aparesen all the hat with the same names.
Does anyone know what's wrong?
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hattable = {
{name = "Angel", path = "gfx/hats tiky/angel.png"},
{name = "Devil", path = "gfx/hats tiky/devil.png"},
{name = "Cowboy", path = "gfx/hats tiky/cowboy.png"},
{name = "Graduate", path = "gfx/hats tiky/graduate.png"},
{name = "Scarlet Beret", path = "gfx/hats tiky/scarlet_beret.png"},
{name = "Pirate", path = "gfx/hats tiky/pirate.png"},
{name = "Pumpkin", path = "gfx/hats tiky/pumpkin.png"},
{name = "Santa", path = "gfx/hats tiky/santa.png"},
-- Guess work
{name = "Snowman", path = "gfx/hats tiky/snowman.png"},
{name = "Black", path = "gfx/hats tiky/black.png"},
{name = "Phoenix", path = "gfx/hats tiky/phoenix.png"},
{name = "Skull", path = "gfx/hats tiky/skull.png"},
{name = "Tyrans", path = "gfx/hats tiky/tyrans.png"},
}
currenthat = {}
hatimg = {}
function callmenu(id,page)
local pages = math.ceil(#hattable/7)
local output = "Hat Menu Page "..page
local p = pages * 7
for a = p-6, p do
if hattable[a] then
if (hattable[a].name and hattable[a].path) then
if a ~= currenthat[id] then
output = output..","..hattable[a].name
else
output = output..",("..hattable[a].name
end
else
output = output..","
end
else
output = output..","
end
end
if page == 1 then
if currenthat[id] ~= 0 then
output = output..",No hat"
else
output = output..",(No hat"
end
else
output = output..",Back Page |Page "..page-1
end
if page == pages then
if currenthat[id] ~= 0 then
output = output..",No hat"
else
output = output..",(No hat"
end
else
output = output..",Back Page |Page "..page+1
end
menu(id,output)
end
addhook("menu","hat_menu")
function hat_menu(id,title,button)
if string.sub(title,1,14) == "Hat Menu Page " then
local page = tonumber(string.sub(title,15))
local pages = math.ceil(#hattable/7)
if button >= 1 and button <= 7 then
local pr7 = (page - 1) * 7
local rsel = pr7 + button
if currenthat[id] ~= rsel then
if hatimg[id] then
freeimage(hatimg[id])
end
currenthat[id] = rsel
hatimg[id] = image(hattable[rsel].path,1,1,200+id)
end
elseif button == 8 then
if page == 1 then
if hatimg[id] then
freeimage(hatimg[id])
end
hatimg[id] = nil
currenthat[id] = 0
else
callmenu(id,page-1)
end
elseif button == 9 then
if page == pages then
if hatimg[id] then
freeimage(hatimg[id])
end
hatimg[id] = nil
currenthat[id] = 0
else
callmenu(id,page+1)
end
end
end
end
addhook("die","hat_die")
function hat_die(victim)
if hatimg[victim] then
freeimage(hatimg[victim])
end
hatimg[victim] = nil
end
addhook("spawn","hat_spawn")
function hat_spawn(id)
if currenthat[id] > 0 then
hatimg[id] = image(hattable[currenthat[id]].path,1,1,200+id)
end
end
addhook("serveraction","hat_serveraction")
function hat_serveraction(id,act)
callmenu(id,1)
end
addhook("leave","savedata")
function savedata(id)
if player(id,"usgn") > 0 then
local f = assert(io.open("sys/lua/hats tiky/saves/"..player(id,"usgn")..".txt","w"))
f:write(currenthat[id])
f:close()
end
if hatimg[id] then
freeimage(hatimg[id])
end
hatimg[id] = nil
currenthat[id] = nil
end
addhook("join","loaddata")
function loaddata(id)
local loaded = false
if player(id,"usgn") > 0 then
local f = io.open("sys/lua/hats tiky/saves/"..player(id,"usgn")..".txt","r")
if f ~= nil then
for line in f:lines() do
currenthat[id] = tonumber(line)
break
end
loaded = true
f:close()
end
end
if not loaded then
currenthat[id] = 0
end
end
lose hat. restart round remove hat
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