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Updated example mod scripts
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procedure start;
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variable rainshaderdef;
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variable snowshaderdef;
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variable sandshaderdef;
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variable rainshaderesc;
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variable snowshaderesc;
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variable sandshaderesc;
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variable rainshaderinv;
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variable snowshaderinv;
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variable sandshaderinv;
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variable rainshadermap;
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variable snowshadermap;
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variable sandshadermap;
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variable rainshaderskd;
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variable snowshaderskd;
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variable sandshaderskd;
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variable cshader;
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variable active;
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procedure update_shader(variable shader) begin
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if (shader == cshader) then begin
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return;
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end
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if (cshader == 1) then begin
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deactivate_shader(rainshaderdef);
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deactivate_shader(rainshaderesc);
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deactivate_shader(rainshaderinv);
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deactivate_shader(rainshadermap);
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deactivate_shader(rainshaderskd);
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end else if (cshader == 2) then begin
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deactivate_shader(snowshaderdef);
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deactivate_shader(snowshaderesc);
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deactivate_shader(snowshaderinv);
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deactivate_shader(snowshadermap);
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deactivate_shader(snowshaderskd);
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end else if (cshader == 3) then begin
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deactivate_shader(sandshaderdef);
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deactivate_shader(sandshaderesc);
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deactivate_shader(sandshaderinv);
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deactivate_shader(sandshadermap);
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deactivate_shader(sandshaderskd);
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end
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if (shader == 1) then begin
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activate_shader(rainshaderdef);
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activate_shader(rainshaderesc);
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activate_shader(rainshaderinv);
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activate_shader(rainshadermap);
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activate_shader(rainshaderskd);
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end else if (shader == 2) then begin
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activate_shader(snowshaderdef);
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activate_shader(snowshaderesc);
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activate_shader(snowshaderinv);
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activate_shader(snowshadermap);
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activate_shader(snowshaderskd);
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end else if (shader == 3) then begin
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activate_shader(sandshaderdef);
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activate_shader(sandshaderesc);
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activate_shader(sandshaderinv);
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activate_shader(sandshadermap);
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activate_shader(sandshaderskd);
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end
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cshader := shader;
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if (shader == 0) then begin
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force_graphics_refresh(0);
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end else begin
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force_graphics_refresh(1);
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end
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end
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procedure on_game_load begin
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variable tmp;
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if (graphics_funcs_available) then begin
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display_msg("Weather mod: Shader functions available");
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end else return;
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rainshaderdef := load_shader("weather\\rain-def.fx");
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snowshaderdef := load_shader("weather\\snow-def.fx");
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sandshaderdef := load_shader("weather\\sand-def.fx");
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rainshaderesc := load_shader("weather\\rain-esc.fx");
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snowshaderesc := load_shader("weather\\snow-esc.fx");
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sandshaderesc := load_shader("weather\\sand-esc.fx");
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rainshaderinv := load_shader("weather\\rain-inv.fx");
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snowshaderinv := load_shader("weather\\snow-inv.fx");
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sandshaderinv := load_shader("weather\\sand-inv.fx");
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rainshadermap := load_shader("weather\\rain-map.fx");
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snowshadermap := load_shader("weather\\snow-map.fx");
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sandshadermap := load_shader("weather\\sand-map.fx");
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rainshaderskd := load_shader("weather\\rain-skd.fx");
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snowshaderskd := load_shader("weather\\snow-skd.fx");
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sandshaderskd := load_shader("weather\\sand-skd.fx");
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if (rainshaderdef == -1 or snowshaderdef == -1 or sandshaderdef == -1) then begin
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display_msg("Weather mod error: Could not load default shaders");
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return;
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end
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if (rainshaderesc == -1 or snowshaderesc == -1 or sandshaderesc == -1) then begin
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display_msg("Weather mod error: Could not load escape shaders");
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return;
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end
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if (rainshaderinv == -1 or snowshaderinv == -1 or sandshaderinv == -1) then begin
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display_msg("Weather mod error: Could not load inventory shaders");
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return;
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end
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if (rainshadermap == -1 or snowshadermap == -1 or sandshadermap == -1) then begin
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display_msg("Weather mod error: Could not load automap shaders");
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return;
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end
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if (rainshaderskd == -1 or snowshaderskd == -1 or sandshaderskd == -1) then begin
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display_msg("Weather mod error: Could not load skilldex shaders");
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return;
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end
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tmp := get_shader_texture(rainshaderdef, 2);
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set_shader_texture(rainshaderesc, "tex2", tmp);
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set_shader_texture(rainshaderinv, "tex2", tmp);
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set_shader_texture(rainshadermap, "tex2", tmp);
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set_shader_texture(rainshaderskd, "tex2", tmp);
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tmp := get_shader_texture(snowshaderdef, 2);
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set_shader_texture(snowshaderesc, "tex2", tmp);
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set_shader_texture(snowshaderinv, "tex2", tmp);
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set_shader_texture(snowshadermap, "tex2", tmp);
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set_shader_texture(snowshaderskd, "tex2", tmp);
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tmp := get_shader_texture(sandshaderdef, 2);
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set_shader_texture(sandshaderesc, "tex2", tmp);
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set_shader_texture(sandshaderinv, "tex2", tmp);
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set_shader_texture(sandshadermap, "tex2", tmp);
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set_shader_texture(sandshaderskd, "tex2", tmp);
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tmp := get_shader_texture(rainshaderdef, 1);
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set_shader_texture(snowshaderdef, "tex1", tmp);
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set_shader_texture(sandshaderdef, "tex1", tmp);
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tmp := get_shader_texture(rainshaderesc, 1);
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set_shader_texture(snowshaderesc, "tex1", tmp);
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set_shader_texture(sandshaderesc, "tex1", tmp);
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tmp := get_shader_texture(rainshaderinv, 1);
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set_shader_texture(snowshaderinv, "tex1", tmp);
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set_shader_texture(sandshaderinv, "tex1", tmp);
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tmp := get_shader_texture(rainshadermap, 1);
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set_shader_texture(snowshadermap, "tex1", tmp);
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set_shader_texture(sandshadermap, "tex1", tmp);
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tmp := get_shader_texture(rainshaderskd, 1);
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set_shader_texture(snowshaderskd, "tex1", tmp);
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set_shader_texture(sandshaderskd, "tex1", tmp);
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set_shader_mode(rainshaderdef, 30653); // 0x77bd
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set_shader_mode(snowshaderdef, 30653);
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set_shader_mode(sandshaderdef, 30653);
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set_shader_mode(rainshaderesc, 30645); // 0x77b5
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set_shader_mode(snowshaderesc, 30645);
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set_shader_mode(sandshaderesc, 30645);
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set_shader_mode(rainshaderinv, 26557); // 0x67bd
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set_shader_mode(snowshaderinv, 26557);
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set_shader_mode(sandshaderinv, 26557);
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set_shader_mode(rainshadermap, 22461); // 0x57bd
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set_shader_mode(snowshadermap, 22461);
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set_shader_mode(sandshadermap, 22461);
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set_shader_mode(rainshaderskd, 14269); // 0x37bd
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set_shader_mode(snowshaderskd, 14269);
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set_shader_mode(sandshaderskd, 14269);
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set_shader_mode(rainshaderesc, 2147483656); // 0x80000008
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set_shader_mode(snowshaderesc, 2147483656);
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set_shader_mode(sandshaderesc, 2147483656);
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set_shader_mode(rainshaderinv, 2147487744); // 0x80001000
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set_shader_mode(snowshaderinv, 2147487744);
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set_shader_mode(sandshaderinv, 2147487744);
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set_shader_mode(rainshadermap, 2147491840); // 0x80002000
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set_shader_mode(snowshadermap, 2147491840);
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set_shader_mode(sandshadermap, 2147491840);
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set_shader_mode(rainshaderskd, 2147500032); // 0x80004000
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set_shader_mode(snowshaderskd, 2147500032);
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set_shader_mode(sandshaderskd, 2147500032);
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//set_global_script_repeat(50);
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end
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procedure update_region begin
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variable tmp;
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variable rain := 50;
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variable snow := 25;
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variable sand := 25;
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snow += rain;
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sand += snow;
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tmp := random(1,100);
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if (tmp <= rain) then begin
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display_msg("It's raining");
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active := 1;
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end else if (tmp <= snow) then begin
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display_msg("It's snowing");
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active := 2;
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end else if (tmp <= sand) then begin
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display_msg("It's sandstorming");
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active := 3;
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end else begin
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display_msg("No weather");
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active := 0;
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end
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//call update_shader(active);
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end
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procedure update_weather begin
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variable tmp = random(10, 90) / 100.0;
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call update_shader(active);
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if (active == 1) then begin
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set_shader_float(rainshaderdef, "speed", 500 - (tmp * 300));
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set_shader_float(rainshaderdef, "multi", 1.5 + tmp * 6.5);
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set_shader_float(rainshaderesc, "speed", 500 - (tmp * 300));
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set_shader_float(rainshaderesc, "multi", 1.5 + tmp * 6.5);
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set_shader_float(rainshaderinv, "speed", 500 - (tmp * 300));
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set_shader_float(rainshaderinv, "multi", 1.5 + tmp * 6.5);
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set_shader_float(rainshadermap, "speed", 500 - (tmp * 300));
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set_shader_float(rainshadermap, "multi", 1.5 + tmp * 6.5);
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set_shader_float(rainshaderskd, "speed", 500 - (tmp * 300));
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set_shader_float(rainshaderskd, "multi", 1.5 + tmp * 6.5);
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end else if (active == 2) then begin
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set_shader_float(snowshaderdef, "speed", 800 - (tmp * 200));
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set_shader_float(snowshaderdef, "multi", 0.5 + tmp * 0.5);
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set_shader_float(snowshaderesc, "speed", 800 - (tmp * 200));
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set_shader_float(snowshaderesc, "multi", 0.5 + tmp * 0.5);
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set_shader_float(snowshaderinv, "speed", 800 - (tmp * 200));
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set_shader_float(snowshaderinv, "multi", 0.5 + tmp * 0.5);
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set_shader_float(snowshadermap, "speed", 800 - (tmp * 200));
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set_shader_float(snowshadermap, "multi", 0.5 + tmp * 0.5);
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set_shader_float(snowshaderskd, "speed", 800 - (tmp * 200));
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set_shader_float(snowshaderskd, "multi", 0.5 + tmp * 0.5);
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end else begin
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set_shader_float(sandshaderdef, "speed", 400 - (tmp * 200));
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set_shader_float(sandshaderdef, "multi", tmp);
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set_shader_float(sandshaderesc, "speed", 400 - (tmp * 200));
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set_shader_float(sandshaderesc, "multi", tmp);
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set_shader_float(sandshaderinv, "speed", 400 - (tmp * 200));
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set_shader_float(sandshaderinv, "multi", tmp);
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set_shader_float(sandshadermap, "speed", 400 - (tmp * 200));
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set_shader_float(sandshadermap, "multi", tmp);
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set_shader_float(sandshaderskd, "speed", 400 - (tmp * 200));
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set_shader_float(sandshaderskd, "multi", tmp);
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end
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//display_msg("Shader active: "+tmp);
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end
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procedure start begin
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variable tmp;
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if (game_loaded) then begin
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call on_game_load;
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call update_region;
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call update_weather;
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end
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end
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