just add everything!
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@@ -6,6 +6,7 @@ const bufzilla = @import("bufzilla");
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const shared = @import("shared");
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const kb = @import("kb");
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const ft = @import("freetype");
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const client = @import("client.zig");
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const entity = @import("entity.zig");
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@@ -41,13 +42,15 @@ pub fn main() !void {
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// kbts_shape_context *Context = kbts_CreateShapeContext(0, 0);
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_ = try ft.Library.init();
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_ = kb.kbts_CreateShapeContext(null, null);
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const shader = try rl.loadShader(null, "assets/test.frag");
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// const shader = try rl.loadShader(null, "assets/test.frag");
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const img = rl.genImageColor(32, 32, .blank);
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const tx = try rl.loadTextureFromImage(img);
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rl.unloadImage(img);
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// const img = rl.genImageColor(32, 32, .blank);
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// const tx = try rl.loadTextureFromImage(img);
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// rl.unloadImage(img);
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const host = try znet.Host.init(.{
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.addr = null,
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@@ -177,6 +180,29 @@ pub fn main() !void {
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rl.beginDrawing();
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// rl.beginShaderMode(shader);
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rl.gl.rlBegin(rl.gl.rl_triangles);
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// const color = rl.Color.init(255, 0, 255, 255);
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const top : rl.Vector2 = .{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0, .y = 0.0 };
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const bottomLeft : rl.Vector2 = .{ .x = 0.0, .y = @floatFromInt(rl.getScreenHeight()) };
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const bottomRight : rl.Vector2 = .{ .x = @floatFromInt(rl.getScreenWidth()), .y = @floatFromInt(rl.getScreenHeight()) };
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// rl.gl.vertex
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rl.gl.rlColor4ub(0, 255, 0, 255);
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rl.gl.rlVertex2f(top.x, top.y);
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rl.gl.rlColor4ub(255, 0, 0, 255);
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rl.gl.rlVertex2f(bottomLeft.x, bottomLeft.y);
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rl.gl.rlColor4ub(0, 0, 255, 255);
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rl.gl.rlVertex2f(bottomRight.x, bottomRight.y);
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// rl.gl.rlVertex2f(topRight.x, topRight.y);
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// rl.gl.rlVertex2f(bottomLeft.x, bottomLeft.y);
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// rl.gl.rlVertex2f(bottomRight.x, bottomRight.y);
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rl.gl.rlEnd();
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// rl.endShaderMode();
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// const connected_text = "Connected";
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//const not_connected_text = "Not Connected";
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@@ -187,21 +213,20 @@ pub fn main() !void {
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//@divFloor(rl.getScreenWidth(), 2) - @divFloor(rl.measureText(connected_text, f.baseSize), 2), 50
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rl.beginShaderMode(shader);
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// const font_size : i32 = 180;
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// const text_size = rl.Vector2{.x = @floatFromInt(rl.measureText(connected_text, font_size)), .y = font_size};//rl.measureTextEx(try rl.getFontDefault(), connected_text, font_size, font_size / 10);
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// const pos = rl.Vector2{.x = 0, .y = 0};
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// rl.drawText(connected_text, pos.x, pos.y, font_size, .white);
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// rl.drawRectangleLines(pos.x, pos.y, @intFromFloat(text_size.x), @intFromFloat(text_size.y), .red);
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// rl.drawRectangle(pos.x, pos.y, rl.getScreenWidth(), rl.getScreenHeight(), .white);
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rl.drawTexturePro(tx,
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rl.Rectangle{.x = 0, .y = 0, .width = 32, .height = 32},
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rl.Rectangle{.x = 100, .y = 100, .width = 500, .height = 500},
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.{.x = 0, .y = 0},
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0,
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.white);
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rl.endShaderMode();
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// // const font_size : i32 = 180;
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// // const text_size = rl.Vector2{.x = @floatFromInt(rl.measureText(connected_text, font_size)), .y = font_size};//rl.measureTextEx(try rl.getFontDefault(), connected_text, font_size, font_size / 10);
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// // const pos = rl.Vector2{.x = 0, .y = 0};
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// // rl.drawText(connected_text, pos.x, pos.y, font_size, .white);
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// // rl.drawRectangleLines(pos.x, pos.y, @intFromFloat(text_size.x), @intFromFloat(text_size.y), .red);
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// // rl.drawRectangle(pos.x, pos.y, rl.getScreenWidth(), rl.getScreenHeight(), .white);
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// rl.drawTexturePro(tx,
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// rl.Rectangle{.x = 0, .y = 0, .width = 32, .height = 32},
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// rl.Rectangle{.x = 100, .y = 100, .width = 500, .height = 500},
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// .{.x = 0, .y = 0},
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// 0,
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// .white);
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//rl.drawLineV(.{.x = @floatFromInt(@divFloor(rl.getScreenWidth(), 2)), .y = 0}, .{.x = @floatFromInt(@divFloor(rl.getScreenWidth(), 2)), .y = @floatFromInt(rl.getScreenHeight())}, .red);
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