<commit_before>/// This is where the magic happens; program your plug-in's core behavior here.

#include "game_hooks.h"
#include "../graphics/graphics.h"
#include "../SCBW/api.h"
#include "../SCBW/scbwdata.h"
#include "../SCBW/ExtendSightLimit.h"
#include "psi_field.h"
#include <cstdio>

bool firstRun = true;

/// This hook is called every frame; most of your plugin's logic goes here.
bool nextFrame() {
  if (!scbw::isGamePaused()) { //If the game is not paused
    graphics::resetAllGraphics();

    if (firstRun) {
      scbw::printText("Hello, world!");
      firstRun = false;
    }

    for (int i = 0; i < *clientSelectionCount; ++i) {
      CUnit *selUnit = clientSelectionGroup[i];
      graphics::drawCircle(selUnit->getX(), selUnit->getY(), 25, graphics::GREEN, graphics::ON_MAP);
    }
    
    graphics::drawBox(-64, -64, 64, 64, graphics::YELLOW, graphics::ON_MOUSE);

<commit_msg>Revert testing code in game_hooks.cpp<commit_after>/// This is where the magic happens; program your plug-in's core behavior here.

#include "game_hooks.h"
#include "../graphics/graphics.h"
#include "../SCBW/api.h"
#include "../SCBW/scbwdata.h"
#include "../SCBW/ExtendSightLimit.h"
#include "psi_field.h"
#include <cstdio>

bool firstRun = true;

/// This hook is called every frame; most of your plugin's logic goes here.
bool nextFrame() {
  if (!scbw::isGamePaused()) { //If the game is not paused
    graphics::resetAllGraphics();

    if (firstRun) {
      scbw::printText("Hello, world!");
      firstRun = false;
    }

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