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synced 2025-12-27 03:25:23 +09:00
No more warnings
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@@ -60,7 +60,7 @@ end)
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--- Remove the screen gui if it is present
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Event.add(defines.events.on_player_joined_game, function(event)
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local player = game.get_player(event.player_index)
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local player = game.players[event.player_index]
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local frame = player.gui.screen["afk-kick"]
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if frame and frame.valid then frame.destroy() end
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end)
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@@ -63,6 +63,7 @@ end
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Event.add(defines.events.on_player_died, function(event)
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local player = game.players[event.player_index]
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local corpse = player.surface.find_entity("character-corpse", player.position)
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if not corpse or not corpse.valid then return end
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if config.use_chests_as_bodies then
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local items = corpse.get_inventory(defines.inventory.character_corpse)
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local chest = move_items(items, corpse.surface, corpse.position)
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@@ -44,7 +44,7 @@ if config.decon_area then
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return
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end
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local player = game.get_player(e.player_index)
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local player = game.players[e.player_index]
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if Roles.player_has_flag(player, "deconlog-bypass") then
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return
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@@ -63,7 +63,7 @@ end
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if config.built_entity then
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Event.add(defines.events.on_built_entity, function(e)
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if not e.player_index then return end
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local player = game.get_player(e.player_index)
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local player = game.players[e.player_index]
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if Roles.player_has_flag(player, "deconlog-bypass") then
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return
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end
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@@ -74,7 +74,7 @@ end
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if config.mined_entity then
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Event.add(defines.events.on_player_mined_entity, function(e)
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local player = game.get_player(e.player_index)
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local player = game.players[e.player_index]
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if Roles.player_has_flag(player, "deconlog-bypass") then
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return
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end
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@@ -85,11 +85,11 @@ end
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if config.fired_rocket then
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Event.add(defines.events.on_player_ammo_inventory_changed, function(e)
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local player = game.get_player(e.player_index)
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local player = game.players[e.player_index]
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if Roles.player_has_flag(player, "deconlog-bypass") then
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return
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end
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo)
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo) --- @cast ammo_inv -nil
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local item = ammo_inv[player.character.selected_gun_index]
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if not item or not item.valid or not item.valid_for_read then
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return
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@@ -102,12 +102,12 @@ end
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if config.fired_explosive_rocket then
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Event.add(defines.events.on_player_ammo_inventory_changed, function(e)
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local player = game.get_player(e.player_index)
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local player = game.players[e.player_index]
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if Roles.player_has_flag(player, "deconlog-bypass") then
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return
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end
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo)
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo) --- @cast ammo_inv -nil
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local item = ammo_inv[player.character.selected_gun_index]
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if not item or not item.valid or not item.valid_for_read then
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@@ -121,13 +121,13 @@ end
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if config.fired_nuke then
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Event.add(defines.events.on_player_ammo_inventory_changed, function(e)
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local player = game.get_player(e.player_index)
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local player = game.players[e.player_index]
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if Roles.player_has_flag(player, "deconlog-bypass") then
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return
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end
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo)
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo) --- @cast ammo_inv -nil
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local item = ammo_inv[player.character.selected_gun_index]
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if not item or not item.valid or not item.valid_for_read then
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@@ -14,7 +14,7 @@ Event.add(defines.events.on_player_mined_entity, function(event)
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local item_entity = event.entity.surface.find_entity("item-on-ground", event.entity.drop_position)
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if item_entity then
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local player = game.get_player(event.player_index)
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local player = game.players[event.player_index]
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if controllers_with_inventory[player.controller_type] then
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player.mine_entity(item_entity)
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@@ -7,7 +7,7 @@ local move_items_stack = _C.move_items_stack --- @dep expcore.common
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local function clear_items(event)
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local player = game.players[event.player_index]
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local inv = player.get_main_inventory()
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local inv = player.get_main_inventory() --- @cast inv -nil
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move_items_stack(inv)
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inv.clear()
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end
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@@ -26,7 +26,7 @@ end
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for _, inventory in ipairs(config.inventories) do
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if #inventory.items > 0 then
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Event.add(inventory.event, function(event)
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local player = game.get_player(event.player_index)
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local player = game.players[event.player_index]
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if player and player.valid then
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check_items(player, inventory.inventory)
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end
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@@ -15,7 +15,7 @@ end)
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--- When a protection is triggered increment their counter and jail if needed
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Event.add(Protection.events.on_repeat_violation, function(event)
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local player = game.get_player(event.player_index)
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local player = game.players[event.player_index]
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-- Increment the counter
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if repeat_count[player.index] then
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@@ -16,7 +16,7 @@ local function reporter_playtime(_, by_player_name, _)
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end
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Event.add(Reports.events.on_player_reported, function(event)
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local player = game.get_player(event.player_index)
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local player = game.players[event.player_index]
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local total_playtime = Reports.count_reports(player, reporter_playtime)
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-- player less than 30 min
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@@ -62,12 +62,13 @@ local function spawn_turrets()
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-- Makes a new turret if it is not found
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if not turret or not turret.valid then
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turret = surface.create_entity{ name = "gun-turret", position = pos, force = "spawn" }
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if not turret then return end
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protect_entity(turret)
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end
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-- Adds ammo to the turret
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local inv = turret.get_inventory(defines.inventory.turret_ammo)
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if inv.can_insert{ name = config.turrets.ammo_type, count = 10 } then
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if inv and inv.can_insert{ name = config.turrets.ammo_type, count = 10 } then
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inv.insert{ name = config.turrets.ammo_type, count = 10 }
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end
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end
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