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More bugs
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@@ -51,7 +51,6 @@ local function load_command(command)
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--is the command all ready loaded
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if commands.commands[command.name] then return end
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--start loading command
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global.exp_core.commands[command.name] = command
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debug_write({'COMMAND','LOAD'},command.name)
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--add command to game
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debug_write({'COMMAND','LOAD'},command)
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@@ -106,5 +105,5 @@ function get_commands(rank)
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end
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return to_return
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end
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Event.register(Event.soft_init,function() global.exp_core.commands = {} for command_name,command in pairs(Exp_commands) do load_command(command) end end)
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Event.register(Event.soft_init,function() global.exp_core.commands = Exp_commands for command_name,command in pairs(Exp_commands) do load_command(command) end end)
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Event.register(defines.events.on_player_joined_game,function() for command_name,command in pairs(Exp_commands) do load_command(command) end end)
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@@ -31,7 +31,7 @@ end)
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--runs the preset callback with the uuid
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define_command('socket',{'server.socket-command-help'},{'uuid','args'},function(player,event,args)
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if global.exp_core.server.callbacks[args[1]] then
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server.queue_callback(global.exp_core.server.callbacks[args[1].fun],{unpack(args,2)},args[1])
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server.queue_callback(global.exp_core.server.callbacks[args[1]].fun,{unpack(args,2)},args[1])
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end
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end)
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--this is used when changing permission groups when the person does not have permsion to, can also be used to split a large event accross multiple ticks
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