mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-30 20:41:41 +09:00
Added auto open for warp gui
This commit is contained in:
@@ -213,12 +213,13 @@ Gui.classes.left_frames = LeftFrames
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LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame
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LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame
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LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it
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LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it
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LeftFrames._prototype:on_player_toggle(player,frame) --- Triggered when the player toggle the left frame
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LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
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LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
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]]
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]]
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local CenterFrames = require 'expcore.gui.center'
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local CenterFrames = require 'expcore.gui.center'
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Gui.get_center_flow = CenterFrames.get_flow
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Gui.get_center_flow = CenterFrames.get_flow
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Gui.toggle_left_frame = CenterFrames.toggle_frame
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Gui.toggle_center_frame = CenterFrames.toggle_frame
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Gui.draw_center_frame = CenterFrames.draw_frame
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Gui.draw_center_frame = CenterFrames.draw_frame
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Gui.redraw_center_frame = CenterFrames.redraw_frames
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Gui.redraw_center_frame = CenterFrames.redraw_frames
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Gui.new_center_frame = CenterFrames.new_frame
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Gui.new_center_frame = CenterFrames.new_frame
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@@ -45,6 +45,7 @@
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LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame
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LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame
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LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it
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LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it
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LeftFrames._prototype:on_player_toggle(player,frame) --- Is triggered when the player presses the toggle button
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LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
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LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
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]]
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]]
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local Gui = require 'expcore.gui.core'
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local Gui = require 'expcore.gui.core'
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@@ -58,7 +59,8 @@ local LeftFrames = {
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frames={},
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frames={},
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_prototype=Gui._prototype_factory{
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_prototype=Gui._prototype_factory{
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on_draw = Gui._event_factory('on_draw'),
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on_draw = Gui._event_factory('on_draw'),
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on_update = Gui._event_factory('on_update')
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on_update = Gui._event_factory('on_update'),
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on_player_toggle = Gui._event_factory('on_player_toggle')
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}
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}
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}
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}
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setmetatable(LeftFrames._prototype, {
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setmetatable(LeftFrames._prototype, {
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@@ -138,7 +140,12 @@ function LeftFrames.new_frame(permision_name)
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mt.__call = self.event_handler
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mt.__call = self.event_handler
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self:on_click(function(player,_element)
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self:on_click(function(player,_element)
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self:toggle(player)
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local visible = self:toggle(player)
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if self.events.on_player_toggle then
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local frame = self:get_frame(player)
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self.events.on_player_toggle(player,frame,visible)
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end
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end)
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end)
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LeftFrames.frames[self.name] = self
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LeftFrames.frames[self.name] = self
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@@ -258,6 +265,10 @@ Buttons.new_button()
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for _,define in pairs(LeftFrames.frames) do
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for _,define in pairs(LeftFrames.frames) do
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local frame = LeftFrames.get_frame(define.name,player)
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local frame = LeftFrames.get_frame(define.name,player)
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frame.visible = false
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frame.visible = false
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if define.events.on_player_toggle then
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define.events.on_player_toggle(player,frame,false)
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end
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end
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end
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element.visible = false
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element.visible = false
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end)
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end)
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@@ -12,16 +12,19 @@ local format_time,table_keys,table_values,table_keysort = ext_require('expcore.c
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local warp_list
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local warp_list
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local warp_name_store = 'gui.left.warps.names'
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local warp_name_store = 'gui.left.warps.names'
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local warp_icon_store = 'gui.left.warps.tags'
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local warp_icon_store = 'gui.left.warps.tags'
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local warp_player_in_range_store = 'gui.left.warps.allowed'
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local warp_player_in_range_store = 'gui.left.warps.in_range'
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local warp_details = {}
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local warp_details = {}
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local force_warps = {}
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local force_warps = {}
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local keep_open = {}
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Global.register({
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Global.register({
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warp_details=warp_details,
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warp_details=warp_details,
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force_warps=force_warps
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force_warps=force_warps,
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keep_open=keep_open
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},function(tbl)
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},function(tbl)
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force_warps = tbl.force_warps
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force_warps = tbl.force_warps
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warp_details = tbl.warp_details
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warp_details = tbl.warp_details
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keep_open = tbl.keep_open
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end)
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end)
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--- Returns if a player is allowed to edit the given warp
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--- Returns if a player is allowed to edit the given warp
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@@ -247,7 +250,9 @@ Gui.new_progressbar()
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style.color = Colors.light_blue
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style.color = Colors.light_blue
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end)
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end)
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:on_store_complete(function(player_name,reset)
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:on_store_complete(function(player_name,reset)
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Store.set(warp_player_in_range_store,player_name,true)
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-- this is to force an update of the button
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local in_range = Store.get(warp_player_in_range_store,player_name)
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Store.set(warp_player_in_range_store,player_name,in_range)
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end)
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end)
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--- When the button is clicked it will teleport the player
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--- When the button is clicked it will teleport the player
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@@ -274,7 +279,9 @@ end)
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if config.bypass_warp_limits_permision and not Roles.player_allowed(player,config.bypass_warp_limits_permision) then
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if config.bypass_warp_limits_permision and not Roles.player_allowed(player,config.bypass_warp_limits_permision) then
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warp_timer:set_store(player.name,0)
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warp_timer:set_store(player.name,0)
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Store.set(warp_player_in_range_store,player.name,false)
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-- this is to force an update of the buttons
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local in_range = Store.get(warp_player_in_range_store,player.name)
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Store.set(warp_player_in_range_store,player.name,in_range)
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end
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end
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end)
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end)
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@@ -639,6 +646,9 @@ end)
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generate_warp(player,data_table,warp_id)
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generate_warp(player,data_table,warp_id)
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end
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end
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end)
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end)
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:on_player_toggle(function(player,element,visible)
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keep_open[player.name] = visible
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end)
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--- When the name of a warp is updated this is triggered
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--- When the name of a warp is updated this is triggered
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Store.register(warp_name_store,function(value,warp_id)
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Store.register(warp_name_store,function(value,warp_id)
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@@ -691,6 +701,10 @@ Store.register(warp_player_in_range_store,function(value,player_name)
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local timer = warp_timer:get_store(player_name)
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local timer = warp_timer:get_store(player_name)
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local state = not timer and value
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local state = not timer and value
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if not keep_open[player.name] then
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Gui.toggle_left_frame(warp_list.name,player,value)
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end
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if force_warps[force.name] then
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if force_warps[force.name] then
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for _,warp_id in pairs(force_warps[force.name]) do
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for _,warp_id in pairs(force_warps[force.name]) do
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local element = table_area['icon-'..warp_id][goto_warp.name]
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local element = table_area['icon-'..warp_id][goto_warp.name]
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@@ -717,35 +731,33 @@ Event.on_nth_tick(math.floor(60/config.update_smothing),function()
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end
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end
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for _,player in pairs(game.connected_players) do
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for _,player in pairs(game.connected_players) do
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local timer = warp_timer:get_store(player.name)
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local was_in_range = Store.get(warp_player_in_range_store,player.name)
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local role = config.bypass_warp_limits_permision and Roles.player_allowed(player,config.bypass_warp_limits_permision)
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local force = player.force
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local warps = force_warps[force.name]
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if not timer and not role then
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if warps then
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local force = player.force
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local surface = player.surface.index
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local warps = force_warps[force.name]
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local pos = player.position
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local px,py = pos.x,pos.y
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if warps then
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for _,warp_id in pairs(warps) do
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local surface = player.surface.index
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local warp = warp_details[warp_id]
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local pos = player.position
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local wpos = warp.position
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local px,py = pos.x,pos.y
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if warp.surface.index == surface then
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local dx,dy = px-wpos.x,py-wpos.y
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for _,warp_id in pairs(warps) do
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if not warp.editing and (dx*dx)+(dy*dy) < rs2 or (dx*dx)+(dy*dy) < r2 then
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local warp = warp_details[warp_id]
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if not was_in_range then
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local wpos = warp.position
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if warp.surface.index == surface then
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local dx,dy = px-wpos.x,py-wpos.y
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if not warp.editing and (dx*dx)+(dy*dy) < rs2 or (dx*dx)+(dy*dy) < r2 then
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Store.set(warp_player_in_range_store,player.name,true)
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Store.set(warp_player_in_range_store,player.name,true)
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return
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end
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end
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return
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end
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end
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end
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end
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end
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if was_in_range then
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Store.set(warp_player_in_range_store,player.name,false)
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Store.set(warp_player_in_range_store,player.name,false)
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end
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end
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end
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end
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end
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end
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end)
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end)
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