Fixed #178, and some others:
* Fixed a small issue in the ignore module (also please remember to use 2 spaces for tabulation and not tabs) * Changed the order of count window buttons * Added new player functions.
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d70b835464
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@ -37,7 +37,6 @@ function init()
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mouseWidget.cancelNextRelease = false
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battleWindow:setContentMinimumHeight(80)
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--battleWindow:setContentMaximumHeight(384)
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connect(Creature, {
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onSkullChange = updateCreatureSkull,
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@ -199,6 +198,7 @@ end
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function addCreature(creature)
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local creatureId = creature:getId()
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local battleButton = battleButtonsByCreaturesList[creatureId]
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if not battleButton then
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battleButton = g_ui.createWidget('BattleButton', battlePanel)
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battleButton:setup(creature)
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@ -251,9 +251,9 @@ function removeAllCreatures()
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end
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function removeCreature(creature)
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if hasCreature(creature) then
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local creatureId = creature:getId()
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if battleButtonsByCreaturesList[creatureId] ~= nil then
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if lastBattleButtonSwitched == battleButtonsByCreaturesList[creatureId] then
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lastBattleButtonSwitched = nil
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end
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@ -56,7 +56,6 @@ MiniWindow
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anchors.horizontalCenter: parent.horizontalCenter
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height: 20
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width: 120
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// width*count + spacing*(count-1)
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layout:
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type: horizontalBox
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spacing: 5
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@ -611,11 +611,14 @@ function onTalk(name, level, mode, message, channelId, creaturePos)
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if ignoreNpcMessages and mode == MessageModes.NpcFrom then return end
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speaktype = SpeakTypes[mode]
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if ((mode == MessageModes.Yell and isIgnoringYelling()) or
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(speaktype.private and isIgnoringPrivate()) or
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(isIgnored(name) or isIgnored(name:lower()))) and
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name ~= g_game.getLocalPlayer():getName() then
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if name ~= g_game.getLocalPlayer():getName() then
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if mode == MessageModes.Yell and isIgnoringYelling() then
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return
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elseif speaktype.private and isIgnoringPrivate() and mode ~= MessageModes.NpcFrom then
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return
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elseif isIgnored(name) or isIgnored(name:lower()) then
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return
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end
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end
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if (mode == MessageModes.Say or mode == MessageModes.Whisper or mode == MessageModes.Yell or
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@ -31,8 +31,8 @@ CountWindow < MainWindow
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focusable: false
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Button
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id: buttonOk
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!text: tr('Ok')
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id: buttonCancel
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!text: tr('Cancel')
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height: 20
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anchors.left: countScrollBar.horizontalCenter
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anchors.right: countScrollBar.right
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@ -41,8 +41,8 @@ CountWindow < MainWindow
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focusable: false
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Button
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id: buttonCancel
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!text: tr('Cancel')
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id: buttonOk
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!text: tr('Ok')
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height: 20
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anchors.right: countScrollBar.horizontalCenter
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anchors.left: countScrollBar.left
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@ -75,6 +75,19 @@ function terminate()
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minimapWindow:destroy()
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end
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function onFlagMousePress(widget, mousePosition, mouseButton)
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if mouseButton == MouseRightButton then
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local menu = g_ui.createWidget('PopupMenu')
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menu:addOption(tr('Delete mark'), function()
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widget:destroy()
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end)
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menu:display(mousePosition)
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elseif mouseButton == MouseLeftButton then
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minimapAutoWalk(widget.position)
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end
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return true
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end
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function destroyFlagWindow()
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if flagWindow then
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flagWindow:destroy()
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@ -82,27 +95,6 @@ function destroyFlagWindow()
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end
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end
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function createThingMenu(widget, menuPosition, button)
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if not g_game.isOnline() then return end
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if button ~= MouseRightButton then return end
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local menu = g_ui.createWidget('PopupMenu')
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if widget == minimapWidget then
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menu:addOption(tr('Create mark'), function()
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local position = minimapWidget:getPosition(menuPosition)
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if position then
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showFlagDialog(position)
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end
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end)
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else
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menu:addOption(tr('Delete mark'), function()
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widget:destroy()
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end)
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end
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menu:display(menuPosition)
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end
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function showFlagDialog(position)
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if flagWindow then return end
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if not position then return end
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@ -126,14 +118,15 @@ function showFlagDialog(position)
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flagRadioGroup:selectWidget(flagCheckbox[1])
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cancelButton.onClick = function()
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flagRadioGroup:destroy()
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flagRadioGroup = nil
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destroyFlagWindow()
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end
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okButton.onClick = function()
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addMapFlag(position, flagRadioGroup:getSelectedWidget().icon, description:getText())
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flagRadioGroup:destroy()
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flagRadioGroup = nil
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destroyFlagWindow()
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end
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end
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@ -206,7 +199,7 @@ function addMapFlag(pos, icon, message, flagId, version)
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flagWidget.id = flagId
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flagWidget.version = version
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updateMapFlag(flagId)
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flagWidget.onMousePress = createThingMenu
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flagWidget.onMousePress = onFlagMousePress
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end
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function getMapArea()
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@ -358,6 +351,16 @@ function minimapFloorDown(floors)
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end
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end
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function minimapAutoWalk(pos)
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local player = g_game.getLocalPlayer()
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if not player:autoWalk(pos) then
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modules.game_textmessage.displayStatusMessage(tr('There is no way.'))
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return false
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else
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return true
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end
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end
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function onButtonClick(id)
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if id == "zoomIn" then
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miniMapZoomIn(20)
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@ -374,21 +377,24 @@ end
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function onMinimapMouseRelease(self, mousePosition, mouseButton)
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-- Mapmark menu
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createThingMenu(self, mousePosition, mouseButton)
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local pos = self:getPosition(mousePosition)
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if mouseButton == MouseRightButton then
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local menu = g_ui.createWidget('PopupMenu')
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menu:addOption(tr('Create mark'), function()
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local pos = self:getPosition(mousePosition)
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if pos then
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showFlagDialog(pos)
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end
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end)
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menu:display(mousePosition)
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end
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if navigating then
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navigating = false
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return
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end
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local pos = self:getPosition(mousePosition)
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if pos and mouseButton == MouseLeftButton and self:isPressed() then
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local player = g_game.getLocalPlayer()
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if not player:autoWalk(pos) then
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modules.game_textmessage.displayStatusMessage(tr('There is no way.'))
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return false
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else
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return true
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end
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minimapAutoWalk(pos)
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end
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return false
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end
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@ -98,3 +98,67 @@ function Player:dismount()
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g_game.mount(false)
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end
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end
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function Player:getItem(itemid)
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for i=InventorySlotFirst,InventorySlotLast do
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local item = self:getInventoryItem(i)
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if item and item:getId() == itemid then
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return item
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end
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end
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for i, container in pairs(g_game.getContainers()) do
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for j, item in pairs(container:getItems()) do
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if item:getId() == itemid then
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item.container = container
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return item
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end
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end
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end
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return items
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end
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function Player:getItems(itemid)
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local items = {}
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for i=InventorySlotFirst,InventorySlotLast do
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local item = self:getInventoryItem(i)
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if item and item:getId() == itemid then
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table.insert(items, item)
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end
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end
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for i, container in pairs(g_game.getContainers()) do
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for j, item in pairs(container:getItems()) do
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if item:getId() == itemid then
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item.container = container
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table.insert(items, item)
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end
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end
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end
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return items
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end
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function Player:getItemsCount(itemid)
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local items, count = self:getItems(itemid), 0
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for i=1,#items do
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count = count + items[i]:getCount()
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end
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return count
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end
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function Player:hasState(_state, states)
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if not states then
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states = self:getStates()
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end
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for i = 1, 32 do
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local pow = math.pow(2, i-1)
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if pow > states then break end
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local states = bit32.band(states, pow)
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if states == _state then
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return true
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end
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end
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return false
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end
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@ -600,7 +600,7 @@ std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> Map::findPath(const
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but it is breaking normal path finding.
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*/
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if(!(flags & Otc::PathFindAllowNullTiles) && !tile)
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walkFactor = 1.0f;
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walkFactor = 2.0f;
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if(tile) {
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if(!(flags & Otc::PathFindAllowCreatures) && tile->hasCreature())
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continue;
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