Applied #189
* There was a bug in OTML saving hotkeys per player because of the way they are storing children and not a straight value. Perhaps you want to look at it ed. Note: Your hotkeys will reset in this revision.
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@ -84,13 +84,16 @@ function terminate()
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end
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function load()
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local hotkeySettings = g_settings.getNode('HotkeysManager')
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local hotkeySettings = g_settings.getNode('HotkeysManager') or {}
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if hotkeySettings then
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local playerHotkeySettings = hotkeySettings[g_game.getLocalPlayer():getName()]
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local hasCombos = false
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if hotkeySettings ~= nil then
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for i, v in pairs(hotkeySettings) do
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addKeyCombo(nil, v.keyCombo, v)
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hasCombos = true
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local hasCombos = false
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if playerHotkeySettings ~= nil then
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for k, setting in pairs(playerHotkeySettings) do
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addKeyCombo(nil, setting.keyCombo, setting)
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hasCombos = true
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end
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end
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end
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@ -99,18 +102,25 @@ function load()
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for i=1,12 do
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addKeyCombo(nil, 'F' .. i)
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end
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for i=1,4 do
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addKeyCombo(nil, 'Shift+F' .. i)
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end
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end
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end
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function save()
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local hotkeySettings = {}
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local char = g_game.getLocalPlayer():getName()
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local hotkeySettings = g_settings.getNode('HotkeysManager') or {}
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hotkeySettings[char] = {}
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for i=1, currentHotkeysList:getChildCount() do
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local child = currentHotkeysList:getChildByIndex(i)
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table.insert(hotkeySettings, {keyCombo = child.keyCombo,
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autoSend = child.autoSend,
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itemId = child.itemId,
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useType = child.useType,
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value = child.value})
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table.insert(hotkeySettings[char], {
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keyCombo = child.keyCombo,
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autoSend = child.autoSend,
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itemId = child.itemId,
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useType = child.useType,
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value = child.value
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})
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end
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g_settings.setNode('HotkeysManager', hotkeySettings)
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@ -38,7 +38,7 @@ std::string OTMLEmitter::emitNode(const OTMLNodePtr& node, int currentDepth)
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ss << node->tag();
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// add ':' to if the node is unique or has value
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if(node->hasValue() || node->isUnique() || node->isNull())
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if(node->hasValue() || node->isUnique() || node->isNull() || node->hasChildren())
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ss << ":";
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} else
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ss << "-";
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