Change configs
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@@ -107,7 +107,7 @@ function submitBugReportCommand(command, params, client) {
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function enterExitPropertyCommand(command, params, client) {
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if(isPlayerInAnyHouse(client)) {
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let inHouse = getServerData().houses[getPlayerHouse(client)];
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if(getDistance(inHouse.exitPosition, getPlayerPosition(client)) <= getServerConfig().exitPropertyDistance) {
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if(getDistance(inHouse.exitPosition, getPlayerPosition(client)) <= getGlobalConfig().exitPropertyDistance) {
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if(inHouse.locked) {
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meActionToNearbyPlayers(client, "tries to open the house door but fails because it's locked");
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return false;
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@@ -122,7 +122,7 @@ function enterExitPropertyCommand(command, params, client) {
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if(isPlayerInAnyBusiness(client)) {
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let inBusiness = getServerData().businesses[getPlayerBusiness(client)];
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if(getDistance(inBusiness.exitPosition, getPlayerPosition(client)) <= getServerConfig().exitPropertyDistance) {
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if(getDistance(inBusiness.exitPosition, getPlayerPosition(client)) <= getGlobalConfig().exitPropertyDistance) {
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if(inBusiness.locked) {
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meActionToNearbyPlayers(client, "tries to open the business door but fails because it's locked");
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return false;
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@@ -138,7 +138,7 @@ function enterExitPropertyCommand(command, params, client) {
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if(getServerData().businesses.length > 0) {
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let closestBusinessId = getClosestBusinessEntrance(getPlayerPosition(client));
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let closestBusiness = getBusinessData(closestBusinessId)
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if(getDistance(closestBusiness.entrancePosition, getPlayerPosition(client)) <= getServerConfig().enterPropertyDistance) {
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if(getDistance(closestBusiness.entrancePosition, getPlayerPosition(client)) <= getGlobalConfig().enterPropertyDistance) {
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if(!doesBusinessHaveInterior(closestBusinessId)) {
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messageClientAlert(client, "This business does not have an interior.");
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messageClientTip(client, "You can use business commands at the door.");
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@@ -151,7 +151,7 @@ function enterExitPropertyCommand(command, params, client) {
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}
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meActionToNearbyPlayers(client, "opens the door and enters the business");
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triggerNetworkEvent("ag.enterProperty", client, closestBusiness.exitPosition, closestBusiness.exitRotation, closestBusiness.exitInterior, closestBusinessId+getServerConfig().businessDimensionStart);
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triggerNetworkEvent("ag.enterProperty", client, closestBusiness.exitPosition, closestBusiness.exitRotation, closestBusiness.exitInterior, closestBusinessId+getGlobalConfig().businessDimensionStart);
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client.player.dimension = closestBusiness.exitDimension;
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setEntityData(client, "ag.inBusiness", closestBusinessId);
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return true;
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@@ -162,7 +162,7 @@ function enterExitPropertyCommand(command, params, client) {
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let closestHouseId = getClosestHouseEntrance(getPlayerPosition(client));
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let closestHouse = getHouseData(closestHouseId);
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//let distance = getDistance(closestHouse.entrancePosition, getPlayerPosition(client));
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if(getDistance(closestHouse.entrancePosition, getPlayerPosition(client)) <= getServerConfig().enterPropertyDistance) {
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if(getDistance(closestHouse.entrancePosition, getPlayerPosition(client)) <= getGlobalConfig().enterPropertyDistance) {
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if(!doesHouseHaveInterior(closestHouseId)) {
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messageClientAlert(client, "This house does not have an interior.");
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messageClientTip(client, "You can use house commands at the door.");
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@@ -175,7 +175,7 @@ function enterExitPropertyCommand(command, params, client) {
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}
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meActionToNearbyPlayers(client, "opens the door and enters the house");
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triggerNetworkEvent("ag.enterProperty", client, closestHouse.exitPosition, closestHouse.exitRotation, closestHouse.exitInterior, closestHouse+getServerConfig().houseDimensionStart);
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triggerNetworkEvent("ag.enterProperty", client, closestHouse.exitPosition, closestHouse.exitRotation, closestHouse.exitInterior, closestHouse+getGlobalConfig().houseDimensionStart);
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//client.player.dimension = closestHouse.exitDimension;
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setEntityData(client, "ag.inHouse", closestHouseId);
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return true;
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@@ -190,9 +190,9 @@ function enterExitPropertyCommand(command, params, client) {
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// ---------------------------------------------------------------------------
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function sendRemovedWorldObjectsToPlayer(client) {
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for(let i in getServerConfig().removedWorldObjects[getServerGame()]) {
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console.log(`[Asshat.Misc] Sending removed world object ${i} (${getServerConfig().removedWorldObjects[getServerGame()][i].model}) to ${client.name}`);
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triggerNetworkEvent("ag.removeWorldObject", client, getServerConfig().removedWorldObjects[getServerGame()][i].model, getServerConfig().removedWorldObjects[getServerGame()][i].position, getServerConfig().removedWorldObjects[getServerGame()][i].range);
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for(let i in getGameConfig().removedWorldObjects[getServerGame()]) {
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console.log(`[Asshat.Misc] Sending removed world object ${i} (${getGameConfig().removedWorldObjects[getServerGame()][i].model}) to ${client.name}`);
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triggerNetworkEvent("ag.removeWorldObject", client, getGameConfig().removedWorldObjects[getServerGame()][i].model, getGameConfig().removedWorldObjects[getServerGame()][i].position, getGameConfig().removedWorldObjects[getServerGame()][i].range);
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}
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}
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