Don't loop houses if there are none
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@@ -659,20 +659,22 @@ function getClosestHouseExit(position, dimension) {
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// ===========================================================================
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// ===========================================================================
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function getPlayerHouse(client) {
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function getPlayerHouse(client) {
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if(getPlayerDimension(client) == getGameConfig().mainWorldDimension[getGame()]) {
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if(getServerData().houses.length > 0) {
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let closestEntrance = getClosestHouseEntrance(getPlayerPosition(client), getPlayerDimension(client));
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if(getPlayerDimension(client) == getGameConfig().mainWorldDimension[getGame()]) {
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if(getDistance(getPlayerPosition(client), getHouseData(closestEntrance).entrancePosition) <= getGlobalConfig().enterPropertyDistance) {
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let closestEntrance = getClosestHouseEntrance(getPlayerPosition(client), getPlayerDimension(client));
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return getHouseData(closestEntrance).index;
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if(getDistance(getPlayerPosition(client), getHouseData(closestEntrance).entrancePosition) <= getGlobalConfig().enterPropertyDistance) {
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}
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return getHouseData(closestEntrance).index;
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} else {
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}
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let closestEntrance = getClosestHouseEntrance(getPlayerPosition(client), getPlayerDimension(client));
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} else {
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if(getDistance(getPlayerPosition(client), getHouseData(closestEntrance).entrancePosition) <= getGlobalConfig().enterPropertyDistance) {
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let closestEntrance = getClosestHouseEntrance(getPlayerPosition(client), getPlayerDimension(client));
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return getHouseData(closestEntrance).index;
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if(getDistance(getPlayerPosition(client), getHouseData(closestEntrance).entrancePosition) <= getGlobalConfig().enterPropertyDistance) {
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}
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return getHouseData(closestEntrance).index;
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}
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for(let i in getServerData().houses) {
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for(let i in getServerData().houses) {
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if(getServerData().houses[i].hasInterior && getServerData().houses[i].exitDimension == getPlayerDimension(client)) {
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if(getServerData().houses[i].hasInterior && getServerData().houses[i].exitDimension == getPlayerDimension(client)) {
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return i;
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return i;
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}
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}
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}
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}
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}
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}
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}
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