Remove debug logs and add check for int on enter
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@@ -121,8 +121,6 @@ function enterExitPropertyCommand(command, params, client) {
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return true;
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return true;
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}
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}
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console.log("Not in a house.");
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if(isPlayerInAnyBusiness(client)) {
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if(isPlayerInAnyBusiness(client)) {
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let inBusiness = getServerData().businesses[getPlayerBusiness(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)) <= getServerConfig().exitPropertyDistance) {
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@@ -138,16 +136,21 @@ function enterExitPropertyCommand(command, params, client) {
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return true;
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return true;
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}
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}
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console.log("Not in a business.");
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if(getServerData().businesses.length > 0) {
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if(getServerData().businesses.length > 0) {
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let closestBusinessId = getClosestBusinessEntrance(getPlayerPosition(client));
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let closestBusinessId = getClosestBusinessEntrance(getPlayerPosition(client));
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let closestBusiness = getBusinessData(closestBusinessId)
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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)) <= getServerConfig().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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return false;
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}
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if(closestBusiness.locked) {
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if(closestBusiness.locked) {
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meActionToNearbyPlayers(client, "tries to open the business door but fails because it's 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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return false;
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}
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}
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meActionToNearbyPlayers(client, "opens the door and enters the business");
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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+getServerConfig().businessDimensionStart);
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client.player.dimension = closestBusiness.exitDimension;
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client.player.dimension = closestBusiness.exitDimension;
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@@ -156,8 +159,6 @@ function enterExitPropertyCommand(command, params, client) {
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}
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}
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}
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}
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console.log("Not near a business entrance.");
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if(getServerData().houses.length > 0) {
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if(getServerData().houses.length > 0) {
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let closestHouseId = getClosestHouseEntrance(getPlayerPosition(client));
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let closestHouseId = getClosestHouseEntrance(getPlayerPosition(client));
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//console.log(closestHouseId);
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//console.log(closestHouseId);
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@@ -165,10 +166,17 @@ function enterExitPropertyCommand(command, params, client) {
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//let distance = getDistance(closestHouse.entrancePosition, getPlayerPosition(client));
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//let distance = getDistance(closestHouse.entrancePosition, getPlayerPosition(client));
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//console.log(`Distance to closest house door: ${distance}`);
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//console.log(`Distance to closest house door: ${distance}`);
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if(getDistance(closestHouse.entrancePosition, getPlayerPosition(client)) <= getServerConfig().enterPropertyDistance) {
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if(getDistance(closestHouse.entrancePosition, getPlayerPosition(client)) <= getServerConfig().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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return false;
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}
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if(closestHouse.locked) {
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if(closestHouse.locked) {
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meActionToNearbyPlayers(client, "tries to open the house door but fails because it's 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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return false;
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}
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}
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meActionToNearbyPlayers(client, "opens the door and enters the house");
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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+getServerConfig().houseDimensionStart);
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//client.player.dimension = closestHouse.exitDimension;
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//client.player.dimension = closestHouse.exitDimension;
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