mirror of
https://github.com/ErikasKontenis/SabrehavenServer.git
synced 2025-10-14 06:34:55 +02:00
Resolve "Merge the best from 7.40 branch"
This commit is contained in:
431
SabrehavenOTClient/modules/game_walking/walking.lua
Normal file
431
SabrehavenOTClient/modules/game_walking/walking.lua
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@@ -0,0 +1,431 @@
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smartWalkDirs = {}
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smartWalkDir = nil
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wsadWalking = false
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nextWalkDir = nil
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lastWalkDir = nil
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lastFinishedStep = 0
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autoWalkEvent = nil
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firstStep = true
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walkLock = 0
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walkEvent = nil
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lastWalk = 0
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lastTurn = 0
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lastTurnDirection = 0
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lastStop = 0
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lastManualWalk = 0
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autoFinishNextServerWalk = 0
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turnKeys = {}
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function init()
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connect(LocalPlayer, {
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onPositionChange = onPositionChange,
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onWalk = onWalk,
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onTeleport = onTeleport,
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onWalkFinish = onWalkFinish,
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onCancelWalk = onCancelWalk
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})
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modules.game_interface.getRootPanel().onFocusChange = stopSmartWalk
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bindKeys()
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end
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function terminate()
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disconnect(LocalPlayer, {
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onPositionChange = onPositionChange,
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onWalk = onWalk,
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onTeleport = onTeleport,
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onWalkFinish = onWalkFinish
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})
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removeEvent(autoWalkEvent)
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stopSmartWalk()
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unbindKeys()
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disableWSAD()
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end
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function bindKeys()
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bindWalkKey('Up', North)
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bindWalkKey('Right', East)
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bindWalkKey('Down', South)
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bindWalkKey('Left', West)
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bindWalkKey('Numpad8', North)
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bindWalkKey('Numpad9', NorthEast)
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bindWalkKey('Numpad6', East)
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bindWalkKey('Numpad3', SouthEast)
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bindWalkKey('Numpad2', South)
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bindWalkKey('Numpad1', SouthWest)
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bindWalkKey('Numpad4', West)
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bindWalkKey('Numpad7', NorthWest)
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bindTurnKey('Ctrl+Up', North)
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bindTurnKey('Ctrl+Right', East)
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bindTurnKey('Ctrl+Down', South)
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bindTurnKey('Ctrl+Left', West)
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bindTurnKey('Ctrl+Numpad8', North)
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bindTurnKey('Ctrl+Numpad6', East)
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bindTurnKey('Ctrl+Numpad2', South)
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bindTurnKey('Ctrl+Numpad4', West)
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end
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function unbindKeys()
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unbindWalkKey('Up', North)
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unbindWalkKey('Right', East)
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unbindWalkKey('Down', South)
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unbindWalkKey('Left', West)
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unbindWalkKey('Numpad8', North)
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unbindWalkKey('Numpad9', NorthEast)
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unbindWalkKey('Numpad6', East)
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unbindWalkKey('Numpad3', SouthEast)
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unbindWalkKey('Numpad2', South)
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unbindWalkKey('Numpad1', SouthWest)
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unbindWalkKey('Numpad4', West)
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unbindWalkKey('Numpad7', NorthWest)
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unbindTurnKey('Ctrl+Up', North)
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unbindTurnKey('Ctrl+Right', East)
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unbindTurnKey('Ctrl+Down', South)
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unbindTurnKey('Ctrl+Left', West)
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unbindTurnKey('Ctrl+Numpad8', North)
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unbindTurnKey('Ctrl+Numpad6', East)
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unbindTurnKey('Ctrl+Numpad2', South)
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unbindTurnKey('Ctrl+Numpad4', West)
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end
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function enableWSAD()
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if wsadWalking then
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return
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end
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wsadWalking = true
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local player = g_game.getLocalPlayer()
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if player then
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player:lockWalk(100) -- 100 ms walk lock for all directions
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end
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bindWalkKey("W", North)
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bindWalkKey("D", East)
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bindWalkKey("S", South)
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bindWalkKey("A", West)
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bindTurnKey("Ctrl+W", North)
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bindTurnKey("Ctrl+D", East)
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bindTurnKey("Ctrl+S", South)
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bindTurnKey("Ctrl+A", West)
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bindWalkKey("E", NorthEast)
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bindWalkKey("Q", NorthWest)
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bindWalkKey("C", SouthEast)
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bindWalkKey("Z", SouthWest)
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end
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function disableWSAD()
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if not wsadWalking then
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return
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end
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wsadWalking = false
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unbindWalkKey("W")
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unbindWalkKey("D")
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unbindWalkKey("S")
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unbindWalkKey("A")
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unbindTurnKey("Ctrl+W")
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unbindTurnKey("Ctrl+D")
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unbindTurnKey("Ctrl+S")
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unbindTurnKey("Ctrl+A")
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unbindWalkKey("E")
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unbindWalkKey("Q")
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unbindWalkKey("C")
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unbindWalkKey("Z")
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end
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function bindWalkKey(key, dir)
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local gameRootPanel = modules.game_interface.getRootPanel()
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g_keyboard.bindKeyDown(key, function() changeWalkDir(dir) end, gameRootPanel, true)
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g_keyboard.bindKeyUp(key, function() changeWalkDir(dir, true) end, gameRootPanel, true)
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g_keyboard.bindKeyPress(key, function(c, k, ticks) smartWalk(dir, ticks) end, gameRootPanel)
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end
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function unbindWalkKey(key)
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local gameRootPanel = modules.game_interface.getRootPanel()
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g_keyboard.unbindKeyDown(key, gameRootPanel)
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g_keyboard.unbindKeyUp(key, gameRootPanel)
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g_keyboard.unbindKeyPress(key, gameRootPanel)
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end
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function bindTurnKey(key, dir)
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turnKeys[key] = dir
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local gameRootPanel = modules.game_interface.getRootPanel()
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g_keyboard.bindKeyDown(key, function() turn(dir, false) end, gameRootPanel)
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g_keyboard.bindKeyPress(key, function() turn(dir, true) end, gameRootPanel)
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g_keyboard.bindKeyUp(key, function() local player = g_game.getLocalPlayer() if player then player:lockWalk(200) end end, gameRootPanel)
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end
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function unbindTurnKey(key)
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turnKeys[key] = nil
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local gameRootPanel = modules.game_interface.getRootPanel()
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g_keyboard.unbindKeyDown(key, gameRootPanel)
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g_keyboard.unbindKeyPress(key, gameRootPanel)
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g_keyboard.unbindKeyUp(key, gameRootPanel)
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end
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function stopSmartWalk()
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smartWalkDirs = {}
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smartWalkDir = nil
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end
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function changeWalkDir(dir, pop)
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while table.removevalue(smartWalkDirs, dir) do end
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if pop then
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if #smartWalkDirs == 0 then
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stopSmartWalk()
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return
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end
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else
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table.insert(smartWalkDirs, 1, dir)
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end
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smartWalkDir = smartWalkDirs[1]
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if modules.client_options.getOption('smartWalk') and #smartWalkDirs > 1 then
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for _,d in pairs(smartWalkDirs) do
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if (smartWalkDir == North and d == West) or (smartWalkDir == West and d == North) then
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smartWalkDir = NorthWest
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break
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elseif (smartWalkDir == North and d == East) or (smartWalkDir == East and d == North) then
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smartWalkDir = NorthEast
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break
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elseif (smartWalkDir == South and d == West) or (smartWalkDir == West and d == South) then
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smartWalkDir = SouthWest
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break
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elseif (smartWalkDir == South and d == East) or (smartWalkDir == East and d == South) then
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smartWalkDir = SouthEast
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break
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end
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end
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end
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end
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function smartWalk(dir, ticks)
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walkEvent = scheduleEvent(function()
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if g_keyboard.getModifiers() == KeyboardNoModifier then
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local direction = smartWalkDir or dir
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walk(direction, ticks)
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return true
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end
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return false
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end, 20)
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end
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function canChangeFloorDown(pos)
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pos.z = pos.z + 1
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toTile = g_map.getTile(pos)
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return toTile and toTile:hasElevation(3)
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end
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function canChangeFloorUp(pos)
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pos.z = pos.z - 1
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toTile = g_map.getTile(pos)
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return toTile and toTile:isWalkable()
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end
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function onPositionChange(player, newPos, oldPos)
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end
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function onWalk(player, newPos, oldPos)
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if autoFinishNextServerWalk + 200 > g_clock.millis() then
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player:finishServerWalking()
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end
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end
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function onTeleport(player, newPos, oldPos)
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if not newPos or not oldPos then
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return
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end
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-- floor change is also teleport
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if math.abs(newPos.x - oldPos.x) >= 3 or math.abs(newPos.y - oldPos.y) >= 3 or math.abs(newPos.z - oldPos.z) >= 2 then
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-- far teleport, lock walk for 100ms
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walkLock = g_clock.millis() + g_settings.getNumber('walkTeleportDelay')
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else
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walkLock = g_clock.millis() + g_settings.getNumber('walkStairsDelay')
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end
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nextWalkDir = nil -- cancel autowalk
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end
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function onWalkFinish(player)
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lastFinishedStep = g_clock.millis()
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if nextWalkDir ~= nil then
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removeEvent(autoWalkEvent)
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autoWalkEvent = addEvent(function() if nextWalkDir ~= nil then walk(nextWalkDir, 0) end end, false)
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end
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end
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function onCancelWalk(player)
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player:lockWalk(50)
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end
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function walk(dir, ticks)
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lastManualWalk = g_clock.millis()
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local player = g_game.getLocalPlayer()
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if not player or g_game.isDead() or player:isDead() then
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return
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end
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if player:isWalkLocked() then
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nextWalkDir = nil
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return
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end
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if g_game.isFollowing() then
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g_game.cancelFollow()
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end
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if player:isAutoWalking() then
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if lastStop + 100 < g_clock.millis() then
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lastStop = g_clock.millis()
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player:stopAutoWalk()
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g_game.stop()
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end
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end
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local dash = false
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local ignoredCanWalk = false
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if not g_game.getFeature(GameNewWalking) then
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dash = g_settings.getBoolean("dash", false)
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end
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local ticksToNextWalk = player:getStepTicksLeft()
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if not player:canWalk(dir) then -- canWalk return false when previous walk is not finished or not confirmed by server
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if dash then
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ignoredCanWalk = true
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else
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if ticksToNextWalk < 500 and (lastWalkDir ~= dir or ticks == 0) then
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nextWalkDir = dir
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end
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if ticksToNextWalk < 30 and lastFinishedStep + 400 > g_clock.millis() and nextWalkDir == nil then -- clicked walk 20 ms too early, try to execute again as soon possible to keep smooth walking
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nextWalkDir = dir
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end
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return
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end
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end
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--if nextWalkDir ~= nil and lastFinishedStep + 200 < g_clock.millis() then
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-- print("Cancel " .. nextWalkDir)
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-- nextWalkDir = nil
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--end
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if nextWalkDir ~= nil and nextWalkDir ~= lastWalkDir then
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dir = nextWalkDir
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end
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local toPos = player:getPrewalkingPosition(true)
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if dir == North then
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toPos.y = toPos.y - 1
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elseif dir == East then
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toPos.x = toPos.x + 1
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elseif dir == South then
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toPos.y = toPos.y + 1
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elseif dir == West then
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toPos.x = toPos.x - 1
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elseif dir == NorthEast then
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toPos.x = toPos.x + 1
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toPos.y = toPos.y - 1
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elseif dir == SouthEast then
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toPos.x = toPos.x + 1
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toPos.y = toPos.y + 1
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elseif dir == SouthWest then
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toPos.x = toPos.x - 1
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toPos.y = toPos.y + 1
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elseif dir == NorthWest then
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toPos.x = toPos.x - 1
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toPos.y = toPos.y - 1
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end
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local toTile = g_map.getTile(toPos)
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if walkLock >= g_clock.millis() and lastWalkDir == dir then
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nextWalkDir = nil
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return
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end
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if firstStep and lastWalkDir == dir and lastWalk + g_settings.getNumber('walkFirstStepDelay') > g_clock.millis() then
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firstStep = false
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walkLock = lastWalk + g_settings.getNumber('walkFirstStepDelay')
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return
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end
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if dash and lastWalkDir == dir and lastWalk + 50 > g_clock.millis() then
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return
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end
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firstStep = (not player:isWalking() and lastFinishedStep + 100 < g_clock.millis() and walkLock + 100 < g_clock.millis())
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if player:isServerWalking() and not dash then
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walkLock = walkLock + math.max(g_settings.getNumber('walkFirstStepDelay'), 100)
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end
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nextWalkDir = nil
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removeEvent(autoWalkEvent)
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autoWalkEvent = nil
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local preWalked = false
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if toTile and toTile:isWalkable() then
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if not player:isServerWalking() and not ignoredCanWalk then
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player:preWalk(dir)
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preWalked = true
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end
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else
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local playerTile = player:getTile()
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if (playerTile and playerTile:hasElevation(3) and canChangeFloorUp(toPos)) or canChangeFloorDown(toPos) or (toTile and toTile:isEmpty() and not toTile:isBlocking()) then
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player:lockWalk(100)
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elseif player:isServerWalking() then
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g_game.stop()
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return
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elseif not toTile then
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player:lockWalk(100) -- bug fix for missing stairs down on map
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else
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if g_app.isMobile() and dir <= Directions.West then
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turn(dir, ticks > 0)
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end
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return -- not walkable tile
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end
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end
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if player:isServerWalking() and not dash then
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g_game.stop()
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player:finishServerWalking()
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autoFinishNextServerWalk = g_clock.millis() + 200
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end
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g_game.walk(dir, preWalked)
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if not firstStep and lastWalkDir ~= dir then
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walkLock = g_clock.millis() + g_settings.getNumber('walkTurnDelay')
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end
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lastWalkDir = dir
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lastWalk = g_clock.millis()
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return true
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end
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function turn(dir, repeated)
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local player = g_game.getLocalPlayer()
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if player:isWalking() and player:getWalkDirection() == dir and not player:isServerWalking() then
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return
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end
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removeEvent(walkEvent)
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if not repeated or (lastTurn + 100 < g_clock.millis()) then
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g_game.turn(dir)
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changeWalkDir(dir)
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lastTurn = g_clock.millis()
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if not repeated then
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lastTurn = g_clock.millis() + 50
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end
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lastTurnDirection = dir
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nextWalkDir = nil
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player:lockWalk(g_settings.getNumber('walkCtrlTurnDelay'))
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end
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end
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function checkTurn()
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for keys, direction in pairs(turnKeys) do
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if g_keyboard.areKeysPressed(keys) then
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turn(direction, false)
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end
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end
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end
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9
SabrehavenOTClient/modules/game_walking/walking.otmod
Normal file
9
SabrehavenOTClient/modules/game_walking/walking.otmod
Normal file
@@ -0,0 +1,9 @@
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Module
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name: game_walking
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description: Control walking and turns
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author: otclient.ovh
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website: http://otclient.ovh
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scripts: [ walking ]
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dependencies: [ game_interface ]
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@onLoad: init()
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||||
@onUnload: terminate()
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Reference in New Issue
Block a user