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path: root/MCServer/Plugins/Core/teleport.lua
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function HandleTPCommand(a_Split, a_Player)

	if #a_Split == 2 or #a_Split == 3 then

		-- Teleport to player specified in a_Split[2], tell them unless a_Split[3] equals "-h":
		TeleportToPlayer( a_Player, a_Split[2], (a_Split[3] ~= "-h") )
		return true

	elseif #a_Split == 4 then

		-- Teleport to XYZ coords specified in a_Split[2, 3, 4]:
		SetBackCoordinates(a_Player)
		a_Player:TeleportToCoords( a_Split[2], a_Split[3], a_Split[4] )
		SendMessageSuccess( a_Player, "You teleported to [X:" .. a_Split[2] .. " Y:" .. a_Split[3] .. " Z:" .. a_Split[4] .. "]" )
		return true

	else
		SendMessage( a_Player, "Usage: /tp [PlayerName] (-h) or /tp [X Y Z]" )
		return true
	end

end

function HandleTPACommand( Split, Player )

	if Split[2] == nil then
		SendMessage( Player, "Usage: /tpa [Player]" )
		return true
	end

	local loopPlayer = function( OtherPlayer )
		if OtherPlayer:GetName() == Split[2] then
			SendMessage( OtherPlayer, Player:GetName() .. " send a teleport request" )
			SendMessageSuccess( Player, "You send a teleport request to " .. OtherPlayer:GetName() )
			Destination[OtherPlayer:GetName()] = Player:GetName()
		end
	end

	local loopWorlds = function( World )
		World:ForEachPlayer( loopPlayer )
	end

	cRoot:Get():ForEachWorld( loopWorlds )
	return true

end

function HandleTPAcceptCommand( Split, Player )

	if Destination[Player:GetName()] == nil then
		SendMessageFailure( Player, "Nobody has send you a teleport request" )
		return true
	end

	local loopPlayer = function( OtherPlayer )
		if Destination[Player:GetName()] == OtherPlayer:GetName() then
			if OtherPlayer:GetWorld():GetName() ~= Player:GetWorld():GetName() then
				OtherPlayer:MoveToWorld( Player:GetWorld():GetName() )
			end
			OtherPlayer:TeleportToEntity( Player )
			SendMessage( Player, OtherPlayer:GetName() .. " teleported to you" )
			SendMessageSuccess( OtherPlayer, "You teleported to " .. Player:GetName() )
			Destination[Player:GetName()] = nil
		end
	end

	local loopWorlds = function( World )
		World:ForEachPlayer( loopPlayer )
	end

	cRoot:Get():ForEachWorld( loopWorlds )
	return true

end