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authorTau <tau.tihon@gmail.com>2014-01-02 18:25:26 +0100
committerTau <tau.tihon@gmail.com>2014-01-02 18:25:26 +0100
commit0c095faac855806f96d307cd7fa46120034523e9 (patch)
tree21e7e78f10452584a09a7e9e8277121984f928e4 /MCServer
parentMerge pull request #479 from mc-server/cmake-win (diff)
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Diffstat (limited to 'MCServer')
-rw-r--r--MCServer/Plugins/Handy/handy.lua2
-rw-r--r--MCServer/Plugins/Handy/handy_functions.lua427
2 files changed, 145 insertions, 284 deletions
diff --git a/MCServer/Plugins/Handy/handy.lua b/MCServer/Plugins/Handy/handy.lua
index 6d226ccaf..e4e9d3f5f 100644
--- a/MCServer/Plugins/Handy/handy.lua
+++ b/MCServer/Plugins/Handy/handy.lua
@@ -1,7 +1,7 @@
-- Global variables
PLUGIN = {} -- Reference to own plugin object
CHEST_WIDTH = 9
-HANDY_VERSION = 1
+HANDY_VERSION = 2
--[[
Handy is a plugin for other plugins. It contain no commands, no hooks, but functions to ease plugins developers' life.
diff --git a/MCServer/Plugins/Handy/handy_functions.lua b/MCServer/Plugins/Handy/handy_functions.lua
index a76980c6e..c142ffd08 100644
--- a/MCServer/Plugins/Handy/handy_functions.lua
+++ b/MCServer/Plugins/Handy/handy_functions.lua
@@ -6,350 +6,211 @@ function GetHandyVersion()
return HANDY_VERSION
end
-- Checks if handy is in proper version
-function CheckForRequiedVersion(IN_version)
- if (IN_version > HANDY_VERSION) then return false end
+function CheckForRequiedVersion( inVersion )
+ if( inVersion > HANDY_VERSION ) then return false end
return true
end
--[[
MCS-specific _functions and nasty hacks :D
]]
--- There's a "GetChestHeight" function inside source code, but it's not lua-exported
-function GetChestHeightCheat(IN_chest)
- if (IN_chest:GetSlot(28) == nil) then -- this means we're trying to get double chest slot and FAIL
- LOGWARN("HANDY: single chest checked")
- return 3
+function GetChestHeightCheat( inChest )
+ local chestGrid = inChest:GetContents()
+ LOGINFO( "This function serves no purpose now! You should consider chest:GetContents():GetHeight() now!" )
+ LOGINFO( "Also, you might find Handy's new 'IsChestDouble()' useful for your case" )
+ return chestGrid:GetHeight()
+end
+function IsChestDouble( inChest )
+ local chestHeight = inChest:GetContents():GetHeight()
+ if( chestHeight == 3 ) then
+ return false
end
- LOGWARN("HANDY: double chest checked")
- return 6
+ return true
end
--- Those two checks how many items of given IN_itemID chest and player have, and how much they could fit inside them
-function ReadChestForItem(IN_chest, IN_itemID)
- local _items_found = 0
- local _free_space = 0
- -- stalk through chest slots...
- local _slot_counter = 0
- local _slot_item
- local _item_max_stack = GetItemMaxStack(IN_itemID)
- while true do
- _slot_item = IN_chest:GetSlot(_slot_counter)
- if (_slot_item ~= nil) then
- if (_slot_item.m_ItemID == IN_itemID) then
- _items_found = _items_found + _slot_item.m_ItemCount
- _free_space = _free_space + (_item_max_stack - _slot_item.m_ItemCount)
- end
- if (_slot_item:IsEmpty() == true) then
- _free_space = _free_space + _item_max_stack
- end
- end
- _slot_counter = _slot_counter + 1
- if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
- break
- end
- end
- return _items_found, _free_space
+-- Those two checks how many items of given inItemID chest and player have, and how much they could fit inside them
+function ReadChestForItem( inChest, inItemID )
+ return ReadGridForItems( inChest:GetContents(), inItemID )
end
-function ReadPlayerForItem(IN_player, IN_itemID)
- local _items_found = 0
- local _free_space = 0
- -- stalk through IN_player inventory slots...
- local _slot_counter = 9
- if (ItemIsArmor(IN_itemID) == true) then _slot_counter = 5 end
- local _slot_item
- local _item_max_stack = GetItemMaxStack(IN_itemID)
- while true do
- _slot_item = IN_player:GetInventory():GetSlot(_slot_counter)
- if (_slot_item ~= nil) then
- if (_slot_item.m_ItemID == IN_itemID) then
- _items_found = _items_found + _slot_item.m_ItemCount
- _free_space = _free_space + (_item_max_stack - _slot_item.m_ItemCount)
- end
- if (_slot_item:IsEmpty() == true) then
- _free_space = _free_space + _item_max_stack
- end
- end
- _slot_counter = _slot_counter + 1
- if (_slot_counter == 45) then
- break
- end
- end
- return _items_found, _free_space
+function ReadPlayerForItem( inPlayer, inItemID )
+ local inventoryFound, inventoryFree = ReadGridForItems( inPlayer:GetInventory():GetInventoryGrid(), inItemID )
+ local hotbarFound, hotbarFree = ReadGridForItems( inPlayer:GetInventory():GetHotbarGrid(), inItemID )
+ local itemsFound = inventoryFound + hotbarFound
+ local freeSpace = inventoryFree + hotbarFree
+ return itemsFound, freeSpace
end
--- Following functions are for chest-related operations (since noone was bothered writing them in MCS code)
+-- Following functions are for chest-related operations
-- BEWARE! Those assume you did checked if chest has items/space in it!
-function TakeItemsFromChest(IN_chest, IN_itemID, IN_ammount) -- UNSAFE! CHECK FOR ITEMS FIRST!!
- -- stalk through chest slots...
- local _slot_counter = 0
- local _slot_item
- local _take_count = IN_ammount
- while true do
- _slot_item = IN_chest:GetSlot(_slot_counter)
- if (_slot_item ~= nil) then
- if (_slot_item.m_ItemID == IN_itemID) then
- -- assuming player have enought money
- if (_take_count > 0) then
- if (_take_count > _slot_item.m_ItemCount) then
- _take_count = _take_count - _slot_item.m_ItemCount
- IN_chest:SetSlot(_slot_counter, cItem()) -- a bit hacky, can't make cItem:Clear() work(
- else
- local _left_count = _slot_item.m_ItemCount - _take_count
- IN_chest:SetSlot(_slot_counter, cItem(_slot_item.m_ItemID, _left_count)) -- a bit hacky
- _take_count = 0
- end
- end
- if (_take_count == 0) then
- break
- end
+function ReadGridForItems( inGrid, inItemID )
+ local itemsFound = 0
+ local freeSpace = 0
+ local slotsCount = inGrid:GetNumSlots()
+ local testerItem = cItem( inItemID )
+ local maxStackSize = testerItem:GetMaxStackSize()
+ for index = 0, (slotsCount - 1) do
+ slotItem = inGrid:GetSlot( index )
+ if( slotItem:IsEmpty() ) then
+ freeSpace = freeSpace + maxStackSize
+ else
+ if( slotItem:IsStackableWith( testerItem ) ) then
+ itemsFound = itemsFound + slotItem.m_ItemCount
+ freeSpace = maxStackSize - slotItem.m_ItemCount
end
end
- _slot_counter = _slot_counter + 1
- if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
- break
- end
end
-end
-function PutItemsToChest(IN_chest, IN_itemID, IN_ammount) -- UNSAFE! CHECK FOR SPACE FIRST!!
- -- stalk through chest slots...
- local _slot_counter = 0
- local _slot_item
- local _put_count = IN_ammount
- local _max_stack = GetItemMaxStack(IN_itemID)
- while true do
- _slot_item = IN_chest:GetSlot(_slot_counter)
- local _portion = 0
- local _ammount_to_set = 0
- if (_slot_item ~= nil) then
- if (_slot_item:IsEmpty() == true) then
- _portion = math.min(_max_stack, _put_count)
- _ammount_to_set = _portion
+ return itemsFound, freeSpace
+end
+
+function TakeItemsFromGrid( inGrid, inItem )
+ local slotsCount = inGrid:GetNumSlots()
+ local removedItem = cItem( inItem )
+ for index = 0, (slotsCount - 1) do
+ slotItem = inGrid:GetSlot( index )
+ if( slotItem:IsSameType( removedItem ) ) then
+ if( slotItem.m_ItemCount <= removedItem.m_ItemCount ) then
+ removedItem.m_ItemCount = removedItem.m_ItemCount - slotItem.m_ItemCount
+ inGrid:EmptySlot( index )
else
- if (_slot_item.m_ItemID == IN_itemID) then
- -- choose between how much we need to put and how much free space left
- _portion = math.min(_put_count, _max_stack - _slot_item.m_ItemCount)
- _ammount_to_set = _slot_item.m_ItemCount + _portion
- end
+ removedItem.m_ItemCount = slotItem.m_ItemCount - removedItem.m_ItemCount
+ inGrid:SetSlot( index, removedItem )
+ removedItem.m_ItemCount = 0
end
- end
- IN_chest:SetSlot(_slot_counter, cItem(IN_itemID, _ammount_to_set)) -- we add max stack to chest
- _put_count = _put_count - _portion
- if (_put_count == 0) then break end
- _slot_counter = _slot_counter + 1
- if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
- break
+ if( removedItem.m_ItemCount <= 0 ) then break end
end
end
+ return removedItem.m_ItemCount
+end
+--------------
+function TakeItemsFromChest( inChest, inItemID, inAmount ) -- MIGHT BE UNSAFE! CHECK FOR ITEMS FIRST!!
+ local chestGrid = inChest:GetContents()
+ local removedItem = cItem( inItemID, inAmount )
+ TakeItemsFromGrid( chestGrid, removedItem )
+end
+function PutItemsToChest( inChest, inItemID, inAmount )
+ local chestGrid = inChest:GetContents()
+ local addedItem = cItem( inItemID, inAmount )
+ chestGrid:AddItem( addedItem )
end
-- Similar to chest-related.
-function TakeItemsFromPlayer(IN_player, IN_itemID, IN_ammount) -- UNSAFE! CHECK FIRST!
- local _put_count = IN_ammount
- local _max_stack = GetItemMaxStack(IN_itemID)
- while true do
- local _portion = math.min(_max_stack, _put_count)
- IN_player:GetInventory():RemoveItem(cItem(IN_itemID, _portion))
- _put_count = _put_count - _portion
- if (_put_count == 0) then break end
+function TakeItemsFromPlayer( inPlayer, inItemID, inAmount ) -- MIGHT BE UNSAFE! CHECK FIRST!
+ local removedItem = cItem( inItemID, inAmount )
+ local inventoryGrid = inPlayer:GetInventory():GetInventoryGrid()
+ local hotbarGrid = inPlayer:GetInventory():GetHotbarGrid()
+ local itemsLeft = TakeItemsFromGrid( inventoryGrid, removedItem )
+ if( itemsLeft > 0 ) then
+ removedItem = cItem( inItemID, itemsLeft )
+ TakeItemsFromGrid( hotbarGrid, removedItem )
end
end
-function GiveItemsToPlayer(IN_player, IN_itemID, IN_ammount) -- UNSAFE! CHECK FIRST!
- local _put_count = IN_ammount
- local _max_stack = GetItemMaxStack(IN_itemID)
- while true do
- local _portion = math.min(_max_stack, _put_count)
- IN_player:GetInventory():AddItem(cItem(IN_itemID, _portion))
- _put_count = _put_count - _portion
- if (_put_count == 0) then break end
+function GiveItemsToPlayer( inPlayer, inItemID, inAmount )
+ local addedItem = cItem( inItemID, inAmount )
+ local inventoryGrid = inPlayer:GetInventory():GetInventoryGrid()
+ local hotbarGrid = inPlayer:GetInventory():GetHotbarGrid()
+ local itemsAdded = inventoryGrid:AddItem( addedItem )
+ if( itemsAdded < inAmount ) then
+ addedItem.m_ItemCount = addedItem.m_ItemCount - itemsAdded
+ hotbarGrid:AddItem( addedItem )
end
end
-- This function returns item max stack for a given itemID. It uses vanilla max stack size, and uses several non-common items notations;
-- Those are:
--- oneonerecord (because aparently 11record wasn't the best idea in lua scripting application)
--- carrotonastick (because it wasn't added to items.txt yet)
--- waitrecord (for same reason)
+-- oneonerecord( because aparently 11record wasn't the best idea in lua scripting application )
+-- carrotonastick( because it wasn't added to items.txt yet )
+-- waitrecord( for same reason )
-- Feel free to ignore the difference, or to add those to items.txt
-function GetItemMaxStack(IN_itemID)
- local _result = 64
- -- Tools and swords
- if (IN_itemID == woodensword) then _result = 1 end
- if (IN_itemID == woodenshovel) then _result = 1 end
- if (IN_itemID == woodenpickaxe) then _result = 1 end
- if (IN_itemID == woodenaxe) then _result = 1 end
- if (IN_itemID == woodenhoe) then _result = 1 end
- if (IN_itemID == stonesword) then _result = 1 end
- if (IN_itemID == stoneshovel) then _result = 1 end
- if (IN_itemID == stonepickaxe) then _result = 1 end
- if (IN_itemID == stoneaxe) then _result = 1 end
- if (IN_itemID == stonehoe) then _result = 1 end
- if (IN_itemID == ironsword) then _result = 1 end
- if (IN_itemID == ironshovel) then _result = 1 end
- if (IN_itemID == ironpickaxe) then _result = 1 end
- if (IN_itemID == ironaxe) then _result = 1 end
- if (IN_itemID == ironhoe) then _result = 1 end
- if (IN_itemID == diamondsword) then _result = 1 end
- if (IN_itemID == diamondshovel) then _result = 1 end
- if (IN_itemID == diamondpickaxe) then _result = 1 end
- if (IN_itemID == diamondaxe) then _result = 1 end
- if (IN_itemID == diamondhoe) then _result = 1 end
- if (IN_itemID == goldensword) then _result = 1 end
- if (IN_itemID == goldenshovel) then _result = 1 end
- if (IN_itemID == goldenpickaxe) then _result = 1 end
- if (IN_itemID == goldenaxe) then _result = 1 end
- if (IN_itemID == goldenhoe) then _result = 1 end
-
- if (IN_itemID == flintandsteel) then _result = 1 end
- if (IN_itemID == bow) then _result = 1 end
- if (IN_itemID == sign) then _result = 16 end
- if (IN_itemID == woodendoor) then _result = 1 end
- if (IN_itemID == irondoor) then _result = 1 end
- if (IN_itemID == cake) then _result = 1 end
- if (IN_itemID == cauldron) then _result = 1 end
- if (IN_itemID == mushroomstew) then _result = 1 end
- if (IN_itemID == painting) then _result = 1 end
- if (IN_itemID == bucket) then _result = 16 end
- if (IN_itemID == waterbucket) then _result = 1 end
- if (IN_itemID == lavabucket) then _result = 1 end
- if (IN_itemID == minecart) then _result = 1 end
- if (IN_itemID == saddle) then _result = 1 end
- if (IN_itemID == snowball) then _result = 16 end
- if (IN_itemID == boat) then _result = 1 end
- if (IN_itemID == milkbucket) then _result = 1 end
- if (IN_itemID == storageminecart) then _result = 1 end
- if (IN_itemID == poweredminecart) then _result = 1 end
- if (IN_itemID == egg) then _result = 16 end
- if (IN_itemID == fishingrod) then _result = 1 end
- if (IN_itemID == bed) then _result = 1 end
- if (IN_itemID == map) then _result = 1 end
- if (IN_itemID == shears) then _result = 1 end
- if (IN_itemID == enderpearl) then _result = 16 end
- if (IN_itemID == potion) then _result = 1 end
- if (IN_itemID == spawnegg) then _result = 1 end
- if (IN_itemID == bookandquill) then _result = 1 end
- if (IN_itemID == writtenbook) then _result = 1 end
- if (IN_itemID == carrotonastick) then _result = 1 end
-
- if (IN_itemID == goldrecord) then _result = 1 end
- if (IN_itemID == greenrecord) then _result = 1 end
- if (IN_itemID == blocksrecord) then _result = 1 end
- if (IN_itemID == chirprecord) then _result = 1 end
- if (IN_itemID == farrecord) then _result = 1 end
- if (IN_itemID == mallrecord) then _result = 1 end
- if (IN_itemID == mellohirecord) then _result = 1 end
- if (IN_itemID == stalrecord) then _result = 1 end
- if (IN_itemID == stradrecord) then _result = 1 end
- if (IN_itemID == wardrecord) then _result = 1 end
- if (IN_itemID == oneonerecord) then _result = 1 end
- if (IN_itemID == waitrecord) then _result = 1 end
-
- --if (IN_itemID == xxxxxxxxx) then _result = 1 end
-
- if (IN_itemID == leatherhelmet) then _result = 1 end
- if (IN_itemID == leatherchestplate) then _result = 1 end
- if (IN_itemID == leatherpants) then _result = 1 end
- if (IN_itemID == leatherboots) then _result = 1 end
-
- if (IN_itemID == chainmailhelmet) then _result = 1 end
- if (IN_itemID == chainmailchestplate) then _result = 1 end
- if (IN_itemID == chainmailpants) then _result = 1 end
- if (IN_itemID == chainmailboots) then _result = 1 end
+function GetItemMaxStack( inItemID )
+ local testerItem = cItem( inItemID )
+ LOGINFO( "This function serves no real purpose now, maybe consider using cItem:GetMaxStackSize()?" )
+ return testerItem:GetMaxStackSize()
+end
+function ItemIsArmor( inItemID, inCheckForHorseArmor )
+ inCheckForHorseArmor = inCheckForHorseArmor or false
+ if( inItemID == E_ITEM_LEATHER_CAP ) then return true end
+ if( inItemID == E_ITEM_LEATHER_TUNIC ) then return true end
+ if( inItemID == E_ITEM_LEATHER_PANTS ) then return true end
+ if( inItemID == E_ITEM_LEATHER_BOOTS ) then return true end
- if (IN_itemID == ironhelmet) then _result = 1 end
- if (IN_itemID == ironchestplate) then _result = 1 end
- if (IN_itemID == ironpants) then _result = 1 end
- if (IN_itemID == ironboots) then _result = 1 end
+ if( inItemID == E_ITEM_CHAIN_HELMET ) then return true end
+ if( inItemID == E_ITEM_CHAIN_CHESTPLATE ) then return true end
+ if( inItemID == E_ITEM_CHAIN_LEGGINGS ) then return true end
+ if( inItemID == E_ITEM_CHAIN_BOOTS ) then return true end
- if (IN_itemID == diamondhelmet) then _result = 1 end
- if (IN_itemID == diamondchestplate) then _result = 1 end
- if (IN_itemID == diamondpants) then _result = 1 end
- if (IN_itemID == diamondboots) then _result = 1 end
+ if( inItemID == E_ITEM_IRON_HELMET ) then return true end
+ if( inItemID == E_ITEM_IRON_CHESTPLATE ) then return true end
+ if( inItemID == E_ITEM_IRON_LEGGINGS ) then return true end
+ if( inItemID == E_ITEM_IRON_BOOTS ) then return true end
- if (IN_itemID == goldenhelmet) then _result = 1 end
- if (IN_itemID == goldenchestplate) then _result = 1 end
- if (IN_itemID == goldenpants) then _result = 1 end
- if (IN_itemID == goldenboots) then _result = 1 end
- return _result
-end
-function ItemIsArmor(IN_itemID)
- local _result = false
- if (IN_itemID == leatherhelmet) then _result = true end
- if (IN_itemID == leatherchestplate) then _result = true end
- if (IN_itemID == leatherpants) then _result = true end
- if (IN_itemID == leatherboots) then _result = true end
-
- if (IN_itemID == chainmailhelmet) then _result = true end
- if (IN_itemID == chainmailchestplate) then _result = true end
- if (IN_itemID == chainmailpants) then _result = true end
- if (IN_itemID == chainmailboots) then _result = true end
-
- if (IN_itemID == ironhelmet) then _result = true end
- if (IN_itemID == ironchestplate) then _result = true end
- if (IN_itemID == ironpants) then _result = true end
- if (IN_itemID == ironboots) then _result = true end
+ if( inItemID == E_ITEM_DIAMOND_HELMET ) then return true end
+ if( inItemID == E_ITEM_DIAMOND_CHESTPLATE ) then return true end
+ if( inItemID == E_ITEM_DIAMOND_LEGGINGS ) then return true end
+ if( inItemID == E_ITEM_DIAMOND_BOOTS ) then return true end
- if (IN_itemID == diamondhelmet) then _result = true end
- if (IN_itemID == diamondchestplate) then _result = true end
- if (IN_itemID == diamondpants) then _result = true end
- if (IN_itemID == diamondboots) then _result = true end
+ if( inItemID == E_ITEM_GOLD_HELMET ) then return true end
+ if( inItemID == E_ITEM_GOLD_CHESTPLATE ) then return true end
+ if( inItemID == E_ITEM_GOLD_LEGGINGS ) then return true end
+ if( inItemID == E_ITEM_GOLD_BOOTS ) then return true end
- if (IN_itemID == goldenhelmet) then _result = true end
- if (IN_itemID == goldenchestplate) then _result = true end
- if (IN_itemID == goldenpants) then _result = true end
- if (IN_itemID == goldenboots) then _result = true end
- return _result
+ if( inCheckForHorseArmor ) then
+ if( inItemID == E_ITEM_IRON_HORSE_ARMOR ) then return true end
+ if( inItemID == E_ITEM_GOLD_HORSE_ARMOR ) then return true end
+ if( inItemID == E_ITEM_DIAMOND_HORSE_ARMOR ) then return true end
+ end
+ return false
end
--- Returns full-length playername for a short name (usefull for parsing commands)
-function GetExactPlayername(IN_playername)
- local _result = IN_playername
- local function SetProcessingPlayername(IN_player)
- _result = IN_player:GetName()
+-- Returns full-length playername for a short name( usefull for parsing commands )
+function GetExactPlayername( inPlayerName )
+ local _result = inPlayerName
+ local function SetProcessingPlayername( inPlayer )
+ _result = inPlayer:GetName()
end
- cRoot:Get():FindAndDoWithPlayer(IN_playername, SetProcessingPlayername)
+ cRoot:Get():FindAndDoWithPlayer( inPlayerName, SetProcessingPlayername )
return _result
end
-function GetPlayerByName(IN_playername)
+function GetPlayerByName( inPlayerName )
local _player
- local PlayerSetter = function (Player)
+ local PlayerSetter = function( Player )
_player = Player
end
- cRoot:Get():FindAndDoWithPlayer(IN_playername, PlayerSetter)
+ cRoot:Get():FindAndDoWithPlayer( inPlayerName, PlayerSetter )
return _player
end
--[[
Not-so-usual math _functions
]]
-- Rounds floating point number. Because lua guys think this function doesn't deserve to be presented in lua's math
-function round(IN_x)
- if (IN_x%2 ~= 0.5) then
- return math.floor(IN_x+0.5)
+function round( inX )
+ if( inX%2 ~= 0.5 ) then
+ return math.floor( inX + 0.5 )
end
- return IN_x-0.5
+ return inX - 0.5
end
--[[
Functions I use for filework and stringswork
]]
-function PluralString(IN_value, IN_singular_string, IN_plural_string)
- local _value_string = tostring(IN_value)
- if (_value_string[#_value_string] == "1") then
- return IN_singular_string
+function PluralString( inValue, inSingularString, inPluralString )
+ local _value_string = tostring( inValue )
+ if( _value_string[#_value_string] == "1" ) then
+ return inSingularString
end
- return IN_plural_string
+ return inPluralString
end
-function PluralItemName(IN_itemID, IN_ammount) -- BEWARE! TEMPORAL SOLUTION THERE! :D
- local _value_string = tostring(IN_value)
+function PluralItemName( inItemID, inAmount ) -- BEWARE! TEMPORAL SOLUTION THERE! :D
+ local _value_string = tostring( inValue )
local _name = ""
- if (_value_string[#_value_string] == "1") then
+ if( _value_string[#_value_string] == "1" ) then
-- singular names
- _name = ItemTypeToString(IN_itemID)
+ _name = ItemTypeToString( inItemID )
else
-- plural names
- _name = ItemTypeToString(IN_itemID).."s"
+ _name = ItemTypeToString( inItemID ).."s"
end
return _name
end
-- for filewriting purposes. 0 = false, 1 = true
-function StringToBool(value)
- if value=="1" then return true end
+function StringToBool( inValue )
+ if( inValue == "1" ) then return true end
return false
end
-- same, but reversal
-function BoolToString(value)
- if value==true then return 1 end
+function BoolToString( inValue )
+ if( inValue == true ) then return 1 end
return 0
end \ No newline at end of file