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@ -43,6 +43,10 @@ local function checkCacheTable( ply, cache_id, dt ) |
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end |
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end |
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local function CacheDatatableMethod( id, datatable, ply ) |
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local function CacheDatatableMethod( id, datatable, ply ) |
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if( ply.cache == nil ) then |
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ply.cache = {} |
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Quantum.Error( "Players cache is nil, creating..." ) |
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end -- failsafe |
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ply.cache[id] = checkCacheTable( ply, id, datatable ) -- check caching tables etc |
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ply.cache[id] = checkCacheTable( ply, id, datatable ) -- check caching tables etc |
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Quantum.Debug( "(" .. tostring(ply) .. " | " .. tostring(id) .. ") Removing known data in cache from datatable..." ) |
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Quantum.Debug( "(" .. tostring(ply) .. " | " .. tostring(id) .. ") Removing known data in cache from datatable..." ) |
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if( ply.cache[id] ~= nil ) then |
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if( ply.cache[id] ~= nil ) then |
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@ -60,7 +64,7 @@ local function CacheDatatableMethod( id, datatable, ply ) |
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end |
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end |
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end |
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end |
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end |
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end |
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--datatable.id = id -- give it the id so that the client side could handle it |
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-- Always give the id since it is highly "valuable". |
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-- Always give the id since it is highly "valuable". |
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-- Don't want the client mixing up the NPC, which this caching system could do if not handled correctly. |
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-- Don't want the client mixing up the NPC, which this caching system could do if not handled correctly. |
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return { id = id, cont = datatable } |
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return { id = id, cont = datatable } |
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@ -83,6 +87,7 @@ local function SendDatatableToClient( client, dt, type ) |
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end |
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end |
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function Quantum.Net.OpenMenu( pl, type, dt ) |
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function Quantum.Net.OpenMenu( pl, type, dt ) |
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if( pl.cache == nil ) then Quantum.Error( "Warning! " .. tostring(pl) .. " tried to open a menu before they had loaded into the server!" ) end |
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SendDatatableToClient( pl, dt, type ) |
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SendDatatableToClient( pl, dt, type ) |
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end |
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end |
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