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v1.1.3
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18299fd3f5
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18299fd3f5 | ||
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9d8443c9b2 |
@@ -1,4 +1,9 @@
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---------------------------------------------------------------------------------------------------
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Version: 1.1.4
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Date: 2021-09-07
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Bugfixes:
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- fixed crash and unwanted behaviour introduced with last release
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---------------------------------------------------------------------------------------------------
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Version: 1.1.3
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Date: 2021-09-06
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Bugfixes:
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+32
-4
@@ -478,6 +478,33 @@ local function set_up_display_from_ghost(entity,tags)
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end
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end
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remote.add_interface(
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"IndustrialDisplayPlates",
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{
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get_sprite = function(event)
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if event and event.entity and event.entity.valid then
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local spritetype, spritename = get_render_sprite_info(event.entity)
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return {spritetype=spritetype, spritename=spritename}
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else
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return nil
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end
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end,
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set_sprite = function(event)
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if event and event.entity and event.entity.valid and event.sprite and game.is_valid_sprite_path(event.sprite) then
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destroy_render(event.entity)
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render_overlay_sprite(event.entity, event.sprite)
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if get_has_map_marker(event.entity) then
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local spritetype, spritename = get_render_sprite_info(event.entity)
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change_map_markers(event.entity, spritetype, spritename)
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end
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end
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end
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}
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)
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-- local function reset_globals()
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-- global.translations = nil
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-- end
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@@ -553,16 +580,17 @@ script.on_event(defines.events.on_player_setup_blueprint, function (event)
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if player and player.blueprint_to_setup and player.blueprint_to_setup.valid_for_read then blueprint = player.blueprint_to_setup
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elseif player and player.cursor_stack.valid_for_read and player.cursor_stack.name == "blueprint" then blueprint = player.cursor_stack end
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if blueprint then
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for index,entity in pairs(event.mapping.get()) do
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local stype,sname = get_render_sprite_info(entity)
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if stype and sname then
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-- Workaround for blueprint update bug
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if blueprint.get_blueprint_entity_count() == 0 then
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player.print({"display-plates.blueprint-wont-have-icons"})
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return
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end
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if blueprint then
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for index,entity in pairs(event.mapping.get()) do
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local stype,sname = get_render_sprite_info(entity)
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if stype and sname then
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-type", stype)
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-name", sname)
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-map-marker", get_has_map_marker(entity))
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