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# Conflicts: # Exiled.Events/Extra/CoroutineManager.cs # Exiled.Events/Extra/Events/EventGroup.cs # Exiled.Events/Extra/Events/EventScanner.cs # Exiled.Events/Extra/FeatureGroup.cs
... If this is allowed to be tested, I'm gonna throw. The main issue is that it doesn't match the styling of the rest of the project structure. |
this.Content = content; | ||
this.Duration = duration; | ||
this.Show = show; | ||
this.Parameters = parameters ?? new HintParameter[] { new StringHintParameter(this.Content) }; |
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this
is not necessary here
get => parameters ??= new HintParameter[] { new StringHintParameter(Content) }; | ||
set => parameters = value; | ||
get => this.parameters ??= new HintParameter[] { new StringHintParameter(this.Content) }; | ||
set => this.parameters = value; |
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same here
@@ -87,6 +87,6 @@ public HintParameter[] Parameters | |||
/// Returns the hint in a human-readable format. | |||
/// </summary> | |||
/// <returns>A string containing hint-related data.</returns> | |||
public override string ToString() => $"({Content}) {Duration}"; | |||
public override string ToString() => $"({this.Content}) {this.Duration}"; | |||
} |
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same here
return; | ||
TextHint hint = new TextHint(hintText, [new StringHintParameter(hintText)], null); | ||
connectionToClient.Send(new HintMessage(hint)); | ||
} |
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make sure to leave a blank line after the returns and the new InvalidOperationException
Tuple<Hint, List<Player>, long> item = hints[se]; | ||
if (!item.Item2.Contains(keyValuePair.Key)) | ||
continue; | ||
if ((item.Item3 - DateTimeOffset.UtcNow.ToUnixTimeSeconds()) > item.Item1.Duration) |
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same here for the continue up here
using RueI.Elements; | ||
using RueI.Parsing; | ||
using RueI.Parsing.Records; | ||
|
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all of this should be with the other ones, also why using 2 Hints Namespaces
<Generator>ResXFileCodeGenerator</Generator> | ||
<LastGenOutput>Resources.Designer.cs</LastGenOutput> | ||
</EmbeddedResource> | ||
</ItemGroup> |
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Resources?
public override void OnEnabled() | ||
{ | ||
harmony = new Harmony("exiled.hints"); | ||
if (CustomHints.OnEnabled.BoundDelegates.ContainsKey(this)) return; |
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return under the if
private void OnModuleDisable(ModuleInfo info) | ||
{ | ||
harmony.UnpatchAll(); | ||
} |
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harmony.UnpatchAll(harmony.Id)
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion("1.0.0.0")] | ||
[assembly: AssemblyFileVersion("1.0.0.0")] |
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the assemblyinfo is not needed here.
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Why you integrate a plugin to the exiled? I disagree.
In my opinion, Exiled don't need this. If someone wants custom hints, he will download a plugin.
@@ -282,7 +282,7 @@ private set | |||
/// <summary> | |||
/// Gets the <see cref="Hints.HintDisplay"/> of the player. | |||
/// </summary> | |||
public HintDisplay HintDisplay { get; private set; } | |||
public Hints.HintDisplay HintDisplay { get; private set; } |
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Any reason to do this?
We got a plugin in Exiled before GTA VI Seriously, this is a bad idea. This is just a copy and paste of Ruei, what's the point. And you can just use Ruei in this case. Rue even said no to take any part of their plugin, but you did it anyway. You said you were just "taking the parser of Ruei" but this is a full copy and paste, what is this. This is the worst idea to implement into Exiled |
@Ruemena lmao |
Added a hint module, allowing without any modifications to any plugins, multiple hints to be displayed concurrently. Supports all rich text tags and uses patches, can be enabled and disabled at will. Utilizes RueI code (license permits)