[Custom Views] Fix not working 'active' option
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1 changed files with 12 additions and 1 deletions
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@ -53,8 +53,19 @@ local ERRORS = {
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-- ##### Local functions ###############################################################################################
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-- ##### Local functions ###############################################################################################
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-- #####################################################################################################################
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-- #####################################################################################################################
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local function is_view_active_for_current_level(view_name)
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local active = _views_data[view_name].view_settings.active
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if _ingame_ui.is_in_inn and active.inn or not _ingame_ui.is_in_inn and active.ingame then
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return true
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end
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end
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-- @THROWS_ERRORS
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-- @THROWS_ERRORS
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local function inject_view(view_name)
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local function inject_view(view_name)
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if not is_view_active_for_current_level(view_name) then
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return
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end
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local view_settings = _views_data[view_name].view_settings
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local view_settings = _views_data[view_name].view_settings
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local mod = _views_data[view_name].mod
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local mod = _views_data[view_name].mod
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@ -177,7 +188,7 @@ local function validate_view_data(view_data)
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if type(active) ~= "table" then
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if type(active) ~= "table" then
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vmf.throw_error(ERRORS.THROWABLE["active_wrong_type"], type(active))
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vmf.throw_error(ERRORS.THROWABLE["active_wrong_type"], type(active))
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end
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end
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if not active.inn or not active.ingame then
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if active.inn == nil or active.ingame == nil then
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vmf.throw_error(ERRORS.THROWABLE["active_missing_element"])
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vmf.throw_error(ERRORS.THROWABLE["active_missing_element"])
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end
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end
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for level_name, value in pairs(active) do
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for level_name, value in pairs(active) do
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