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@@ -31,12 +31,14 @@ export default function customNametags() {
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var color = [255, 255, 255, alpha];
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mp.events.addDataHandler("nameTagColor", (entity, value) => {
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mp.events.addDataHandler("nameTagColor", (entity: EntityMp, value) => {
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if (entity.type === "player") {
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let temp = colors.find(c => c.id === value);
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if (!temp)
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if (!temp) {
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entity.setVariable("nametagColor", [255, 255, 255, alpha]);
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return;
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color = temp.color;
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}
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entity.setVariable("nametagColor", temp.color);
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}
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});
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@@ -62,6 +64,7 @@ export default function customNametags() {
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var armour = player.getArmour() / 100;
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y -= scale * (0.005 * (screenRes.y / 1080));
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let color = player.data.nametagColor;
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mp.game.graphics.drawText(player.name + " (" + player.remoteId + ")", [x, y],
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{
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font: 4,
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@@ -56,6 +56,8 @@ export default function clotheShopList(globalData: IGlobalData) {
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let categoryMenu = null;
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let clotheMenus = [];
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let categorysMenus = [];
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let clothingData = [];
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@@ -188,6 +190,7 @@ export default function clotheShopList(globalData: IGlobalData) {
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categoryMenu.AddItem(new UIMenuItem(mp.game.ui.getLabelText(txData[0].data[0].GXT), ""));
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clotheSubMenu = new UIMenu(" ", mp.game.ui.getLabelText(txData[0].data[0].GXT), new Point(0, 0), bannerSprite.library, bannerSprite.texture);
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clotheSubMenu.Visible = false;
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categorysMenus.push(categoryMenu);
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}
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@@ -207,9 +210,6 @@ export default function clotheShopList(globalData: IGlobalData) {
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cloth.push(item);
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tx.push(x);
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}
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}
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}
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clotheMenus.push({
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menu: clotheSubMenu,
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type: type,
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@@ -217,6 +217,10 @@ export default function clotheShopList(globalData: IGlobalData) {
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item: cloth,
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texture: tx
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});
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}
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}
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}
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@@ -318,6 +322,7 @@ export default function clotheShopList(globalData: IGlobalData) {
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// Reset some variables
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clotheMenus = [];
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categorysMenus = [];
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currentMenuIdx = -1;
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menuTransition = false;
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lastClothing = null;
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@@ -382,9 +387,22 @@ export default function clotheShopList(globalData: IGlobalData) {
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});
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}
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for (const item of categorysMenus) {
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// Preview hovering item
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item.menu.IndexChange.on(submenuItemChangeHandler);
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// Reset preview when player backs out of category menu
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item.menu.MenuClose.on(() => {
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resetPreview();
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currentMenuIdx = -1;
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mainMenu.Visible = true;
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});
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}
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// Main menu events
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mainMenu.ItemSelect.on((selectedItem, itemIndex) => {
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const nextMenu = clotheMenus[itemIndex];
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const nextMenu = categorysMenus[itemIndex];
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const slot = Number(nextMenu.slotIdx);
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lastClothing = {
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