Debuggers: Updated messaging functions
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@ -1064,20 +1064,25 @@ end
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function HandleChunkStay(a_Split, a_Player)
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-- As an example of using ChunkStay, this call will load 3x3 chunks around the specified chunk coords,
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-- then build an obsidian pillar in the middle of each one.
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-- Once complete, the player will be teleported to the middle pillar
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if (#a_Split ~= 3) then
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a_Player:SendMessage("Usage: /cs <ChunkX> <ChunkZ>")
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a_Player:SendMessageInfo("Usage: /cs <ChunkX> <ChunkZ>")
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return true
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end
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local ChunkX = tonumber(a_Split[2])
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local ChunkZ = tonumber(a_Split[3])
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if ((ChunkX == nil) or (ChunkZ == nil)) then
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a_Player:SendMessage("Invalid chunk coords.")
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a_Player:SendMessageFailure("Invalid chunk coords.")
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return true
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end
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local World = a_Player:GetWorld()
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local PlayerID = a_Player:GetUniqueID()
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a_Player:SendMessageInfo("Loading chunks, stand by...");
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-- Set the wanted chunks:
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local Chunks = {}
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@ -1103,7 +1108,7 @@ function HandleChunkStay(a_Split, a_Player)
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World:DoWithEntityByID(PlayerID,
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function (a_CallbackPlayer)
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a_CallbackPlayer:TeleportToCoords(ChunkX * 16 + 8, 85, ChunkZ * 16 + 8)
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a_CallbackPlayer:SendMessage("ChunkStay fully available")
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a_CallbackPlayer:SendMessageSuccess("ChunkStay fully available")
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end
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)
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end
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@ -1114,7 +1119,7 @@ function HandleChunkStay(a_Split, a_Player)
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LOGINFO("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]")
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World:DoWithEntityByID(PlayerID,
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function (a_CallbackPlayer)
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a_CallbackPlayer:SendMessage("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]")
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a_CallbackPlayer:SendMessageInfo("ChunkStay now has chunk [" .. a_ChunkX .. ", " .. a_ChunkZ .. "]")
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end
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)
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end
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