renamed from select.js
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js-plugins/signs/menu.js
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js-plugins/signs/menu.js
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/*
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Define the signs module - signs are persistent
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(that is - a menu sign will still be a menu after th
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server has shut down and started up) plugins now have persistent state - Yay!
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*/
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var signs = signs || plugin("signs", {
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/*
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construct an interactive menu which can then be attached to a Sign.
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*/
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menu: function(
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/* String */ label,
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/* Array */ options,
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/* Function */ onInteract,
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/* Number */ defaultSelection ){}
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/*
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more to come - clocks
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*/
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},true);
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/*
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private implementation
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*/
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(function(){
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/*
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redraw a menu sign
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*/
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var _redrawMenuSign = function(p_sign,p_selectedIndex,p_displayOptions)
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{
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var optLen = p_displayOptions.length;
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// the offset is where the menu window begins
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var offset = Math.max(0, Math.min(optLen-3, Math.floor(p_selectedIndex/3) * 3));
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for (var i = 0;i < 3; i++){
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var text = "";
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if (offset+i < optLen)
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text = p_displayOptions[offset+i];
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if (offset+i == p_selectedIndex)
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text = ("" + text).replace(/^ /,">");
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p_sign.setLine(i+1,text);
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}
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p_sign.update(true);
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};
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signs._updaters = {};
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/*
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construct an interactive menu to be subsequently attached to
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one or more Signs.
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*/
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signs.menu = function(
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/* String */ label,
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/* Array */ options,
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/* Function */ callback,
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/* Number */ selectedIndex)
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{
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if (typeof selectedIndex == "undefined")
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selectedIndex = 0;
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//
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// variables common to all instances of this menu can go here
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//
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var labelPadding = "---------------";
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var optionPadding = " ";
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var paddedLabel = (labelPadding+label+labelPadding).substr(((label.length+30)/2)-7,15);
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var optLen = options.length;
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var displayOptions = [];
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for (var i =0;i < options.length;i++){
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displayOptions[i] = (" " + options[i] + optionPadding).substring(0,15);
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}
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var theSigns = this;
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/*
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this function is returned by signs.menu and when it is invoked it will
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attach menu behaviour to an existing sign in the world.
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signs.menu is for use by Plugin Authors.
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The function returned by signs.menu is for use by admins/ops.
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*/
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var convertToMenuSign = function(/* Sign */ sign, save)
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{
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if (typeof save == "undefined")
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save = true;
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if (typeof sign == "undefined"){
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var mouseLoc = getMousePos();
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if (mouseLoc){
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sign = mouseLoc.block.state;
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}else{
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throw new Exception("You must provide a sign!");
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}
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}
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//
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// per-sign variables go here
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//
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var cSelectedIndex = selectedIndex;
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sign.setLine(0,paddedLabel);
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var _updateSign = function(p_player,p_sign) {
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cSelectedIndex = (cSelectedIndex+1) % optLen;
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_redrawMenuSign(p_sign,cSelectedIndex,displayOptions);
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var signSelectionEvent = {player: p_player,
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sign: p_sign,
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text: options[cSelectedIndex],
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number:cSelectedIndex};
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callback(signSelectionEvent);
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};
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/*
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get a unique ID for this particular sign instance
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*/
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var signLoc = sign.block.location;
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var menuSignSaveData = [""+signLoc.world.name, signLoc.x,signLoc.y,signLoc.z];
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var menuSignUID = JSON.stringify(menuSignSaveData);
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/*
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keep a reference to the update function for use by the event handler
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*/
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theSigns._updaters[menuSignUID] = _updateSign;
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// initialize the sign
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_redrawMenuSign(sign,cSelectedIndex,displayOptions);
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/*
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whenever a sign is placed somewhere in the world
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(which is what this function does)
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save its location for loading and initialization
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when the server starts up again.
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*/
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if (save){
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if (typeof theSigns.store.menus == "undefined")
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theSigns.store.menus = {};
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var signLocations = theSigns.store.menus[label];
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if (typeof signLocations == "undefined")
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signLocations = theSigns.store.menus[label] = [];
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signLocations.push(menuSignSaveData);
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}
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return sign;
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};
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/*
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a new sign definition - need to store (in-memory only)
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it's behaviour and bring back to life other signs of the
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same type in the world. Look for other static signs in the
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world with this same label and make dynamic again.
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*/
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if (this.store.menus && this.store.menus[label])
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{
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var signsOfSameLabel = this.store.menus[label];
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var defragged = [];
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var len = signsOfSameLabel.length;
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for (var i = 0; i < len ; i++)
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{
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var loc = signsOfSameLabel[i];
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var world = org.bukkit.Bukkit.getWorld(loc[0]);
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if (!world)
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continue;
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var block = world.getBlockAt(loc[1],loc[2],loc[3]);
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if (block.state instanceof org.bukkit.block.Sign){
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convertToMenuSign(block.state,false);
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defragged.push(loc);
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}
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}
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/*
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remove data for signs which no longer exist.
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*/
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if (defragged.length != len){
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this.store.menus[label] = defragged;
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}
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}
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return convertToMenuSign;
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};
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/*
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All dependecies ( 'events' module ) have loaded
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*/
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ready(function(){
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//
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// Usage:
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// In game, create a sign , target it and type /js signs.testMenu()
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//
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signs.testMenu = signs.menu(
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"Dinner",
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["Lamb","Pork","Chicken","Duck","Beef"],
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function(event){
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event.player.sendMessage("You chose " + event.text);
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});
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//
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// This is an example sign that displays a menu of times of day
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// interacting with the sign will change the time of day accordingly.
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//
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// In game, create a sign , target it and type /js signs.timeOfDay()
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//
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signs.timeOfDay = signs.menu(
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"Time",
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["Dawn","Midday","Dusk","Midnight"],
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function(event){
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event.player.location.world.setTime( event.number * 6000 );
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});
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//
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// update it every time player interacts with it.
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//
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events.on("player.PlayerInteractEvent",function(listener, event) {
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/*
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look up our list of menu signs. If there's a matching location and there's
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a sign, then update it.
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*/
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if (! event.clickedBlock.state instanceof org.bukkit.block.Sign)
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return;
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var evtLocStr = locationToString(event.clickedBlock.location);
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var signUpdater = signs._updaters[evtLocStr]
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if (signUpdater)
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signUpdater(event.player, event.clickedBlock.state);
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});
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});
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}());
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