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Merge pull request #57 from jonathan-robertson/7dtd-1.1-b14
Update for 7 Days to Die 1.1 (b14)
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CHANGELOG.md

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@@ -5,6 +5,11 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [3.1.0] - 2024-10-02
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- improve debug logging and fix some incorrect logs
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- rebuild for 1.1-b14 stable
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## [3.0.2] - 2024-07-20
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- update references for 7dtd-1.0-b326

ModInfo.xml

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<DisplayName value="Quantum Elevators" />
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<!-- REMINDER: this mod's DLL version will be logged on GameAwake and should reflect the same version listed here! -->
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<!-- If troubleshooting an issue, search "Quantum Elevators DLL" in logs to confirm these two values match. -->
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<Version value="3.0.2" />
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<Version value="3.1.0" />
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<Description value="Add infinite distance, vertical-warp elevator panels." />
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<Author value="Jonathan Robertson (Kanaverum)" />
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<Website value="https://github.com/jonathan-robertson/quantum-elevators" />

QuantumElevators.dll

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README.md

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# Quantum Elevators
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[![🧪 Tested On](https://img.shields.io/badge/🧪%20Tested%20On-1.0%20b326-blue.svg)](https://7daystodie.com/) [![📦 Automated Release](https://github.com/jonathan-robertson/quantum-elevators/actions/workflows/release.yml/badge.svg)](https://github.com/jonathan-robertson/quantum-elevators/actions/workflows/release.yml)
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[![🧪 Tested On 7DTD 1.1 (b14)](https://img.shields.io/badge/🧪%20Tested%20On-7DTD%201.1%20(b14)-blue.svg)](https://7daystodie.com/) [![📦 Automated Release](https://github.com/jonathan-robertson/quantum-elevators/actions/workflows/release.yml/badge.svg)](https://github.com/jonathan-robertson/quantum-elevators/actions/workflows/release.yml)
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![quantum-elevators social image](https://raw.githubusercontent.com/jonathan-robertson/quantum-elevators/media/quantum-elevators-logo-social.jpg)
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references/Assembly-CSharp.dll

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src/CoreLogic.cs

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@@ -58,20 +58,20 @@ internal static void Warp(Direction direction, EntityPlayer player, Vector3i sou
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var crowdWasAtPanel = Push(destination);
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var destinationCenter = destination.ToVector3CenterXZ();
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_log.Debug($"about to warp entityPlayer to {destinationCenter}");
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_log.Debug($"about to warp {player} to {destinationCenter}");
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if (player is EntityPlayerLocal localPlayer)
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{
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player.CrouchingLocked = false; // auto unlock crouching for ease of use
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_ = localPlayer.Buffs.AddBuff(BuffTriggerJumpName); // for visuals & sound-effects
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localPlayer.TeleportToPosition(destinationCenter, true, localPlayer.rotation);
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_log.Debug($"after teleport, entityPlayer now at {player.position}");
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_log.Debug($"after teleport, {player} now at {player.position}");
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player.Buffs.RemoveBuff(BuffCooldownName);
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_log.Debug($"after remove buff, entityPlayer now at {player.position}");
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_log.Debug($"after remove buff, {player} now at {player.position}");
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return;
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}
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else if (TryGetClientInfo(player.entityId, out var clientInfo))
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{
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_log.Debug($"planning to teleport {player} to {player.position} soon");
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_log.Debug($"planning to teleport {player} from {player.position} to to {destinationCenter} soon");
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var buffStatus = player.Buffs.AddBuff(BuffTriggerJumpName); // for visuals & sound-effects
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if (buffStatus != EntityBuffs.BuffStatus.Added)
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{
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/// <param name="destinationCenter">Vector3 representing the destination to warp to.</param>
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private static void WarpPlayer(ClientInfo clientInfo, EntityPlayer player, Vector3 destinationCenter)
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{
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clientInfo.SendPackage(NetPackageManager.GetPackage<NetPackageTeleportPlayer>().Setup(destinationCenter, new Vector3(0, player.rotation.y % 360, 0), true));
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_log.Debug($"after teleport, entityPlayer now at {player.position} {player.rotation}");
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var rotation = new Vector3(0, player.rotation.y % 360, 0);
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_log.Debug($"sending NetPackage to remote player {player} at {player.position}: teleport to {destinationCenter} w/ rotation {rotation}");
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clientInfo.SendPackage(NetPackageManager.GetPackage<NetPackageTeleportPlayer>().Setup(destinationCenter, rotation, true));
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player.Buffs.RemoveBuff(BuffCooldownName);
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_log.Debug($"after remove buff, entityPlayer now at {player.position} {player.rotation}");
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}
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/// <summary>

src/ModAPI.cs

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ModEvents.GameStartDone.RegisterHandler(OnGameStartDone);
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}
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private const string DLL_VERSION = "3.0.2"; // TODO: always update this before each release
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private const string DLL_VERSION = "3.1.0"; // TODO: always update this before each release
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private void OnGameAwake()
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{
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try

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