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mtn and rpg fixes
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781d82a165
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02a80e8708
@ -305,8 +305,18 @@ local function kick_players_out_of_vehicles(car)
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end
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end
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local function check_if_players_are_in_nauvis(ic)
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for _, player in pairs(game.connected_players) do
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local main_surface = game.surfaces[ic.allowed_surface]
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if player.surface.name == 'nauvis' then
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player.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
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end
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end
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end
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local function kick_players_from_surface(ic, car)
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if not validate_entity(car.surface) then
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check_if_players_are_in_nauvis(ic)
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return log_err('Car surface was not valid.')
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end
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if not car.entity or not car.entity.valid then
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@ -317,6 +327,7 @@ local function kick_players_from_surface(ic, car)
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e.player.teleport(main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5), main_surface)
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end
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end
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check_if_players_are_in_nauvis(ic)
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return log_err('Car entity was not valid.')
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end
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end
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@ -331,6 +342,7 @@ local function kick_players_from_surface(ic, car)
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end
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end
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end
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check_if_players_are_in_nauvis(ic)
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end
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local function kick_player_from_surface(ic, player, target)
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@ -545,8 +545,8 @@ local function on_entity_damaged(event)
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local position = p.position
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local area = {
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left_top = {x = position.x - 2, y = position.y - 2},
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right_bottom = {x = position.x + 2, y = position.y + 2}
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left_top = {x = position.x - 4, y = position.y - 4},
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right_bottom = {x = position.x + 4, y = position.y + 4}
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}
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if not is_position_near(area, entity.position) then
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