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Untested change for detecting landing pads on a surface and letting player go there instead of teleporting to spawn.
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@ -274,12 +274,14 @@ function SeparateSpawnsPlayerChangedSurface(player, previous_surface_name, new_s
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-- Check if there is already a landing pad for their force on the surface
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local landing_pad = surface.find_entities_filtered{name = "cargo-landing-pad", force = player.force, limit = 1}
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if (#landing_pad > 0) then
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-- If the player is on the main force, not everyone can have their own landing pad.
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if (player.force.name == storage.ocfg.gameplay.main_force_name) then
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-- Maybe send them to their spawn point?
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-- TODO
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-- If there's a landing pad for the force, I don't think we should interfere with the native behavior until
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-- there is an API that lets us do it properly. Otherwise I'm having to track landing pads per spawn...
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-- TODO: Implement this properly.
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if (player.force.name ~= storage.ocfg.gameplay.main_force_name) then
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log("Player has a landing pad on this surface, let them land there?")
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else
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log("WARNING - I haven't fully implemented this yet! Player has a landing pad on this surface but is on the main force so it might not be at their own spawn?!")
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end
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log("Player already has a landing pad on this surface, ignoring.")
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return
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end
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