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core/pos: implement set_multi as a convenient alternative to multiple set() calls
/cc @VorTechnix & https://github.com/sbrl/Minetest-WorldEditAdditions/pull/112/files?diff=unified&w=1
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@ -218,9 +218,20 @@ local function set2(player_name, pos)
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return set(player_name, 2, pos)
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end
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--- Sets multiple positions for the given player.
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-- @param player_name string The name of the player to set the positions for.
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-- @param pos_list table<int, Vector3> A table of Vector3 positions to set, where the key is the index and the value is the position.
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local function set_multi(player_name, pos_list)
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for i,pos_new in pairs(pos_list) do
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set(player_name, i, pos_new)
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end
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end
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--- Sets the all the positions for the given player.
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-- You probably want push_pos, not this function.
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--
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-- WARNING: Will DELETE all points registered for the given player!
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--
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-- @param player_name string The name of the player to set the positions for.
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-- @param pos_list Vector3 The table of positions to set.
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-- @returns bool Whether the operation was successful or not (players aren't allowed more than positions_count_limit number of positions at a time).
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@ -319,6 +330,7 @@ anchor = wea_c.EventEmitter.new({
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set = set,
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set1 = set1,
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set2 = set2,
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set_multi = set_multi,
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set_all = set_all,
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unmark = unmark,
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mark = mark,
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