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Rebasing, and make eslint happy with it
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6 changed files with 8 additions and 8 deletions
BondageClub/Screens/Character/Preference
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@ -283,4 +283,4 @@ function PreferenceSubscreenArousalUnload() {
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Player.FocusGroup = null;
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CharacterAppearanceForceUpCharacter = -1;
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CharacterLoadCanvas(Player);
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}
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}
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@ -89,4 +89,4 @@ function PreferenceSubscreenAudioUnload() {
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if (typeof audio === 'number' && audio > 0) Player.NotificationSettings[setting].Audio = NotificationAudioType.NONE;
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}
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}
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}
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}
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@ -94,4 +94,4 @@ function PreferenceSubscreenCensoredWordsExit() {
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function PreferenceSubscreenCensoredWordsUnload() {
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ElementRemove("InputWord");
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Player.ChatSettings.CensoredWordsList = PreferenceCensoredWordsList.join("|");
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}
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}
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@ -87,4 +87,4 @@ function PreferenceSubscreenControllerExit() {
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function PreferenceSubscreenControllerUnload() {
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ControllerStopCalibration(true);
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}
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}
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@ -201,4 +201,4 @@ function PreferenceSubscreenNotificationsUnload() {
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if (enableAudio) Player.AudioSettings.Notifications = true;
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NotificationReset(NotificationEventType.TEST);
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}
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}
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@ -261,7 +261,7 @@ function PreferenceExit() {
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/**
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* Clear all GUI data and DOM elements creates by the preference screen load function
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* We don't do this in exit function for disconnects do not trigger the exit function
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* We don't do this in exit function for disconnects do not trigger the exit function
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*/
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function PreferenceUnload() {
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if (PreferenceSubscreen.name !== "Main") {
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@ -274,9 +274,9 @@ function PreferenceUnload() {
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*/
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function PreferenceSubscreenExit() {
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const validExit = PreferenceSubscreen.exit?.();
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// Only when the results is false (not undefined)
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// The exit is just a exit of the subscreen's substate, return to block more exit.
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// The exit is just a exit of the subscreen's substate, return to block more exit.
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if(validExit === false) return;
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// The exit is a full exit of the subscreen, unload resources
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