83 lines
3.6 KiB
Go
83 lines
3.6 KiB
Go
package routers
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import (
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"context"
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"sync"
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)
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var _ = sync.Mutex{}
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var _ = context.Background
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func GameRouter_PolicePrison_PolicePrisonNear4229938(ctx context.Context, position Vec3) bool {
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// Router implementation for GameRouter_PolicePrison_PolicePrisonNear4229938
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return true
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}
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// The client's authored EscortToWard trigger is inside the station, not at
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// our custom door F marker. A captured native InteractionId=30 occurred
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// roughly 8 m from that marker; retain a bounded police-station check.
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func GameRouter_PolicePrison_PolicePrisonNativeNear4229938(ctx context.Context, position Vec3) bool {
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// Router implementation for GameRouter_PolicePrison_PolicePrisonNativeNear4229938
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return true
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}
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func GameRouter_PolicePrison_PolicePrisonScene4229938(ctx context.Context, state any) bool {
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// Router implementation for GameRouter_PolicePrison_PolicePrisonScene4229938
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return true
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}
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func GameRouter_PolicePrison_CanVisitPolicePrison4229938(ctx context.Context, session *GameSession) bool {
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// Router implementation for GameRouter_PolicePrison_CanVisitPolicePrison4229938
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return true
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}
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// The caller owns the police gate. Reuses the native position interaction UI;
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// never duplicates the existing cell geometry or replaces client functions.
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func GameRouter_PolicePrison_SendPolicePrisonButtons4229938(ctx context.Context, session *GameSession, r any, add bool) any {
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// Router implementation for GameRouter_PolicePrison_SendPolicePrisonButtons4229938
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var zero any; return zero
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}
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func GameRouter_PolicePrison_PolicePrisonButtonsScript4229938(ctx context.Context, owner uint64, add bool, occupied bool) string {
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// Router implementation for GameRouter_PolicePrison_PolicePrisonButtonsScript4229938
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return ""
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}
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func GameRouter_PolicePrison_ControlPolicePrison4229938(ctx context.Context, session *GameSession, action string) any {
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// Router implementation for GameRouter_PolicePrison_ControlPolicePrison4229938
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var zero any; return zero
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}
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// The police gate is held; native path calls this only after InteractEnd.
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func GameRouter_PolicePrison_CompletePolicePrison4229938(ctx context.Context, session *GameSession, r any, state any, id uint64, commit bool) any {
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// Router implementation for GameRouter_PolicePrison_CompletePolicePrison4229938
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var zero any; return zero
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}
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// Runs under the police gate. Both messages can arrive in either order.
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func GameRouter_PolicePrison_TryCompleteNativePolicePrison4229938(ctx context.Context, session *GameSession, r any, state any) any {
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// Router implementation for GameRouter_PolicePrison_TryCompleteNativePolicePrison4229938
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var zero any; return zero
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}
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func GameRouter_PolicePrison_HandlePolicePrisonTimelineEnd4229938(ctx context.Context, session *GameSession, token any) any {
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// Router implementation for GameRouter_PolicePrison_HandlePolicePrisonTimelineEnd4229938
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var zero any; return zero
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}
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func GameRouter_PolicePrison_WatchPolicePrison4229938(ctx context.Context, session *GameSession, child uint32, npc uint64, generation int32, owner uint64) any {
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// Router implementation for GameRouter_PolicePrison_WatchPolicePrison4229938
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var zero any; return zero
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}
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func GameRouter_PolicePrison_PlacePolicePrisonNpc4229938(ctx context.Context, session *GameSession, id uint64, position Vec3) any {
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// Router implementation for GameRouter_PolicePrison_PlacePolicePrisonNpc4229938
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var zero any; return zero
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}
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// Called under the police gate on movement reports, not a permanent timer.
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func GameRouter_PolicePrison_HoldPolicePrisonNpc4229938(ctx context.Context, session *GameSession, r any, position Vec3) any {
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// Router implementation for GameRouter_PolicePrison_HoldPolicePrisonNpc4229938
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var zero any; return zero
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}
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