revert any self linking chat fix changes
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@@ -67,25 +67,17 @@ namespace PlayerTags.Features
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var textPayloadIndex = seString.Payloads.IndexOf(payload);
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// Chop text to the left and insert it as a new payload
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if (textMatchIndex > 0) // textMatchIndex > 1 TODO: Find out, why this does the correct thing but doesn't let process the name correctly.
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if (textMatchIndex > 0)
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{
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var indexToUser = textMatchIndex;
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// TODO: Find out, why this does the correct thing but doesn't let process the name correctly.
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//if (indexToUser == 1 && activityContextManager.CurrentActivityContext != ActivityContext.None)
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// indexToUser--;
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seString.Payloads.Insert(textPayloadIndex, new TextPayload(textPayload.Text.Substring(0, indexToUser)));
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// Add the content before the player
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seString.Payloads.Insert(textPayloadIndex, new TextPayload(textPayload.Text.Substring(0, textMatchIndex)));
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// Remove from the chopped text from the original payload
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textPayload.Text = textPayload.Text.Substring(indexToUser, textPayload.Text.Length - textMatchIndex);
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textPayload.Text = textPayload.Text.Substring(textMatchIndex, textPayload.Text.Length - textMatchIndex);
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}
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// TODO: Find out, why this does the correct thing but doesn't let process the name correctly.
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var textPayloadTextLenghOffset = /*textMatchIndex == 1 ? 1 :*/ 0;
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// This is the last reference to the local player in this payload
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if (textPayload.Text.Length == playerName.Length + textPayloadTextLenghOffset)
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if (textPayload.Text.Length == playerName.Length)
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{
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playerTextPayloads.Add(textPayload);
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break;
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@@ -97,7 +89,7 @@ namespace PlayerTags.Features
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seString.Payloads.Insert(textPayloadIndex, playerTextPayload);
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// Remove from the chopped text from the original payload
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textPayload.Text = textPayload.Text.Substring(0, playerName.Length + textPayloadTextLenghOffset);
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textPayload.Text = textPayload.Text.Substring(0, playerName.Length);
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textMatchIndex = textPayload.Text.IndexOf(playerName);
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}
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@@ -109,9 +101,6 @@ namespace PlayerTags.Features
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// Typically when you receive a player payload followed by a text payload, it displays the text
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// and links it with the player payload. When trying to make one of these manually, it displays the player payload separately,
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// effectively doubling up the player name.
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//var playerPayload = new PlayerPayload(playerName, PluginServices.ClientState.LocalPlayer.HomeWorld.Id);
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//seString.Payloads.Insert(seString.Payloads.IndexOf(playerTextPayload), playerPayload);
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// For now, don't follow up with a text payload. Only use a player payload.
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var playerPayload = new PlayerPayload(playerTextPayload.Text, PluginServices.ClientState.LocalPlayer.HomeWorld.Id);
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seString.Payloads.Insert(seString.Payloads.IndexOf(playerTextPayload), playerPayload);
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