Fixed linting issues
This commit is contained in:
@@ -57,28 +57,19 @@ export function UpdateTimerBar() {
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let numberOfTimers = 0;
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// Regulates visibility of Golden Cookie timer
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if (
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Game.shimmerTypes.golden.spawned === 0 &&
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!Game.Has('Golden switch [off]')
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) {
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if (Game.shimmerTypes.golden.spawned === 0 && !Game.Has('Golden switch [off]')) {
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l('CMTimerBarGC').style.display = '';
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l('CMTimerBarGCMinBar').style.width = `${Math.round(
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(Math.max(
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0,
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Game.shimmerTypes.golden.minTime - Game.shimmerTypes.golden.time,
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) *
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(Math.max(0, Game.shimmerTypes.golden.minTime - Game.shimmerTypes.golden.time) *
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maxWidthTwoBar) /
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Game.shimmerTypes.golden.maxTime,
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)}px`;
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if (CMOptions.TimerBarOverlay >= 1)
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l('CMTimerBarGCMinBar').textContent = Math.ceil(
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(Game.shimmerTypes.golden.minTime - Game.shimmerTypes.golden.time) /
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Game.fps,
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(Game.shimmerTypes.golden.minTime - Game.shimmerTypes.golden.time) / Game.fps,
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);
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else l('CMTimerBarGCMinBar').textContent = '';
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if (
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Game.shimmerTypes.golden.minTime === Game.shimmerTypes.golden.maxTime
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) {
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if (Game.shimmerTypes.golden.minTime === Game.shimmerTypes.golden.maxTime) {
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l('CMTimerBarGCMinBar').style.borderTopRightRadius = '10px';
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l('CMTimerBarGCMinBar').style.borderBottomRightRadius = '10px';
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} else {
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@@ -102,37 +93,27 @@ export function UpdateTimerBar() {
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);
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else l('CMTimerBarGCBar').textContent = '';
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l('CMTimerBarGCTime').textContent = Math.ceil(
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(Game.shimmerTypes.golden.maxTime - Game.shimmerTypes.golden.time) /
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Game.fps,
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(Game.shimmerTypes.golden.maxTime - Game.shimmerTypes.golden.time) / Game.fps,
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);
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numberOfTimers += 1;
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} else l('CMTimerBarGC').style.display = 'none';
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// Regulates visibility of Reindeer timer
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if (
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Game.season === 'christmas' &&
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Game.shimmerTypes.reindeer.spawned === 0
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) {
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if (Game.season === 'christmas' && Game.shimmerTypes.reindeer.spawned === 0) {
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l('CMTimerBarRen').style.display = '';
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l('CMTimerBarRenMinBar').style.width = `${Math.round(
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(Math.max(
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0,
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Game.shimmerTypes.reindeer.minTime - Game.shimmerTypes.reindeer.time,
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) *
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(Math.max(0, Game.shimmerTypes.reindeer.minTime - Game.shimmerTypes.reindeer.time) *
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maxWidthTwoBar) /
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Game.shimmerTypes.reindeer.maxTime,
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)}px`;
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if (CMOptions.TimerBarOverlay >= 1)
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l('CMTimerBarRenMinBar').textContent = Math.ceil(
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(Game.shimmerTypes.reindeer.minTime -
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Game.shimmerTypes.reindeer.time) /
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Game.fps,
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(Game.shimmerTypes.reindeer.minTime - Game.shimmerTypes.reindeer.time) / Game.fps,
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);
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else l('CMTimerBarRenMinBar').textContent = '';
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l('CMTimerBarRenBar').style.width = `${Math.round(
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(Math.min(
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Game.shimmerTypes.reindeer.maxTime -
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Game.shimmerTypes.reindeer.minTime,
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Game.shimmerTypes.reindeer.maxTime - Game.shimmerTypes.reindeer.minTime,
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Game.shimmerTypes.reindeer.maxTime - Game.shimmerTypes.reindeer.time,
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) *
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maxWidthTwoBar) /
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@@ -141,16 +122,13 @@ export function UpdateTimerBar() {
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if (CMOptions.TimerBarOverlay >= 1)
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l('CMTimerBarRenBar').textContent = Math.ceil(
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Math.min(
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Game.shimmerTypes.reindeer.maxTime -
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Game.shimmerTypes.reindeer.minTime,
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Game.shimmerTypes.reindeer.maxTime -
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Game.shimmerTypes.reindeer.time,
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Game.shimmerTypes.reindeer.maxTime - Game.shimmerTypes.reindeer.minTime,
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Game.shimmerTypes.reindeer.maxTime - Game.shimmerTypes.reindeer.time,
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) / Game.fps,
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);
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else l('CMTimerBarRenBar').textContent = '';
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l('CMTimerBarRenTime').textContent = Math.ceil(
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(Game.shimmerTypes.reindeer.maxTime - Game.shimmerTypes.reindeer.time) /
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Game.fps,
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(Game.shimmerTypes.reindeer.maxTime - Game.shimmerTypes.reindeer.time) / Game.fps,
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);
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numberOfTimers += 1;
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} else {
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@@ -180,13 +158,10 @@ export function UpdateTimerBar() {
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else timer.lastChild.children[1].textContent = '';
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timer.lastChild.children[1].style.width = `${Math.round(
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(Game.buffs[i].time *
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(maxWidthOneBar -
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Math.ceil(Game.buffs[i].time / Game.fps).toString().length * 8)) /
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(maxWidthOneBar - Math.ceil(Game.buffs[i].time / Game.fps).toString().length * 8)) /
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Game.buffs[i].maxTime,
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)}px`;
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timer.lastChild.children[2].textContent = Math.ceil(
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Game.buffs[i].time / Game.fps,
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);
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timer.lastChild.children[2].textContent = Math.ceil(Game.buffs[i].time / Game.fps);
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numberOfTimers += 1;
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BuffTimerBars[Game.buffs[i].name] = timer;
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}
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