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https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
Makes singleton variable name of NotificationCenter lowercase
When we require a singleton, its instance name should be named by lowercase, since it is not a class. Relates to #128
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parent
ffc55a204a
commit
3cb2e39a18
57 changed files with 262 additions and 262 deletions
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@ -6,7 +6,7 @@ define([
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"Game/Client/View/Abstract/Layer"
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],
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function (Parent, CoreItem, Settings, Nc, Layer) {
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function (Parent, CoreItem, Settings, nc, Layer) {
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"use strict";
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@ -40,10 +40,10 @@ function (Parent, CoreItem, Settings, Nc, Layer) {
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self.limbMeshes[name] = mesh;
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}
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Nc.trigger(Nc.ns.client.view.mesh.add, self.layerId, mesh);
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nc.trigger(nc.ns.client.view.mesh.add, self.layerId, mesh);
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}
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Nc.trigger(Nc.ns.client.view.mesh.create,
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nc.trigger(nc.ns.client.view.mesh.create,
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this.layerId,
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texturePath + name + ".png",
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callback,
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@ -64,7 +64,7 @@ function (Parent, CoreItem, Settings, Nc, Layer) {
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if(this.limbs) {
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for(var name in this.limbMeshes) {
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if(this.limbs[name]) {
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Nc.trigger(Nc.ns.client.view.mesh.update,
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.limbMeshes[name],
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{
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@ -85,7 +85,7 @@ function (Parent, CoreItem, Settings, Nc, Layer) {
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CoreItem.prototype.flip.call(this, direction);
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if(oldFlipDirection != direction) {
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Nc.trigger(Nc.ns.client.view.mesh.update,
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.mesh,
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{
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@ -94,7 +94,7 @@ function (Parent, CoreItem, Settings, Nc, Layer) {
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);
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for (var name in this.limbMeshes) {
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Nc.trigger(Nc.ns.client.view.mesh.update,
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.limbMeshes[name],
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{
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@ -108,7 +108,7 @@ function (Parent, CoreItem, Settings, Nc, Layer) {
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RagDoll.prototype.destroy = function() {
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for (var name in this.limbMeshes) {
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Nc.trigger(Nc.ns.client.view.mesh.remove, this.layerId, this.limbMeshes[name]);
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nc.trigger(nc.ns.client.view.mesh.remove, this.layerId, this.limbMeshes[name]);
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};
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Parent.prototype.destroy.call(this);
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@ -5,7 +5,7 @@ define([
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"Lib/Utilities/NotificationCenter",
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],
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function (Parent, Layer, Settings, Nc) {
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function (Parent, Layer, Settings, nc) {
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"use strict";
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@ -131,10 +131,10 @@ function (Parent, Layer, Settings, Nc) {
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self.limbMeshes[name] = mesh;
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Nc.trigger(Nc.ns.client.view.mesh.add, self.layerId, mesh);
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nc.trigger(nc.ns.client.view.mesh.add, self.layerId, mesh);
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// setting shirt color
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Nc.trigger(Nc.ns.client.view.mesh.addFilter, self.layerId, mesh, "colorRangeReplace", {
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nc.trigger(nc.ns.client.view.mesh.addFilter, self.layerId, mesh, "colorRangeReplace", {
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minColor: 0x3b4a31,
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maxColor: 0x6d855d,
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newColor: self.primaryColor,
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@ -142,7 +142,7 @@ function (Parent, Layer, Settings, Nc) {
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});
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};
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Nc.trigger(Nc.ns.client.view.mesh.create,
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nc.trigger(nc.ns.client.view.mesh.create,
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this.layerId,
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texturePath + name + ".png",
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callback,
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@ -160,7 +160,7 @@ function (Parent, Layer, Settings, Nc) {
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RubeDoll.prototype.destroy = function() {
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for (var name in this.limbMeshes) {
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Nc.trigger(Nc.ns.client.view.mesh.remove, this.layerId, this.limbMeshes[name]);
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nc.trigger(nc.ns.client.view.mesh.remove, this.layerId, this.limbMeshes[name]);
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};
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Parent.prototype.destroy.call(this);
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@ -169,7 +169,7 @@ function (Parent, Layer, Settings, Nc) {
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RubeDoll.prototype.render = function() {
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//Parent.prototype.render.call(this);
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Nc.trigger(Nc.ns.client.view.mesh.update,
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.mesh,
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{
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@ -182,7 +182,7 @@ function (Parent, Layer, Settings, Nc) {
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if(this.limbs) {
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for(var name in this.limbMeshes) {
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if(this.limbs[name]) {
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Nc.trigger(Nc.ns.client.view.mesh.update,
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.limbMeshes[name],
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{
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@ -205,29 +205,29 @@ function (Parent, Layer, Settings, Nc) {
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this.lastFlipDirection = direction;
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Nc.trigger(Nc.ns.client.view.mesh.swapMeshIndexes,
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nc.trigger(nc.ns.client.view.mesh.swapMeshIndexes,
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this.layerId,
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this.limbMeshes["lowerRightLeg"],
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this.limbMeshes["lowerLeftLeg"]
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);
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Nc.trigger(Nc.ns.client.view.mesh.swapMeshIndexes,
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nc.trigger(nc.ns.client.view.mesh.swapMeshIndexes,
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this.layerId,
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this.limbMeshes["upperRightLeg"],
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this.limbMeshes["upperLeftLeg"]
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);
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Nc.trigger(Nc.ns.client.view.mesh.swapMeshIndexes,
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nc.trigger(nc.ns.client.view.mesh.swapMeshIndexes,
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this.layerId,
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this.limbMeshes["lowerRightArm"],
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this.limbMeshes["lowerLeftArm"]
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);
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Nc.trigger(Nc.ns.client.view.mesh.swapMeshIndexes,
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nc.trigger(nc.ns.client.view.mesh.swapMeshIndexes,
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this.layerId,
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this.limbMeshes["upperRightArm"],
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this.limbMeshes["upperLeftArm"]
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);
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// swap short images
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Nc.trigger(Nc.ns.client.view.mesh.swapMeshes,
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nc.trigger(nc.ns.client.view.mesh.swapMeshes,
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this.layerId,
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this.limbMeshes["upperRightLeg"],
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this.limbMeshes["upperLeftLeg"]
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@ -238,7 +238,7 @@ function (Parent, Layer, Settings, Nc) {
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if(this.limbs) {
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for(var name in this.limbMeshes) {
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if(this.limbs[name]) {
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Nc.trigger(Nc.ns.client.view.mesh.update,
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nc.trigger(nc.ns.client.view.mesh.update,
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this.layerId,
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this.limbMeshes[name],
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{
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