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Fix freeze_displayed_players on quest end
...if module visibility is disabled during the quest
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@@ -83,17 +83,24 @@ function damage_meter_UI.draw()
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end
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local quest_players = {};
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if damage_meter_UI.freeze_displayed_players and damage_meter_UI.last_displayed_players ~= {} then
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xy = string.format("freeze: %s\nis_empty: %s\n", tostring(damage_meter_UI.freeze_displayed_players), tostring(table_helpers.is_empty(damage_meter_UI.last_displayed_players)));
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xy = xy .. table_helpers.tostring(damage_meter_UI.last_displayed_players);
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if damage_meter_UI.freeze_displayed_players and not table_helpers.is_empty(damage_meter_UI.last_displayed_players) then
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xy = 1;
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quest_players = damage_meter_UI.last_displayed_players;
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elseif quest_status.flow_state == quest_status.flow_states.IN_LOBBY or quest_status.flow_state == quest_status.flow_states.IN_TRAINING_AREA then
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xy = 2;
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local player_info_list = hunter_info_field:get_data(singletons.lobby_manager);
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quest_players = damage_meter_UI.get_players(player_info_list);
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else
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xy = 3;
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local player_info_list = quest_hunter_info_field:get_data(singletons.lobby_manager);
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quest_players = damage_meter_UI.get_players(player_info_list);
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end
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if not damage_meter_UI.freeze_displayed_players then
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if not damage_meter_UI.freeze_displayed_players or table_helpers.is_empty(damage_meter_UI.last_displayed_players) then
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if #quest_players ~= 0 then
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-- sort here
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if cached_config.sorting.type == "Normal" then
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