Always check first if a feature is enabled before doing anything else to increase compatibility with other modules
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@@ -26,13 +26,13 @@ export function onRenderChatMessage(message, html, data) {
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// Creates a chat message stating that a player tried to open a locked door
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export function onDoorLeftClick() {
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const state = this.wall.data.ds
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const states = CONST.WALL_DOOR_STATES
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// Check if this feature is enabled
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if (!game.settings.get(settingsKey, "lockedDoorAlert"))
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return false
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const state = this.wall.data.ds
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const states = CONST.WALL_DOOR_STATES
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// Only create messages when the door is locked.
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if (state != states.LOCKED)
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return false
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@@ -3,7 +3,7 @@ import * as Util from "../util.js"
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// Inject settings for synchronized doors
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export function onRederWallConfig(wallConfig, html, data) {
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if (data.isDoor && game.settings.get(settingsKey, "synchronizedDoors")) {
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if (game.settings.get(settingsKey, "synchronizedDoors") && data.isDoor) {
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// Inject settings
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const synchronizedSettings = `
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<p class="notes">${game.i18n.localize("smart-doors.ui.synchronizedDoors.description")}</p>
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@@ -2,7 +2,7 @@ import {settingsKey} from "../settings.js"
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// Toggles between normal and secret doors
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export function onDoorLeftClick(event) {
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if (event.data.originalEvent.ctrlKey && game.user.isGM && game.settings.get(settingsKey, "toggleSecretDoors")) {
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if (game.settings.get(settingsKey, "toggleSecretDoors") && event.data.originalEvent.ctrlKey && game.user.isGM) {
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const types = CONST.WALL_DOOR_TYPES
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const newtype = this.wall.data.door === types.DOOR ? types.SECRET : types.DOOR
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this.wall.update({door: newtype})
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