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The-Modding-Tree/js/temp.js

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function updateTemp() {
if (!tmp.challActive) {tmp.challActive = {}}
for (layer in layers) {
if(layers[layer].challs !== undefined){
tmp.challActive[layer] = {}
updateChallTemp(layer)
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}
}
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if (!tmp.layerEffs) tmp.layerEffs = {}
for (layer in layers) if (layers[layer].effect) tmp.layerEffs[layer] = layers[layer].effect()
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if (!tmp.layerReqs) tmp.layerReqs = {}
for (layer in layers) tmp.layerReqs[layer] = layers[layer].requires()
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if (!tmp.gainMults) tmp.gainMults = {}
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if (!tmp.gainExp) tmp.gainExp = {}
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if (!tmp.resetGain) tmp.resetGain = {}
if (!tmp.nextAt) tmp.nextAt = {}
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if (!tmp.layerAmt) tmp.layerAmt = {}
for (layer in layers) {
tmp.layerAmt[layer] = layers[layer].baseAmount()
tmp.gainMults[layer] = layers[layer].gainMult()
tmp.gainExp[layer] = layers[layer].gainExp()
tmp.resetGain[layer] = getResetGain(layer)
tmp.nextAt[layer] = getNextAt(layer)
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}
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tmp.pointGen = getPointGen()
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for (layer in layers){
if (layers[layer].updateTemp) layers[layer].updateTemp()
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}
}
function updateChallTemp(layer) {
if (player[layer] === undefined) return
let data = tmp.challActive[layer]
let data2 = layers[layer].challs
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let customActive = data2.active !== undefined
for (let row = 1; row <= data2.rows; row++) {
for (let col = 1; col <= data2.cols; col++) {
let id = row * 10 + col
if (customActive ? data2.active(id) : player[layer].active == id) data[id] = 1
else delete data[id]
}
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}
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}