More refactoring and cleanup
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@@ -237,7 +237,9 @@ util::IdVector World::get_near_unsorted(int64_t player_id, float radius, bool ex
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// Find out where's the center of the world.
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const AnimStep &aqback = player->anim_queue_.back();
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if (exclude_nowhere && (aqback.plane() == "nowhere")) {
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return IdVector();
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IdVector idv;
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idv.push_back(player_id);
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return idv;
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}
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return plane_map_.scan_radius(aqback.plane(), aqback.xyz().x, aqback.xyz().y, radius, player_id);
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@@ -274,7 +276,7 @@ int64_t World::create_login_actor() {
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void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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assert(stack_is_clear());
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gui->clear();
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gui->clear(place_id);
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lua_State *L = state();
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LuaVar actor, place, ugui, func, tangibles, mt, index;
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@@ -316,7 +318,7 @@ void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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close_lthread_state();
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Gui::store_global_pointer(L, nullptr);
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if (status != 0) {
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gui->clear();
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gui->clear(0);
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std::cerr << lua_tostring(L, -1);
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LS.result();
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return;
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