plugin guess-player-levels: take account of reso max deploy range when guessing level from attack notifications - which also means this is now an accurate guess
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		@@ -2,7 +2,7 @@
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// @id             iitc-plugin-guess-player-levels@breunigs
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// @name           IITC plugin: guess player level
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// @category       Info
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// @version        0.5.5.@@DATETIMEVERSION@@
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// @version        0.5.6.@@DATETIMEVERSION@@
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// @namespace      https://github.com/jonatkins/ingress-intel-total-conversion
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// @updateURL      @@UPDATEURL@@
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// @downloadURL    @@DOWNLOADURL@@
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@@ -309,9 +309,18 @@ window.plugin.guessPlayerLevels.handleAttackData = function(nick, latlngs) {
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  }
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  var burster = window.plugin.guessPlayerLevels.BURSTER_RANGES;
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  for(var i=1; i<burster.length; i++) {
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    if(range > burster[i]) {
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      window.plugin.guessPlayerLevels.savePlayerLevel(nick, Math.min(i+1, MAX_PORTAL_LEVEL), false);
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  // res can be up to 40m from a portal, so attack notifications for portals, say, 100m apart could
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  // actually be a weapn range as low as 20m. however, typical deployments are a bit less than 40m, and resonators
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  // can only be deployed on the 8 compass points. a value of 40m x 2 would never be wrong
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  var reso_range_correction = 40*2;
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  // however, the full correction often under-estimates.
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  for(var i=burster.length-1; i>=1; i--) {
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    if(range >= (burster[i]+reso_range_correction)) {
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      window.plugin.guessPlayerLevels.savePlayerLevel(nick, Math.min(i+1, MAX_PORTAL_LEVEL), true);
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      break;
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    }
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  }
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