Spell checking, s-z, plus a couple of missed ones.
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@ -251,7 +251,7 @@ window.setupMap = function() {
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map.on('moveend', function(e) {
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// two limits on map position
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// we wrap longitude (the L.LatLng 'wrap' method) - so we don't find outselves looking beyond +-180 degrees
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// we wrap longitude (the L.LatLng 'wrap' method) - so we don't find ourselves looking beyond +-180 degrees
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// then latitude is clamped with the clampLatLng function (to the 85 deg north/south limits)
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var newPos = clampLatLng(map.getCenter().wrap());
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if (!map.getCenter().equals(newPos)) {
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@ -7,7 +7,7 @@ window.DataCache = function() {
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// stale cache entries can be updated (that's what the optional 'timestampMs' field in getThinnedEntities is
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// for, retrieving deltas) so use a long max age to take advantage of this
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// however, ther must be an overall limit on the maximum age of data from the servers, otherwise the deletedEntity
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// however, there must be an overall limit on the maximum age of data from the servers, otherwise the deletedEntity
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// entries would grow indefinitely. an hour seems reasonable from experience with the data, so 55 mins max cache time
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// this.REQUEST_CACHE_MAX_AGE = 55*60; // maximum cache age. entries are deleted from the cache after this time
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//UPDATE: this timestampMs parameter doesn't work, so reduced max age to limit RAM usage
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@ -127,7 +127,7 @@ window.Render.prototype.processGameEntities = function(entities) {
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// is considered complete
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window.Render.prototype.endRenderPass = function() {
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// check to see if there's eny entities we haven't seen. if so, delete them
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// check to see if there are any entities we haven't seen. if so, delete them
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for (var guid in window.portals) {
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// special case for selected portal - it's kept even if not seen
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if (!(guid in this.seenPortalsGuid) && guid !== selectedPortal) {
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@ -567,7 +567,7 @@ window.Render.prototype.resetPortalClusters = function() {
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}
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// add the portal to the visiable map layer unless we pass the cluster limits
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// add the portal to the visible map layer unless we pass the cluster limits
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window.Render.prototype.addPortalToMapLayer = function(portal) {
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var cid = this.getPortalClusterID(portal);
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@ -238,7 +238,7 @@ function extractMungeFromStock() {
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var activeMunge = null;
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// attempt to guess the munge set in use, by looking therough the functions of the stock intel page for one of the munged params
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// attempt to guess the munge set in use, by looking through the functions of the stock intel page for one of the munged params
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window.detectActiveMungeSet = function() {
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// first, try and parse the stock functions and extract the munges directly
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@ -54,7 +54,7 @@ window.renderPortalDetails = function(guid) {
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//(at some future point we can iterate through all the artifact types and add rows as needed)
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var jarvisArtifact = artifact.getPortalData (guid, 'jarvis');
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if (jarvisArtifact) {
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// the genFourColumnTable function below doesn't handle cases where one column is null and the other isn't - so default to *someting* in both columns
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// the genFourColumnTable function below doesn't handle cases where one column is null and the other isn't - so default to *something* in both columns
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var target = ['',''], shards = ['shards','(none)'];
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if (jarvisArtifact.target) {
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target = ['target', '<span class="'+TEAM_TO_CSS[jarvisArtifact.target]+'">'+(jarvisArtifact.target==TEAM_RES?'Resistance':'Enlightened')+'</span>'];
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@ -6,7 +6,7 @@ window.renderUpdateStatus = function() {
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// portal level display
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var t = '<span class="help portallevel" title="Indicates portal levels displayed. Zoom in to display lower level portals.">';
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if(!window.isSmartphone()) // space is valueable
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if(!window.isSmartphone()) // space is valuable
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t += '<b>portals</b>: ';
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var minlvl = getMinPortalLevel();
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if(minlvl === 0)
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