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Fix: Only retain target level if not reached
Signed-off-by: Knut Ahlers <knut@ahlers.me>
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1 changed files with 5 additions and 1 deletions
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@ -122,7 +122,11 @@ func getPlayerInfo(name string, activities int) (*playerInfo, error) {
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if playerInfoCache != nil {
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if playerInfoCache != nil {
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for i, nSk := range out.SkillValues {
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for i, nSk := range out.SkillValues {
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oSk := playerInfoCache.GetSkill(nSk.ID)
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oSk := playerInfoCache.GetSkill(nSk.ID)
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if oSk.TargetLevel > nSk.Level {
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out.SkillValues[i].TargetLevel = oSk.TargetLevel
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out.SkillValues[i].TargetLevel = oSk.TargetLevel
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}
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if oSk.XP == nSk.XP {
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if oSk.XP == nSk.XP {
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out.SkillValues[i].Updated = oSk.Updated
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out.SkillValues[i].Updated = oSk.Updated
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continue
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continue
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