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3 Commits
77490ae8df
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2490a7105a
| Author | SHA1 | Date | |
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| 2490a7105a | |||
| c820748eca | |||
| 2244f6494b |
@@ -39,6 +39,8 @@
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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---@diagnostic disable
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require("PGDebug")
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YieldCount = 0;
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@@ -52,7 +54,6 @@ function ScriptExit()
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end
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function Sleep(time)
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--DebugMessage("Sleeping... SleepTime: %.3f, CurTime: %.3f\n", time, GetCurrentTime())
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ThreadValue.Set("StartTime", GetCurrentTime())
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while GetCurrentTime() - ThreadValue("StartTime") < time do
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@@ -64,7 +65,6 @@ end
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-- Service the block until optional max duration has expired or alternate break function returns true
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-- Pass -1 max_duration to use optional alternate break function with no time limit
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function BlockOnCommand(block, max_duration, alternate_break_func)
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PumpEvents()
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if not block then
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@@ -84,7 +84,7 @@ function BlockOnCommand(block, max_duration, alternate_break_func)
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PumpEvents()
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if ((max_duration ~= nil) and (max_duration ~= -1)
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and (GetCurrentTime() - ThreadValue("BlockStart") > max_duration)) then
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and (GetCurrentTime() - ThreadValue("BlockStart") > max_duration)) then
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--MessageBox("%s -- Had a time limit and it expired", tostring(Script))
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return nil
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end
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@@ -93,7 +93,6 @@ function BlockOnCommand(block, max_duration, alternate_break_func)
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--MessageBox("%s-- had a break func and it returned true", tostring(Script))
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return nil
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end
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until (block.IsFinished() == true)
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PumpEvents()
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@@ -116,7 +115,6 @@ function TestCommand(block)
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end
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function PumpEvents()
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if Object and type(Object) == "userdata" then
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Object.Service_Wrapper()
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end
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@@ -183,24 +181,23 @@ function Dirty_Floor(val)
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end
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-- Machine independent modulus function
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function Simple_Mod(a,b)
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function Simple_Mod(a, b)
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--return a-b*math.floor(a/b)
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return a-b*Dirty_Floor(a/b)
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return a - b * Dirty_Floor(a / b)
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end
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-- Returns if something happened, given a % chance
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function Chance(seed, percent)
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roll = Simple_Mod((seed + 1), 100)
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is_allowed = roll < percent
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DebugMessage("%s -- seed:%d percent:%d roll:%d is_allowed:%s", tostring(Script), seed, percent, roll, tostring(is_allowed))
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DebugMessage("%s -- seed:%d percent:%d roll:%d is_allowed:%s", tostring(Script), seed, percent, roll,
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tostring(is_allowed))
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return is_allowed
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end
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function GetCurrentMinute()
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--return math.floor(GetCurrentTime()/60)
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return Dirty_Floor(GetCurrentTime()/60)
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return Dirty_Floor(GetCurrentTime() / 60)
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end
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-- Every X seconds, the AI will have a new opportunity to see if it's allowed to use an ability
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@@ -219,41 +216,38 @@ function GetChanceAllowed(difficulty)
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return chance
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end
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function PlayerSpecificName(player_object, var_name)
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-- ret_value = tostring(player_object.Get_ID()) .. "_" .. var_name
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-- DebugMessage("%s -- creating player specific string %s.", tostring(Script), ret_value)
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-- return ret_value
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return (tostring("PLAYER" .. player_object.Get_ID()) .. "_" .. var_name)
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-- ret_value = tostring(player_object.Get_ID()) .. "_" .. var_name
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-- DebugMessage("%s -- creating player specific string %s.", tostring(Script), ret_value)
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-- return ret_value
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return (tostring("PLAYER" .. player_object.Get_ID()) .. "_" .. var_name)
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end
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function Flush_G()
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entries_for_deletion = {}
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--Define the set of tables that we had better keep around
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very_important_tables = {
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_LOADED,
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coroutine,
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string,
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LuaWrapperMetaTable,
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_G,
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security,
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table,
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entries_for_deletion
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}
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_LOADED,
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coroutine,
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string,
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LuaWrapperMetaTable,
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_G,
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security,
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table,
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entries_for_deletion
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}
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--Silly thing is nil (we think) if we try to add it earlier
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table.insert(very_important_tables, very_important_tables)
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--Iterate all globals
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for i,g_entry in pairs(_G) do
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for i, g_entry in pairs(_G) do
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if type(g_entry) == "table" then
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--Tables are inherently unsafe: who knows what might be in there?
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--If they're not in the list of things we must keep then they go.
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for j,important_entry in pairs(very_important_tables) do
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for j, important_entry in pairs(very_important_tables) do
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if important_entry == g_entry then
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keep_table = true
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end
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@@ -263,7 +257,6 @@ function Flush_G()
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end
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keep_table = nil
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elseif type(g_entry) == "userdata" then
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--Some User Data (e.g. our code functions) should be kept, but some is very, very dangerous.
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--Query the object to see whether it's safe to persist.
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@@ -271,17 +264,13 @@ function Flush_G()
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if not g_entry.Is_Pool_Safe() then
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table.insert(entries_for_deletion, i)
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end
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end
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end
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for i,bad_entry in pairs(entries_for_deletion) do
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for i, bad_entry in pairs(entries_for_deletion) do
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_G[bad_entry] = nil
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end
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entries_for_deletion = nil
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very_important_tables = nil
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end
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@@ -39,6 +39,7 @@
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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---@diagnostic disable
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function DebugEventAlert(event, params)
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message = tostring(Script) .. ": handled event " .. tostring(event)
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@@ -70,6 +70,16 @@ end
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---@type FactionStruct[]
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Factions = DefineFactions()
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-- ==================================================
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-- Define Spectator Constants
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-- ==================================================
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---Space marker used to identify the spectator player.
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Spectator_Marker_Space = "Spectator_Reveal_Marker"
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---Land marker used to identify the spectator player.
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Spectator_Marker_Land = "Spectator_Reveal_Marker_Land"
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-- ==================================================
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-- Define UI Constants
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-- ==================================================
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@@ -77,12 +87,16 @@ Factions = DefineFactions()
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---GUI Component to display game time.
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UI_GameTime = "s_select_41"
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---GUI Components to display Team 1 credits.
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---GUI Component to display Team 1 faction icon.
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UI_IconT1 = "s_health_42"
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--- GUI Component to display Team 1 credits text.
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UI_CreditsT1 = "s_health_41"
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---GUI Component to display Team 2 credits.
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---GUI Component to display Team 2 faction icon.
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UI_IconT2 = "s_shield_42"
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---GUI Component to display Team 2 credits text.
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UI_CreditsT2 = "s_shield_41"
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---GUI Component to enable/disable population.
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@@ -90,16 +104,3 @@ UI_PlanetaryPop = "text_planetary_pop"
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---GUI Component to enable/disable tactical credits.
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UI_CreditsTactical = "text_credits_tactical"
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---Gets the specator marker for the game mode.
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---@param gameMode string Game mode.
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---@return string|nil
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function GetSpectatorMarkerName(gameMode)
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if StringCompare(gameMode, "Space") then
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return "Spectator_Reveal_Marker"
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elseif StringCompare(gameMode, "Land") then
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return "Spectator_Reveal_Marker_Land"
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end
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return nil
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end
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@@ -24,9 +24,15 @@ function SkirmishGameClass:New(gameMode)
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local function FindSpectators()
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---@type SpectatorStruct[]
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local spectators = {}
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local spectatorMarker = GetSpectatorMarkerName(gameMode)
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local spectatorMarker = nil
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if spectatorMarker ~= nil then
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if StringCompare(gameMode, "Space") then
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spectatorMarker = Spectator_Marker_Space
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elseif StringCompare(gameMode, "Land") then
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spectatorMarker = Spectator_Marker_Land
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end
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if spectatorMarker then
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for k, marker in pairs(Find_All_Objects_Of_Type(spectatorMarker)) do
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local playerWrapper = marker.Get_Owner()
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local playerId = playerWrapper.Get_ID()
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@@ -63,6 +63,7 @@ function Base_Definitions()
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end
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---Main script function. Does event pumps and servicing.
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---@diagnostic disable-next-line
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function main()
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DebugMessage("%s -- In main.", tostring(Script))
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@@ -412,7 +413,7 @@ function Init_Tactical(gameMode)
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GUIManager:InitTactical(TacticalGame)
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end
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---Resets Tactica mode.
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---Resets Tactical mode.
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function Reset_Tactical()
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DebugMessage("%s -- Resetting Tactical rules.", tostring(Script))
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Reset_Tactical_Stats()
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@@ -434,6 +435,7 @@ function Init_Skirmish(gameMode)
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GUIManager:InitSkirmish(SkirmishGame)
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end
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---Resets Skirmish mode.
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function Reset_Skirmish()
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DebugMessage("%s -- Resetting Skirmish Tactical rules.", tostring(Script))
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Reset_Stats()
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Reference in New Issue
Block a user