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- New feature: sector fortification allows to construct structures in sectors in a much easier way than by using amerc to build 'by hand'. Fortification nodes are in a subfolder in Profiles and can easily be altered and exchanged, even in an ongoing game.
Fully savegame compatible. GameDir >= r2296 is recommended, but not required. - Cleaned up cover display functions. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8094 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -846,6 +846,9 @@ static int l_AddVolunteers( lua_State *L );
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static int l_CreateArmedCivilain( lua_State *L );
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static int l_BuildFortification( lua_State *L );
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static int l_RemoveFortification( lua_State *L );
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static int l_GetFact( lua_State *L );
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static int l_SetFact( lua_State *L );
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@@ -1703,6 +1706,9 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register( L, "AddVolunteers", l_AddVolunteers );
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lua_register(L, "CreateArmedCivilain", l_CreateArmedCivilain );
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lua_register( L, "BuildFortification", l_BuildFortification );
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lua_register( L, "RemoveFortification", l_RemoveFortification );
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lua_register(L, "GetFact", l_GetFact );
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lua_register(L, "SetFact", l_SetFact );
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@@ -2595,6 +2601,8 @@ BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8 bSector
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lua_register(_LS.L(), "CheckForKingpinsMoneyMissing", l_FunctionCheckForKingpinsMoneyMissing);
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lua_register(_LS.L(), "SetProfileStrategicInsertionData", l_ProfilesStrategicInsertionData );
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lua_register(_LS.L(), "CreateArmedCivilain", l_CreateArmedCivilain );
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lua_register(_LS.L(), "BuildFortification", l_BuildFortification );
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lua_register(_LS.L(), "RemoveFortification", l_RemoveFortification );
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IniFunction( _LS.L(), TRUE );
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IniGlobalGameSetting( _LS.L() );
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@@ -13066,6 +13074,35 @@ static int l_CreateArmedCivilain( lua_State *L )
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return 0;
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}
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static int l_BuildFortification( lua_State *L )
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{
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if ( lua_gettop( L ) )
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{
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INT32 sGridNo = lua_tointeger( L, 1 );
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INT8 sLevel = lua_tointeger( L, 2 );
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UINT8 usIndex = lua_tointeger( L, 3 );
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UINT8 usStructureIndex = lua_tointeger( L, 4 );
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BuildFortification( sGridNo, sLevel, usIndex, usStructureIndex );
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}
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return 0;
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}
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static int l_RemoveFortification( lua_State *L )
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{
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if ( lua_gettop( L ) )
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{
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INT32 sGridNo = lua_tointeger( L, 1 );
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INT8 sLevel = lua_tointeger( L, 2 );
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UINT8 usStructureIndex = lua_tointeger( L, 3 );
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RemoveFortification( sGridNo, sLevel, usStructureIndex );
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}
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return 0;
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}
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static int l_GetFact( lua_State *L )
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{
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UINT8 val = 0;
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