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Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-11
@@ -82,7 +82,7 @@ static int LuaGetSoldierLevel( lua_State *L )
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}
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else
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{
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lua_pushinteger( L, pSoldier->bLevel);
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lua_pushinteger( L, pSoldier->pathing.bLevel);
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}
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return 1;
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}
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@@ -94,7 +94,7 @@ static int LuaSetSoldierLevel( lua_State *L )
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int newlevel = luaL_checkinteger( L, 3);
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luaL_argcheck( L, newlevel >= 0 && newlevel <= 1, 2, "The level must be 1 or 0" );
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HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, (BOOLEAN) newlevel, TRUE );
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SetSoldierHeight( pSoldier, (FLOAT)50*newlevel );
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pSoldier->SetSoldierHeight((FLOAT)50*newlevel );
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HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, (BOOLEAN) newlevel, TRUE );
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return 0;
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}
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@@ -130,10 +130,10 @@ static int LuaSoldierWalkTo( lua_State *L )
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SOLDIERTYPE *pSoldier = *ppSoldier;
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int newgrid = luaL_checkinteger( L, 2);
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luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
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pSoldier->bAction = AI_ACTION_WALK;
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pSoldier->usActionData = (INT16) newgrid;
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pSoldier->bPathStored = FALSE;
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pSoldier->bActionInProgress = ExecuteAction( pSoldier);
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pSoldier->aiData.bAction = AI_ACTION_WALK;
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pSoldier->aiData.usActionData = (INT16) newgrid;
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pSoldier->pathing.bPathStored = FALSE;
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pSoldier->aiData.bActionInProgress = ExecuteAction( pSoldier);
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return 0;
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}
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@@ -143,10 +143,10 @@ static int LuaSoldierRunTo( lua_State *L )
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SOLDIERTYPE *pSoldier = *ppSoldier;
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int newgrid = luaL_checkinteger( L, 2);
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luaL_argcheck( L, newgrid > 0 && newgrid <= NOWHERE, 2, "The grid number must be on screen!" );
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pSoldier->bAction = AI_ACTION_RUN;
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pSoldier->usActionData = (INT16) newgrid;
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pSoldier->bPathStored = FALSE;
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pSoldier->bActionInProgress = ExecuteAction( pSoldier);
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pSoldier->aiData.bAction = AI_ACTION_RUN;
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pSoldier->aiData.usActionData = (INT16) newgrid;
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pSoldier->pathing.bPathStored = FALSE;
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pSoldier->aiData.bActionInProgress = ExecuteAction( pSoldier);
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return 0;
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}
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@@ -155,7 +155,7 @@ static int LuaSoldierChangeStance( lua_State *L )
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SOLDIERTYPE **ppSoldier = (SOLDIERTYPE**) luaL_checkudata( L, 1, SOLDIER_CLASS );
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SOLDIERTYPE *pSoldier = *ppSoldier;
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int newstance = luaL_checkinteger( L, 2);
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ChangeSoldierStance( pSoldier, (UINT8) newstance);
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pSoldier->ChangeSoldierStance( (UINT8) newstance);
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return 0;
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}
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