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Initialized many variables
Fix for enemy invasions and reinforcements git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1192 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -51,6 +51,8 @@ static LuaAttrib* LuaCommonGetSet( lua_State *L )
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else
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{
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luaL_argcheck( L, 0, 2, "Invalid index to the table" );
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// The last function doesn't return, but gotta keep the compiler happy
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return NULL;
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}
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for ( ; Attributes->name; Attributes++ )
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@@ -46,8 +46,9 @@
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RuntimeLibrary="1"
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RuntimeTypeInfo="false"
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UsePrecompiledHeader="0"
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WarningLevel="3"
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WarningLevel="4"
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DebugInformationFormat="4"
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DisableSpecificWarnings="4100"
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/>
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<Tool
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Name="VCManagedResourceCompilerTool"
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+2
-3
@@ -83,7 +83,7 @@ static int LuaWStringChar( lua_State *L )
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len--;
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for( idx=0; idx<len; idx++)
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{
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str[ idx ] = luaL_checkint( L, idx + 1 );
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str[ idx ] = (CHAR16) luaL_checkint( L, idx + 1 );
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}
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str[ idx ] = 0;
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@@ -213,7 +213,6 @@ static int LuaWStringUpper( lua_State *L )
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static int LuaWStringToString( lua_State *L )
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{
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TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
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int len = tw->len;
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int newlen;
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STR8 newstr = NULL;
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@@ -227,7 +226,7 @@ static int LuaWStringToString( lua_State *L )
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static int LuaWStringIndex( lua_State *L )
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{
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TWString *tw = (TWString*) luaL_checkudata( L, 1, "wstring" );
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luaL_checkudata( L, 1, "wstring" );
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const CHAR8 *idx = luaL_checkstring( L, 2 );
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// Disqualify metafunctions
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