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synced 2026-07-22 13:40:22 +02:00
Remove useless lua gameclock variables, add lua externalized function to heal boxers
- These gameclock variables were not updated properly so it created a discrepancy between it and the proper gameclock variables, and it was causing issues with the lua hourly update script - Function that heals boxers after they finish resting
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@@ -249,10 +249,6 @@ void AdvanceClock( UINT8 ubWarpCode )
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guiDay = ( guiGameClock / NUM_SEC_IN_DAY );
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guiHour = ( guiGameClock - ( guiDay * NUM_SEC_IN_DAY ) ) / NUM_SEC_IN_HOUR;
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guiMin = ( guiGameClock - ( ( guiDay * NUM_SEC_IN_DAY ) + ( guiHour * NUM_SEC_IN_HOUR ) ) ) / NUM_SEC_IN_MIN;
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uiHourLua = guiHour;
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uiDayLua = guiDay;
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uiMinLua = guiMin;
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swprintf( WORLDTIMESTR, L"%s %d, %02d:%02d", gpGameClockString[ STR_GAMECLOCK_DAY_NAME ], guiDay, guiHour, guiMin );
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@@ -859,6 +859,7 @@ static int l_PlayerTeamFull(lua_State* L);
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static int l_ProfilesStrategicInsertionData(lua_State* L);
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static int l_HealBoxers(lua_State* L);
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static int l_ResetBoxers(lua_State* L);
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static int l_AddVolunteers(lua_State* L);
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@@ -912,9 +913,6 @@ static int l_SetIntelAndQuestMapDataForSector(lua_State* L);
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using namespace std;
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UINT16 idProfil;
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UINT32 uiHourLua;
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UINT32 uiDayLua;
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UINT32 uiMinLua;
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UINT16 PROFILLUA_sSectorX;
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UINT16 PROFILLUA_sSectorY;
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@@ -1189,6 +1187,7 @@ static void IniFunction(lua_State* L, BOOLEAN bQuests)
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lua_register(L, "TacticalCharacterDialogueWithSpecialEvent", l_TacticalCharacterDialogueWithSpecialEvent);
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lua_register(L, "SetSalary", l_MercSalary);
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lua_register(L, "SetProfileStrategicInsertionData", l_ProfilesStrategicInsertionData);
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lua_register(L, "HealBoxers", l_HealBoxers);
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//Get merc
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lua_register(L, "GetDirection", l_GetDirection); //new
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@@ -9315,6 +9314,27 @@ static int l_ResetBoxers(lua_State* L)
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return 0;
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}
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// heal boxers back to max health in case the player stays in sector while the boxers are resting
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static int l_HealBoxers(lua_State* L)
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{
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for (UINT8 i = 0; i < NUM_BOXERS; ++i)
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{
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// Get breath back
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gubBoxerID[i]->bBreath = gubBoxerID[i]->bBreathMax;
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gubBoxerID[i]->sBreathRed = 0;
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// Get life back
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gubBoxerID[i]->stats.bLife = gubBoxerID[i]->stats.bLifeMax;
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gubBoxerID[i]->bBleeding = 0;
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// erase insta-healable injury
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gubBoxerID[i]->iHealableInjury = 0;
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DebugQuestInfo(String("Lua: healed gubBoxerID[%d] %d back to full health", i, gubBoxerID[i]));
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}
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return 0;
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}
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//Set character to sector Y
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static int l_SetCharacterSectorY(lua_State* L)
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{
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@@ -26,9 +26,6 @@ typedef struct
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extern ACTION_ITEM_VALUES ActionItemsValues[500];
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extern UINT32 uiHourLua;
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extern UINT32 uiDayLua;
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extern UINT32 uiMinLua;
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extern UINT16 PROFILLUA_sSectorX;
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extern UINT16 PROFILLUA_sSectorY;
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extern UINT8 PROFILLUA_bSectorZ;
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@@ -510,15 +510,6 @@ void IniGlobalGameSetting(lua_State *L)
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lua_pushinteger(L, gubBoxingMatchesWon);
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lua_setglobal(L, "gubBoxingMatchesWon");
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lua_pushinteger(L, uiHourLua);
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lua_setglobal(L, "cHour");
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lua_pushinteger(L, uiDayLua);
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lua_setglobal(L, "cDay");
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lua_pushinteger(L, uiMinLua);
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lua_setglobal(L, "cMin");
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lua_pushinteger(L, gbPlayerNum);
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lua_setglobal(L, "gbPlayerNum");
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