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- Bugfix: The mapped LUA function "SectorEnemyControlled" (mapped to l_fEnemyControlled) retrieved the wrong sector from the StrategicMap array
o This fixes the bug, that the creature cutscene was never triggered (because of wrong sector infos) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6385 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-10
@@ -5808,22 +5808,21 @@ return 1;
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static int l_TacticalStatusTeamActive(lua_State *L)
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{
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BOOLEAN Bool;
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BOOLEAN Bool;
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if ( lua_gettop(L) >= 1 )
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{
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UINT8 team = lua_tointeger(L,1);
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if (gTacticalStatus.Team[team].bTeamActive )
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Bool = TRUE;
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else
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Bool = FALSE;
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if (gTacticalStatus.Team[team].bTeamActive )
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Bool = TRUE;
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else
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Bool = FALSE;
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lua_pushboolean(L, Bool);
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lua_pushboolean(L, Bool);
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}
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return 1;
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return 1;
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}
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static int l_usStrategicInsertionDataProfileID(lua_State *L)
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@@ -7498,8 +7497,10 @@ static int l_fEnemyControlled (lua_State *L)
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{
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UINT16 id = lua_tointeger(L,1);
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BOOLEAN Bool = StrategicMap[ id ].fEnemyControlled;
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// WANNE: Bugfix: We have to get the sector from StrategicMap array by using the SECTOR_INFO_TO_STRATEGIC_INDEX(sectorID) function!!!
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//BOOLEAN Bool = StrategicMap[ id ].fEnemyControlled;
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BOOLEAN Bool = StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX(id)].fEnemyControlled;
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lua_pushboolean(L, Bool);
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}
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