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- 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
105 lines
4.7 KiB
C
105 lines
4.7 KiB
C
#ifndef _LUAINITNPCS_H
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#define _LUAINITNPCS_H
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#include "types.h"
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typedef struct
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{
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BOOLEAN fGlobalLuaBool;
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UINT32 iGlobalLuaVal;
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} LUA_GLOBAL;
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extern LUA_GLOBAL gLuaGlobal[1000];
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#define MAX_ACTION_NAMES_CHARS 30
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typedef struct
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{
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UINT16 uiIndex;
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UINT8 ActionID;
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UINT32 BombItem;
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CHAR16 szName[MAX_ACTION_NAMES_CHARS];
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UINT8 BlowUp;
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} ACTION_ITEM_VALUES;
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extern ACTION_ITEM_VALUES ActionItemsValues[500];
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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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extern UINT8 PROFILLUA_Level;
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extern UINT16 PROFILLUA_ubID;
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extern UINT32 PROFILLUA_sGridNo;
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extern UINT8 PROFILLUA_ubDirectiono;
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extern UINT8 PROFILLUA_bTeam;
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extern UINT8 PROFILLUA2_ubProfile;
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extern UINT16 PROFILLUA2_sSectorX;
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extern UINT16 PROFILLUA2_sSectorY;
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extern UINT8 PROFILLUA2_bSectorZ;
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extern UINT16 PROFILLUA2_ubID;
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extern UINT32 PROFILLUA2_sGridNo;
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extern BOOLEAN LetHandleLoyaltyChangeForNPCAction(UINT8 ubNPCProfileId , UINT8 Init);
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extern BOOLEAN LuaHandleGlobalLoyaltyEvent( UINT8 ubEventType, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , UINT8 Init);
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extern BOOLEAN LetLuaHandleEarlyMorningEvents(UINT8 Init);
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extern BOOLEAN LetLuaHourlyQuestUpdate(UINT8 Init);
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extern BOOLEAN LetLuaMyCustomHandleAtNewGridNo(UINT8 bNewSide, UINT8 ProfileId, UINT8 Init);
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extern BOOLEAN LetLuaPerformItemAction(UINT32 Action, INT32 sGridNo, UINT8 InitFunction);
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extern BOOLEAN LetLuaGameInit(UINT8 Init);
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extern BOOLEAN LetLuaInterfaceDialogue( UINT8 ubNPC, UINT8 InitFunction);
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extern BOOLEAN LuaHandlePlayerTeamMemberDeath(UINT8 ProfileId, UINT8 Init);
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extern BOOLEAN LuaHandleNPCTeamMemberDeath(UINT8 ProfileId, UINT8 Init);
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extern BOOLEAN LuaCheckForKingpinsMoneyMissing( BOOLEAN fFirstCheck, UINT8 Init);
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extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init);
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//extern BOOLEAN LuaHandleQuestCodeOnSectorEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init);
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void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
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void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
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INT8 bSectorZ,
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INT32 sGridNo, UINT8 bLevel, SoldierID ubId,
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UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill );
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void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
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void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );
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extern BOOLEAN LuaHandleDelayedItemsArrival( UINT32 uiReason, UINT8 Init);
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extern BOOLEAN LetLuaHandleNPCSystemEvent( UINT32 uiEvent, UINT8 Init);
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extern BOOLEAN LuaCheckFact ( UINT16 usFact, UINT8 ubProfileID , UINT32 Init);
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extern BOOLEAN LuaHandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum , UINT8 InitFunction);
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extern BOOLEAN LuaInternalQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN fUpdateHistory, UINT32 Init );
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extern BOOLEAN LuaExecuteStrategicEvent( UINT8 EventCallbackID, UINT32 uiTimeStamp, UINT32 uiTimeOffset, UINT8 ubEventType, UINT8 ubFlags, UINT32 EventParam, UINT32 Init);
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extern void IniLuaGlobal();
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extern BOOLEAN LoadLuaGlobalFromLoadGameFile( HWFILE hFile );
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extern BOOLEAN SaveLuaGlobalToSaveGameFile( HWFILE hFile );
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#ifdef JA2UB
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extern BOOLEAN LuaInitStrategicLayer(UINT8 Init);
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extern BOOLEAN LetLuaMakeBadSectorListFromMapsOnHardDrive(UINT8 Init);
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#endif
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//Intro
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extern BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT32 iStringToUse);
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extern BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
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extern BOOLEAN LetLuaMusicControl(UINT8 Init);
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void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
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void LuaHandleReplaceQuote( UINT8 ubProfile, UINT16 usQuoteNum );
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void LuaHandleNPCMerchantQuote( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 ubMerchantID, UINT8 ubBodyType, UINT16 usQuoteNum );
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void LuaAddArmsDealerAdditionalIntelData();
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void LuaAddPhotoData( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, INT32 sGridNo, INT8 bLevel, UINT8 ubPhotographerProfile, UINT16 room, UINT8 usTargetProfile );
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void LuaGetPhotoData( UINT8 aType );
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void LuaSetPhotoState( INT16 asIndex, UINT8 aState );
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void LuaVerifyPhotoState( INT16 asIndex );
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void LuaGetIntelAndQuestMapData( INT32 aLevel );
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void SetFactoryLeftoverProgress( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber, INT32 sProgressLeft );
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INT32 GetFactoryLeftoverProgress( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber );
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#endif
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