mirror of
https://github.com/1dot13/source.git
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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
379 lines
11 KiB
C++
379 lines
11 KiB
C++
#include <iostream>
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#include <string>
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#include <sstream>
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#include "connect.h"
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#include "FileMan.h"
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#include "GameSettings.h"
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#include "Game Init.h"
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#include "interface Dialogue.h"
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#include "opplist.h"
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#include "Strategic All.h"
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#include "Luaglobal.h"
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#include "Boxing.h"
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#include "LuaInitNPCs.h"
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#include "Game Clock.h"
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#include "Overhead.h"
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#include "Music Control.h"
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#include "Intro.h"
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#include "End Game.h"
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#include "Queen Command.h"
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#include "gamescreen.h"
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#include "Map Screen Interface Map.h"
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#include "ub_config.h"
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#include "Creature Spreading.h"
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#include "World Items.h"
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#include "Map Screen Helicopter.h"
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#include "Campaign Types.h"
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extern "C" {
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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}
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#include "Ja25_Tactical.h"
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using namespace std;
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extern BOOLEAN gfDoneWithSplashScreen;
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void IniGlobalGameSetting(lua_State *L)
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{
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// -------------------------------
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// Start new game settings (use "new" prefix)
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// -------------------------------
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lua_pushinteger(L, gGameOptions.ubGameStyle);
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lua_setglobal(L, "newGAME_STYLE");
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lua_pushinteger(L, gGameOptions.ubDifficultyLevel);
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lua_setglobal(L, "newDIFFICULTY_LEVEL");
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#ifdef JA2UB
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lua_pushinteger(L, gGameOptions.ubDifficultyLevel);
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lua_setglobal(L, "difficultyLevel");
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#endif
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// -------------------------------
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// ja2_options.ini Settings (use "ini" prefix)
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// -------------------------------
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lua_pushinteger(L, gGameExternalOptions.fEnableCrepitus);
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lua_setglobal(L, "iniENABLE_CREPITUS");
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// WANNE: Currently not used
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lua_pushboolean(L, gGameExternalOptions.gfInvestigateSector);
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lua_setglobal(L, "iniENEMY_INVESTIGATE_SECTOR");
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lua_pushboolean(L, gGameExternalOptions.fMercDayOne);
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lua_setglobal(L, "iniMERC_WEBSITE_IMMEDIATELY_AVAILABLE");
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lua_pushinteger(L, gGameExternalOptions.ubChanceTonyAvailable);
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lua_setglobal(L, "iniCHANCE_TONY_AVAILABLE");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashNovice);
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lua_setglobal(L, "iniSTARTING_CASH_NOVICE");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashExperienced);
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lua_setglobal(L, "iniSTARTING_CASH_EXPERIENCED");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashExpert);
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lua_setglobal(L, "iniSTARTING_CASH_EXPERT");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashInsane);
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lua_setglobal(L, "iniSTARTING_CASH_INSANE");
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// WANNE: Currently not used
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lua_pushinteger(L, gGameExternalOptions.fCanTrueCiviliansBecomeHostile);
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lua_setglobal(L, "iniCAN_TRUE_CIVILIANS_BECOME_HOSTILE");
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#ifdef JA2UB
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lua_pushinteger(L, gGameUBOptions.LOCATEGRIDNO);
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lua_setglobal(L, "iniNEW_MERC_ARRIVAL_LOCATION");
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#else
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lua_pushinteger(L, gGameExternalOptions.iInitialMercArrivalLocation);
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lua_setglobal(L, "iniNEW_MERC_ARRIVAL_LOCATION");
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#endif
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lua_pushinteger(L, gGameExternalOptions.ubDefaultArrivalSectorY);
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lua_setglobal(L, "iniDEFAULT_ARRIVAL_SECTOR_Y");
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lua_pushinteger(L, gGameExternalOptions.ubDefaultArrivalSectorX);
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lua_setglobal(L, "iniDEFAULT_ARRIVAL_SECTOR_X");
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#ifdef JA2UB
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lua_pushinteger(L, gGameUBOptions.ubEndDefaultSectorX);
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lua_setglobal(L, "iniDEFAULT_END_SECTOR_X");
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lua_pushinteger(L, gGameUBOptions.ubEndDefaultSectorY);
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lua_setglobal(L, "iniDEFAULT_END_SECTOR_Y");
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lua_pushinteger(L, gGameUBOptions.ubEndDefaultSectorZ);
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lua_setglobal(L, "iniDEFAULT_END_SECTOR_Z");
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lua_pushinteger(L, gGameUBOptions.InitialHeliGridNo[ 0 ]);
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lua_setglobal(L, "iniINITIALHELIGRIDNO1");
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lua_pushinteger(L, gGameUBOptions.InitialHeliGridNo[ 1 ]);
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lua_setglobal(L, "iniINITIALHELIGRIDNO2");
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lua_pushinteger(L, gGameUBOptions.InitialHeliGridNo[ 2 ]);
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lua_setglobal(L, "iniINITIALHELIGRIDNO3");
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lua_pushinteger(L, gGameUBOptions.InitialHeliGridNo[ 3 ]);
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lua_setglobal(L, "iniINITIALHELIGRIDNO4");
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lua_pushinteger(L, gGameUBOptions.InitialHeliGridNo[ 4 ]);
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lua_setglobal(L, "iniINITIALHELIGRIDNO5");
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lua_pushinteger(L, gGameUBOptions.InitialHeliGridNo[ 5 ]);
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lua_setglobal(L, "iniINITIALHELIGRIDNO6");
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lua_pushinteger(L, gGameUBOptions.InitialHeliGridNo[ 6 ]);
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lua_setglobal(L, "iniINITIALHELIGRIDNO7");
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lua_pushinteger(L, gGameUBOptions.JerryGridNo);
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lua_setglobal(L, "iniJERRYGRIDNO");
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lua_pushboolean(L, gGameUBOptions.LaptopQuestEnabled);
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lua_setglobal(L, "iniLAPTOP_QUEST");
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lua_pushboolean(L, gGameUBOptions.InJerry);
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lua_setglobal(L, "iniJERRY");
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lua_pushboolean(L, gGameUBOptions.JerryQuotes);
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lua_setglobal(L, "iniJERRYQUOTES");
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lua_pushboolean(L, gGameUBOptions.InGameHeliCrash);
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lua_setglobal(L, "iniINGAMEHELICRASH");
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lua_pushboolean(L, gGameUBOptions.InGameHeli);
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lua_setglobal(L, "iniINGAMEHELI");
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#endif
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// -------------------------------
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// Other global variables
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// -------------------------------
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#ifdef JA2UB
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lua_pushinteger(L, gGameUBOptions.TestUB);
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lua_setglobal(L, "TestUB");
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#endif
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lua_pushinteger(L, gGameExternalOptions.ubDefaultArrivalSectorY);
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lua_setglobal(L, "ubDefaultArrivalSectorY");
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lua_pushinteger(L, gGameExternalOptions.ubDefaultArrivalSectorX);
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lua_setglobal(L, "ubDefaultArrivalSectorX");
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lua_pushinteger(L, gGameExternalOptions.iFirstArrivalDelay);
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lua_setglobal(L, "iFirstArrivalDelay");
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lua_pushinteger(L, guiHelicopterSkyriderTalkState);
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lua_setglobal(L, "guiHelicopterSkyriderTalkState");
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lua_pushinteger(L, guiTimeOfLastSkyriderMonologue);
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lua_setglobal(L, "guiTimeOfLastSkyriderMonologue");
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lua_pushinteger(L, gubBloodcatLairSectorId);
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lua_setglobal(L, "gubBloodcatLairSectorId");
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lua_pushinteger(L, gubSrcSoldierProfile);
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lua_setglobal(L, "gubSrcSoldierProfile");
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lua_pushinteger(L, giLairID);
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lua_setglobal(L, "giLairID");
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lua_pushinteger(L, is_networked);
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lua_setglobal(L, "is_networked");
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lua_pushinteger(L, gWorldSectorX);
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lua_setglobal(L, "gWorldSectorX");
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lua_pushinteger(L, gWorldSectorY);
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lua_setglobal(L, "gWorldSectorY");
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lua_pushinteger(L, gbWorldSectorZ);
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lua_setglobal(L, "gWorldSectorZ");
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lua_pushinteger(L, gbWorldSectorZ);
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lua_setglobal(L, "gbWorldSectorZ");
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lua_pushinteger(L, giHospitalTempBalance);
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lua_setglobal(L, "giHospitalTempBalance");
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lua_pushinteger(L, gbHospitalPriceModifier);
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lua_setglobal(L, "gbHospitalPriceModifier");
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lua_pushinteger(L, giHospitalRefund);
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lua_setglobal(L, "giHospitalRefund");
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lua_pushboolean(L, gfBoxersResting);
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lua_setglobal(L, "gfBoxersResting");
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lua_pushinteger(L, gubBoxersRests);
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lua_setglobal(L, "gubBoxersRests");
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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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lua_pushinteger(L, GetMusicHandle());
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lua_setglobal(L, "uiMusicHandle");
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lua_pushinteger(L, GetMusicMode());
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lua_setglobal(L, "gubMusicMode");
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lua_pushboolean(L, IsMusicPlaying());
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lua_setglobal(L, "fMusicPlaying");
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// lua_pushboolean(L, gfForceMusicToTense);
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// lua_setglobal(L, "gfForceMusicToTense");
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//GameExternalOptions
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lua_pushboolean(L, gGameExternalOptions.gfInvestigateSector);
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lua_setglobal(L, "gfInvestigateSector");
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lua_pushboolean(L, gGameExternalOptions.fMercDayOne);
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lua_setglobal(L, "fMercDayOne");
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lua_pushinteger(L, gGameOptions.ubGameStyle);
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lua_setglobal(L, "gameStyle");
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lua_pushinteger(L, gGameExternalOptions.fEnableCrepitus);
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lua_setglobal(L, "enableCrepitus");
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lua_pushinteger(L, gGameOptions.ubDifficultyLevel);
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lua_setglobal(L, "difficultyLevel");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashNovice);
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lua_setglobal(L, "startingCashNovice");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashExperienced);
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lua_setglobal(L, "startingCashExperienced");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashExpert);
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lua_setglobal(L, "startingCashExpert");
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lua_pushinteger(L, gGameExternalOptions.iStartingCashInsane);
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lua_setglobal(L, "startingCashInsane");
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lua_pushinteger(L, gGameExternalOptions.fCanTrueCiviliansBecomeHostile);
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lua_setglobal(L, "fCanTrueCiviliansBecomeHostile");
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// WANNE: Currently not used
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lua_pushinteger(L, guiNumWorldItems);
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lua_setglobal(L, "guiNumWorldItems");
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lua_pushboolean(L, gfEnteringMapScreen);
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lua_setglobal(L, "gfEnteringMapScreen");
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lua_pushboolean(L, guiIntroExitScreen);
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lua_setglobal(L, "guiIntroExitScreen");
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lua_pushboolean(L, gfIntroScreenExit);
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lua_setglobal(L, "gfIntroScreenExit");
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lua_pushinteger(L, sSelMapX);
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lua_setglobal(L, "sSelMapX");
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lua_pushinteger(L, sSelMapY);
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lua_setglobal(L, "sSelMapY");
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lua_pushinteger(L, iCurrentMapSectorZ);
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lua_setglobal(L, "iCurrentMapSectorZ");
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lua_pushboolean(L, gfDoneWithSplashScreen);
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lua_setglobal(L, "gfDoneWithSplashScreen");
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lua_pushinteger(L, gbIntroScreenMode);
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lua_setglobal(L, "gbIntroScreenMode");
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#ifdef JA2UB
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lua_pushboolean(L, gGameUBOptions.fTexAndJohn);
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lua_setglobal(L, "enabledJohnAndTex");
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lua_pushboolean(L, gGameUBOptions.fRandomManuelText);
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lua_setglobal(L, "RandomManuelText");
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#endif
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#ifdef JA2UB
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//Items
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lua_pushinteger(L, BARRETT_UB);
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lua_setglobal(L, "itemBARRETT_UB");
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lua_pushinteger(L, CALICO_960_UB);
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lua_setglobal(L, "itemCALICO_960_UB");
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lua_pushinteger(L, PSG1_UB);
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lua_setglobal(L, "itemPSG1_UB");
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lua_pushinteger(L, L85_UB);
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lua_setglobal(L, "itemL85_UB");
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lua_pushinteger(L, TAR21_UB);
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lua_setglobal(L, "itemTAR21_UB");
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lua_pushinteger(L, VAL_SILENT_UB);
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lua_setglobal(L, "itemVAL_SILENT_UB");
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lua_pushinteger(L, MICRO_UZI_UB);
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lua_setglobal(L, "itemMICRO_UZI_UB");
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lua_pushinteger(L, CALICO_950_UB);
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lua_setglobal(L, "itemCALICO_950_UB");
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lua_pushinteger(L, CALICO_900_UB);
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lua_setglobal(L, "itemCALICO_900_UB");
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lua_pushinteger(L, CLIP_CANNON_BALL);
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lua_setglobal(L, "itemCLIP_CANNON_BALL");
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lua_pushinteger(L, MERC_UMBRELLA);
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lua_setglobal(L, "itemMERC_UMBRELLA");
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lua_pushinteger(L, HAND_CANNON);
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lua_setglobal(L, "itemHAND_CANNON");
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lua_pushinteger(L, HARTFORD_6_SHOOTER);
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lua_setglobal(L, "itemHARTFORD_6_SHOOTER");
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lua_pushinteger(L, TEX_MOVIE_ATTACK_CLYDESDALES);
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lua_setglobal(L, "itemTEX_MOVIE_ATTACK_CLYDESDALES");
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lua_pushinteger(L, TEX_MOVIE_WILD_EAST);
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lua_setglobal(L, "itemTEX_MOVIE_WILD_EAST");
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lua_pushboolean(L, TEX_MOVIE_HAVE_HONDA);
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lua_setglobal(L, "itemTEX_MOVIE_HAVE_HONDA");
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lua_pushboolean(L, LAPTOP_TRANSMITTER);
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lua_setglobal(L, "itemLAPTOP_TRANSMITTER");
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lua_pushboolean(L, CHE_GUEVARA_CANTEEN);
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lua_setglobal(L, "itemCHE_GUEVARA_CANTEEN");
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lua_pushboolean(L, MERC_WRISTWATCH);
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lua_setglobal(L, "itemMERC_WRISTWATCH");
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lua_pushboolean(L, SAM_GARVER_COMBAT_KNIFE);
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lua_setglobal(L, "itemSAM_GARVER_COMBAT_KNIFE");
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lua_pushboolean(L, MERC_UMBRELLA_OLD);
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lua_setglobal(L, "itemMERC_UMBRELLA_OLD");
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lua_pushboolean(L, MORRIS_INSTRUCTION_NOTE);
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lua_setglobal(L, "itemMORRIS_INSTRUCTION_NOTE");
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#endif
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} |