Fixed GAMESTATE:GetCurrentStage to use correct logic for determining if all human players are on final stage.
THEME:GetPath lua functions can now pass true for the third arg if the element is optional. Fixes to various StageDisplay things in default. thify_number and thified_curstage_index lua functions added to default/Scripts/04 Other.lua.
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-5
@@ -1317,11 +1317,21 @@ public:
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lua_pushstring(L, pi.sMatchingElement);
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return 3;
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}
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static int GetPathF( T* p, lua_State *L ) { lua_pushstring(L, p->GetPathF(SArg(1),SArg(2)) ); return 1; }
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static int GetPathG( T* p, lua_State *L ) { lua_pushstring(L, p->GetPathG(SArg(1),SArg(2)) ); return 1; }
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static int GetPathB( T* p, lua_State *L ) { lua_pushstring(L, p->GetPathB(SArg(1),SArg(2)) ); return 1; }
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static int GetPathS( T* p, lua_State *L ) { lua_pushstring(L, p->GetPathS(SArg(1),SArg(2)) ); return 1; }
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static int GetPathO( T* p, lua_State *L ) { lua_pushstring(L, p->GetPathO(SArg(1),SArg(2)) ); return 1; }
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// GENERAL_GET_PATH uses lua_toboolean instead of BArg because that makes
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// it optional. -Kyz
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#define GENERAL_GET_PATH(get_path_name) \
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static int get_path_name(T* p, lua_State* L) \
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{ \
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lua_pushstring(L, p->get_path_name( \
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SArg(1), SArg(2), lua_toboolean(L, 3))); \
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return 1; \
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}
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GENERAL_GET_PATH(GetPathF);
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GENERAL_GET_PATH(GetPathG);
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GENERAL_GET_PATH(GetPathB);
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GENERAL_GET_PATH(GetPathS);
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GENERAL_GET_PATH(GetPathO);
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#undef GENERAL_GET_PATH
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static int RunLuaScripts( T* p, lua_State *L ) { p->RunLuaScripts(SArg(1)); return 1; }
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