add AnyPlayerHasRankingFeats
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@@ -1572,6 +1572,18 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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}
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}
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}
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}
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bool GameState::AnyPlayerHasRankingFeats() const
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{
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vector<RankingFeat> vFeats;
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FOREACH_PlayerNumber( p )
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{
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GetRankingFeats( p, vFeats );
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if( !vFeats.empty() )
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return true;
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}
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return false;
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}
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/*bool GameState::IsNameBlacklisted( CString name )
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/*bool GameState::IsNameBlacklisted( CString name )
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{
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{
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@@ -1855,6 +1867,7 @@ public:
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return 1;
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return 1;
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}
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}
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static int GetPreferredDifficulty( T* p, lua_State *L ) { lua_pushnumber(L, p->m_PreferredDifficulty[IArg(1)] ); return 1; }
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static int GetPreferredDifficulty( T* p, lua_State *L ) { lua_pushnumber(L, p->m_PreferredDifficulty[IArg(1)] ); return 1; }
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static int AnyPlayerHasRankingFeats( T* p, lua_State *L ) { lua_pushboolean(L, p->AnyPlayerHasRankingFeats() ); return 1; }
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static void Register(lua_State *L)
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static void Register(lua_State *L)
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{
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{
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@@ -1875,6 +1888,7 @@ public:
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ADD_METHOD( GetEnv )
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ADD_METHOD( GetEnv )
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ADD_METHOD( GetEditSourceSteps )
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ADD_METHOD( GetEditSourceSteps )
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ADD_METHOD( GetPreferredDifficulty )
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ADD_METHOD( GetPreferredDifficulty )
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ADD_METHOD( AnyPlayerHasRankingFeats )
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Luna<T>::Register( L );
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Luna<T>::Register( L );
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// Add global singleton if constructed already. If it's not constructed yet,
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// Add global singleton if constructed already. If it's not constructed yet,
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@@ -244,6 +244,7 @@ public:
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};
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};
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void GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &vFeatsOut ) const;
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void GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &vFeatsOut ) const;
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bool AnyPlayerHasRankingFeats() const;
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void StoreRankingName( PlayerNumber pn, CString name ); // Called by name entry screens
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void StoreRankingName( PlayerNumber pn, CString name ); // Called by name entry screens
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vector<CString*> m_vpsNamesThatWereFilled; // filled on StoreRankingName,
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vector<CString*> m_vpsNamesThatWereFilled; // filled on StoreRankingName,
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