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WINTERMUTE: Change ScriptValue to use int32.
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@ -73,7 +73,7 @@ ScValue::ScValue(BaseGame *inGame, bool val) : BaseClass(inGame) {
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//////////////////////////////////////////////////////////////////////////
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ScValue::ScValue(BaseGame *inGame, int val) : BaseClass(inGame) {
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ScValue::ScValue(BaseGame *inGame, int32 val) : BaseClass(inGame) {
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_type = VAL_INT;
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_valInt = val;
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@ -951,7 +951,7 @@ int ScValue::compareStrict(ScValue *val1, ScValue *val2) {
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}
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//////////////////////////////////////////////////////////////////////////
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bool ScValue::setProperty(const char *propName, int value) {
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bool ScValue::setProperty(const char *propName, int32 value) {
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ScValue *val = new ScValue(_gameRef, value);
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bool ret = DID_SUCCEED(setProp(propName, val));
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delete val;
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@ -94,14 +94,14 @@ public:
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TValType _type;
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ScValue(BaseGame *inGame);
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ScValue(BaseGame *inGame, bool Val);
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ScValue(BaseGame *inGame, int Val);
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ScValue(BaseGame *inGame, int32 Val);
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ScValue(BaseGame *inGame, double Val);
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ScValue(BaseGame *inGame, const char *Val);
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virtual ~ScValue();
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Common::HashMap<Common::String, ScValue *> _valObject;
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Common::HashMap<Common::String, ScValue *>::iterator _valIter;
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bool setProperty(const char *propName, int value);
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bool setProperty(const char *propName, int32 value);
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bool setProperty(const char *propName, const char *value);
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bool setProperty(const char *propName, double value);
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bool setProperty(const char *propName, bool value);
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