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remove WMC's limbo code, per our discussion a few months ago
this will later be handled by copying ship stats using sexps or scripts
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@@ -4509,29 +4509,6 @@ ADE_VIRTVAR(HitpointsMax, l_Ship, "number", "Total hitpoints")
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return ade_set_args(L, "f", shipp->ship_max_hull_strength);
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}
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ADE_VIRTVAR(IsInLimbo, l_Ship, "boolean", "Ship's limbo status")
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{
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object_h *objh;
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bool newlimbo = false;
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if(!ade_get_args(L, "o|b", l_Ship.GetPtr(&objh), &newlimbo))
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return ADE_RETURN_NIL;
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if(!objh->IsValid())
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return ADE_RETURN_NIL;
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ship *shipp = &Ships[objh->objp->instance];
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if(ADE_SETTING_VAR)
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{
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if(newlimbo)
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shipp->flags2 |= SF2_IN_LIMBO;
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else
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shipp->flags2 &= ~SF2_IN_LIMBO;
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}
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return ade_set_args(L, "b", (shipp->flags2 & SF2_IN_LIMBO) != 0);
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}
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ADE_VIRTVAR(Model, l_Ship, "model", "Ship's model")
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{
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object_h *objh;
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@@ -4836,18 +4813,15 @@ ADE_FUNC(warpIn, l_Ship, NULL, "True", "Warps ship in")
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(warpOut, l_Ship, "[boolean Departing]", "True", "Warps ship out; argument specifies whether ship cannot warp back in or not.")
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ADE_FUNC(warpOut, l_Ship, "[boolean Departing]", "True", "Warps ship out")
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{
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object_h *objh;
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bool b;
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if(!ade_get_args(L, "o|b", l_Ship.GetPtr(&objh), &b))
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if(!ade_get_args(L, "o", l_Ship.GetPtr(&objh)))
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return ADE_RETURN_NIL;
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if(!objh->IsValid())
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return ADE_RETURN_NIL;
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if (!b)
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Ships[objh->objp->instance].flags2 |= SF2_DEPART_TO_LIMBO;
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shipfx_warpout_start(objh->objp);
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return ADE_RETURN_TRUE;
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