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Fixes issue with the mn.Asteroids and mn.Debris scripting tables, as these were accidentally 0-indexed instead of the Lua-standard way of starting indices from 1.
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@@ -334,7 +334,7 @@ public:
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};
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ade_obj<matrix_h> l_Matrix("orientation", "Orientation matrix object");
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ADE_INDEXER(l_Matrix, "p,b,h or 0-9", "Orientation component - pitch, bank, heading, or index into 3x3 matrix (1-9)", "number", "Number at the specified index, or 0 if index is invalid.")
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ADE_INDEXER(l_Matrix, "p,b,h or 1-9", "Orientation component - pitch, bank, heading, or index into 3x3 matrix (1-9)", "number", "Number at the specified index, or 0 if index is invalid.")
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{
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matrix_h *mh;
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char *s = NULL;
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@@ -10858,6 +10858,7 @@ ADE_INDEXER(l_Mission_Asteroids, "number Index", "Gets asteroid", "asteroid", "A
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return ade_set_error( L, "o", l_Asteroid.Set( object_h() ) );
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}
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if( idx > -1 && idx < asteroid_count() ) {
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idx--; //Convert from Lua to C, as lua indices start from 1, not 0
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return ade_set_args( L, "o", l_Asteroid.Set( object_h( &Objects[Asteroids[idx].objnum] ), Objects[Asteroids[idx].objnum].signature ) );
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}
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@@ -10885,6 +10886,7 @@ ADE_INDEXER(l_Mission_Debris, "number Index", "Array of debris in the current mi
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return ade_set_error(L, "o", l_Debris.Set(object_h()));
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}
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if( idx > -1 && idx < Num_debris_pieces ) {
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idx--; // Lua -> C
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return ade_set_args(L, "o", l_Debris.Set(object_h(&Objects[Debris[idx].objnum]), Objects[Debris[idx].objnum].signature));
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}
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