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Add "tactical" versions of disable and disarm goals which only perform the specific task without implying anything else. The target ship is not protected and attack goals are not cleared from other ships. There is also a new AI profiles flag to make this the default hud squad message command instead of the classic disable/disarm.
221 lines
5.5 KiB
C++
221 lines
5.5 KiB
C++
//
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//
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#ifndef FS2_OPEN_ENUMS_H
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#define FS2_OPEN_ENUMS_H
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#include "globalincs/pstypes.h"
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#include "scripting/ade_api.h"
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#include <tl/optional.hpp>
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namespace scripting {
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namespace api {
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enum lua_enum : int32_t {
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LE_ALPHABLEND_FILTER,
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LE_ALPHABLEND_NONE,
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LE_CFILE_TYPE_NORMAL,
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LE_CFILE_TYPE_MEMORY_MAPPED,
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LE_MOUSE_LEFT_BUTTON,
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LE_MOUSE_RIGHT_BUTTON,
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LE_MOUSE_MIDDLE_BUTTON,
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LE_MOUSE_X1_BUTTON,
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LE_MOUSE_X2_BUTTON,
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LE_ORDER_ATTACK,
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LE_ORDER_ATTACK_ANY,
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LE_ORDER_DEPART,
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LE_ORDER_DISABLE,
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LE_ORDER_DISABLE_TACTICAL,
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LE_ORDER_DISARM,
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LE_ORDER_DISARM_TACTICAL,
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LE_ORDER_DOCK,
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LE_ORDER_EVADE,
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LE_ORDER_FLY_TO,
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LE_ORDER_FORM_ON_WING,
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LE_ORDER_GUARD,
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LE_ORDER_IGNORE,
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LE_ORDER_IGNORE_NEW,
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LE_ORDER_KEEP_SAFE_DISTANCE,
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LE_ORDER_PLAY_DEAD,
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LE_ORDER_PLAY_DEAD_PERSISTENT,
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LE_ORDER_REARM,
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LE_ORDER_STAY_NEAR,
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LE_ORDER_STAY_STILL,
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LE_ORDER_UNDOCK,
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LE_ORDER_WAYPOINTS,
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LE_ORDER_WAYPOINTS_ONCE,
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LE_ORDER_ATTACK_WING,
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LE_ORDER_GUARD_WING,
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LE_ORDER_ATTACK_SHIP_CLASS,
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LE_PARTICLE_DEBUG,
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LE_PARTICLE_BITMAP,
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LE_PARTICLE_FIRE,
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LE_PARTICLE_SMOKE,
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LE_PARTICLE_SMOKE2,
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LE_PARTICLE_PERSISTENT_BITMAP,
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LE_SEXPVAR_CAMPAIGN_PERSISTENT,
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LE_SEXPVAR_NOT_PERSISTENT,
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LE_SEXPVAR_PLAYER_PERSISTENT,
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LE_SEXPVAR_TYPE_NUMBER,
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LE_SEXPVAR_TYPE_STRING,
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LE_TEXTURE_STATIC,
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LE_TEXTURE_DYNAMIC,
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LE_LOCK,
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LE_UNLOCK,
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LE_NONE,
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LE_SHIELD_FRONT,
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LE_SHIELD_LEFT,
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LE_SHIELD_RIGHT,
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LE_SHIELD_BACK,
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LE_MISSION_REPEAT,
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LE_NORMAL_CONTROLS,
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LE_LUA_STEERING_CONTROLS,
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LE_LUA_FULL_CONTROLS,
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LE_NORMAL_BUTTON_CONTROLS,
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LE_LUA_ADDITIVE_BUTTON_CONTROL,
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LE_LUA_OVERRIDE_BUTTON_CONTROL,
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LE_VM_INTERNAL,
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LE_VM_EXTERNAL,
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LE_VM_TRACK,
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LE_VM_DEAD_VIEW,
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LE_VM_CHASE,
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LE_VM_OTHER_SHIP,
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LE_VM_EXTERNAL_CAMERA_LOCKED,
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LE_VM_CAMERA_LOCKED,
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LE_VM_WARP_CHASE,
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LE_VM_PADLOCK_UP,
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LE_VM_PADLOCK_REAR,
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LE_VM_PADLOCK_LEFT,
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LE_VM_PADLOCK_RIGHT,
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LE_VM_WARPIN_ANCHOR,
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LE_VM_TOPDOWN,
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LE_VM_FREECAMERA,
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LE_VM_CENTERING,
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LE_MESSAGE_PRIORITY_LOW,
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LE_MESSAGE_PRIORITY_NORMAL,
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LE_MESSAGE_PRIORITY_HIGH,
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LE_OPTION_TYPE_SELECTION,
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LE_OPTION_TYPE_RANGE,
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LE_ASF_EVENTMUSIC,
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LE_ASF_MENUMUSIC,
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LE_ASF_VOICE,
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LE_CONTEXT_VALID,
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LE_CONTEXT_SUSPENDED,
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LE_CONTEXT_INVALID,
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LE_FIREBALL_MEDIUM_EXPLOSION,
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LE_FIREBALL_LARGE_EXPLOSION,
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LE_FIREBALL_WARP_EFFECT,
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LE_GR_RESIZE_NONE, // the sequence and offsets of the LE_GR_* #defines should correspond to the GR_* #defines
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LE_GR_RESIZE_FULL,
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LE_GR_RESIZE_FULL_CENTER,
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LE_GR_RESIZE_MENU,
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LE_GR_RESIZE_MENU_ZOOMED,
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LE_GR_RESIZE_MENU_NO_OFFSET,
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LE_TBOX_FLASH_NAME,
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LE_TBOX_FLASH_CARGO,
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LE_TBOX_FLASH_HULL,
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LE_TBOX_FLASH_STATUS,
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LE_TBOX_FLASH_SUBSYS,
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LE_LUAAI_ACHIEVABLE,
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LE_LUAAI_NOT_YET_ACHIEVABLE,
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LE_LUAAI_UNACHIEVABLE,
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LE_OS_NONE,
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LE_OS_MAIN,
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LE_OS_ENGINE,
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LE_OS_TURRET_BASE_ROTATION,
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LE_OS_TURRET_GUN_ROTATION,
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LE_OS_SUBSYS_ALIVE,
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LE_OS_SUBSYS_DEAD,
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LE_OS_SUBSYS_DAMAGED,
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LE_OS_SUBSYS_ROTATION,
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LE_OS_PLAY_ON_PLAYER,
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LE_OS_LOOPING_DISABLED,
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LE_MOVIE_PRE_FICTION, // the sequence and offsets of the LE_MOVIE_* #defines should correspond to the MOVIE_* #defines
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LE_MOVIE_PRE_CMD_BRIEF,
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LE_MOVIE_PRE_BRIEF,
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LE_MOVIE_PRE_GAME,
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LE_MOVIE_PRE_DEBRIEF,
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LE_MOVIE_POST_DEBRIEF,
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LE_MOVIE_END_CAMPAIGN,
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LE_SCORE_BRIEFING, // the sequence and offsets of the LE_SCORE_* #defines should correspond to the SCORE_* #defines
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LE_SCORE_DEBRIEFING_SUCCESS,
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LE_SCORE_DEBRIEFING_AVERAGE,
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LE_SCORE_DEBRIEFING_FAILURE,
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LE_SCORE_FICTION_VIEWER,
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LE_INVALID, // the sequence and offsets of these five #defines should correspond to the ShipStatus enums
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LE_NOT_YET_PRESENT,
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LE_PRESENT,
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LE_DEATH_ROLL,
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LE_EXITED,
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LE_DC_IS_HULL,
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LE_DC_VAPORIZE,
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LE_DC_SET_VELOCITY,
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LE_DC_FIRE_HOOK,
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LE_RPC_SERVER,
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LE_RPC_CLIENTS,
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LE_RPC_BOTH,
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LE_RPC_RELIABLE,
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LE_RPC_ORDERED,
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LE_RPC_UNRELIABLE,
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LE_HOTKEY_LINE_NONE, // the sequence and offsets of these five #defines should correspond to the HotkeyLineType enums
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LE_HOTKEY_LINE_HEADING,
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LE_HOTKEY_LINE_WING,
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LE_HOTKEY_LINE_SHIP,
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LE_HOTKEY_LINE_SUBSHIP,
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LE_SCROLLBACK_SOURCE_COMPUTER,
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LE_SCROLLBACK_SOURCE_TRAINING,
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LE_SCROLLBACK_SOURCE_HIDDEN,
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LE_SCROLLBACK_SOURCE_IMPORTANT,
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LE_SCROLLBACK_SOURCE_FAILED,
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LE_SCROLLBACK_SOURCE_SATISFIED,
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LE_SCROLLBACK_SOURCE_COMMAND,
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LE_SCROLLBACK_SOURCE_NETPLAYER,
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ENUM_NEXT_INDEX,
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ENUM_COMBINATION,
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ENUM_INVALID
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};
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struct lua_enum_def_list : public flag_def_list_new<lua_enum> {
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tl::optional<int32_t> value;
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constexpr lua_enum_def_list(const char* enum_name, lua_enum flag, bool used) : flag_def_list_new<lua_enum>{ enum_name, flag, used, false }, value(tl::nullopt) {}
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constexpr lua_enum_def_list(const char* enum_name, lua_enum flag, int32_t val, bool used) : flag_def_list_new<lua_enum>{ enum_name, flag, used, false }, value(val) {}
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};
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extern const lua_enum_def_list Enumerations[];
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extern const size_t Num_enumerations;
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struct enum_h {
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private:
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enum class last_combine_op { NATIVE, AND, OR };
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tl::optional<SCP_string> name;
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last_combine_op last_op = last_combine_op::NATIVE;
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public:
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lua_enum index;
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bool is_constant;
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tl::optional<int32_t> value;
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enum_h();
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explicit enum_h(lua_enum n_index);
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SCP_string getName() const;
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bool IsValid() const;
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friend enum_h operator&(const enum_h& l, const enum_h& other);
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friend enum_h operator|(const enum_h& l, const enum_h& other);
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void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& value, ubyte* data, int& packet_size);
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void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset);
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};
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DECLARE_ADE_OBJ(l_Enum, enum_h);
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}
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}
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#endif //FS2_OPEN_ENUMS_H
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