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* methods required for the multi join ui api * Move color setting because the API doesn't need it either
369 lines
8.8 KiB
C++
369 lines
8.8 KiB
C++
#include "multi_objects.h"
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#include "network/multi_pxo.h"
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#include "network/multiui.h"
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namespace scripting {
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namespace api {
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channel_h::channel_h() : channel(-1) {}
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channel_h::channel_h(int l_channel) : channel(l_channel) {}
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pxo_channel* channel_h::getChannel() const
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{
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if (!isValid())
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return nullptr;
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return &Multi_pxo_channels[channel];
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}
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bool channel_h::isCurrent() const
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{
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return !stricmp(Multi_pxo_channels[channel].name, Multi_pxo_channel_current.name);
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}
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bool channel_h::isValid() const
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{
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return channel >= 0 && channel < static_cast<int>(Multi_pxo_channels.size());
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}
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active_game_h::active_game_h() : game(-1) {}
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active_game_h::active_game_h(int l_game) : game(l_game) {}
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active_game* active_game_h::getGame() const
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{
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if (!isValid())
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return nullptr;
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auto it = Active_games.begin();
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std::advance(it, game);
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return &(*it);
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}
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bool active_game_h::isValid() const
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{
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return game >= 0 && game < static_cast<int>(Active_games.size());
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}
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//**********HANDLE: channel section
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ADE_OBJ(l_Channel, channel_h, "pxo_channel", "Channel Section handle");
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ADE_FUNC(isValid,
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l_Channel,
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nullptr,
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"Detects whether handle is valid",
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"boolean",
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"true if valid, false if handle is invalid, nil if a syntax/type error occurs")
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{
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channel_h current;
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if (!ade_get_args(L, "o", l_Channel.Get(¤t)))
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return ADE_RETURN_NIL;
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return ade_set_args(L, "b", current.isValid());
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}
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ADE_VIRTVAR(Name, l_Channel, nullptr, "The name of the channel", "string", "The name")
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{
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channel_h current;
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if (!ade_get_args(L, "o", l_Channel.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getChannel()->name);
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}
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ADE_VIRTVAR(Description, l_Channel, nullptr, "The description of the channel", "string", "The description")
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{
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channel_h current;
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if (!ade_get_args(L, "o", l_Channel.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getChannel()->desc);
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}
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ADE_VIRTVAR(NumPlayers, l_Channel, nullptr, "The number of players in the channel", "string", "The number of players")
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{
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channel_h current;
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if (!ade_get_args(L, "o", l_Channel.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "i", static_cast<int>(current.getChannel()->num_users));
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}
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ADE_VIRTVAR(NumGames, l_Channel, nullptr, "The number of games the channel", "string", "The number of games")
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{
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channel_h current;
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if (!ade_get_args(L, "o", l_Channel.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "i", static_cast<int>(current.getChannel()->num_servers));
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}
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ADE_FUNC(isCurrent, l_Channel, nullptr, "Returns whether this is the current channel", "boolean", "true for current, false otherwise. Nil if invalid.")
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{
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channel_h current;
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if (!ade_get_args(L, "o", l_Channel.Get(¤t)))
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return ADE_RETURN_NIL;
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return ade_set_args(L, "b", current.isCurrent());
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}
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ADE_FUNC(joinChannel, l_Channel, nullptr, "Joins the specified channel", nullptr, nullptr)
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{
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channel_h current;
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if (!ade_get_args(L, "o", l_Channel.Get(¤t)))
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return ADE_RETURN_NIL;
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multi_pxo_maybe_join_channel(current.getChannel());
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return ADE_RETURN_NIL;
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}
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//**********HANDLE: channel section
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ADE_OBJ(l_Active_Game, active_game_h, "active_game", "Active Game handle");
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ADE_FUNC(isValid,
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l_Active_Game,
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nullptr,
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"Detects whether handle is valid",
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"boolean",
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"true if valid, false if handle is invalid, nil if a syntax/type error occurs")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t)))
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return ADE_RETURN_NIL;
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return ade_set_args(L, "b", current.isValid());
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}
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ADE_VIRTVAR(Status, l_Active_Game, nullptr, "The status of the game", "string", "The status")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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SCP_string status_text;
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multi_join_game_set_status_text(current.getGame(), status_text);
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return ade_set_args(L, "s", status_text.c_str());
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}
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ADE_VIRTVAR(Type, l_Active_Game, nullptr, "The type of the game", "string", "The type")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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SCP_string game_type;
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switch (current.getGame()->flags & AG_FLAG_TYPE_MASK) {
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case AG_FLAG_COOP:
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game_type = "coop";
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break;
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case AG_FLAG_TEAMS:
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game_type = "team";
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break;
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case AG_FLAG_DOGFIGHT:
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game_type = "dogfight";
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break;
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default:
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game_type = "";
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break;
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}
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return ade_set_args(L, "s", game_type.c_str());
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}
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ADE_VIRTVAR(Speed, l_Active_Game, nullptr, "The speed of the game", "string", "The speed")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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SCP_string speed_text;
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int con_type;
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multi_join_game_set_speed_text(current.getGame(), con_type, speed_text);
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return ade_set_args(L, "s", speed_text.c_str());
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}
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ADE_VIRTVAR(Standalone, l_Active_Game, nullptr, "Whether or not the game is standalone", "boolean", "True for standalone, false otherwise")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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bool standalone = false;
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if (current.getGame()->flags & AG_FLAG_STANDALONE) {
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standalone = true;
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}
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return ade_set_args(L, "b", standalone);
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}
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ADE_VIRTVAR(Campaign, l_Active_Game, nullptr, "Whether or not the game is campaign", "boolean", "True for campaign, false otherwise")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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bool campaign = false;
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if (current.getGame()->flags & AG_FLAG_CAMPAIGN) {
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campaign = true;
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}
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return ade_set_args(L, "b", campaign);
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}
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ADE_VIRTVAR(Server, l_Active_Game, nullptr, "The server name of the game", "string", "The server")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getGame()->name);
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}
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ADE_VIRTVAR(Mission, l_Active_Game, nullptr, "The mission name of the game", "string", "The mission")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getGame()->mission_name);
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}
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ADE_VIRTVAR(Ping, l_Active_Game, nullptr, "The ping average of the game", "number", "The ping")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "i", current.getGame()->ping.ping_avg);
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}
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ADE_VIRTVAR(Players, l_Active_Game, nullptr, "The number of players in the game", "number", "The number of players")
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "i", current.getGame()->num_players);
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}
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ADE_FUNC(setSelected, l_Active_Game, nullptr, "Sets the specified game as the selected game to possibly join. Must be used before sendJoinRequest will work.", nullptr, nullptr)
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{
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active_game_h current;
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if (!ade_get_args(L, "o", l_Active_Game.Get(¤t)))
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return ADE_RETURN_NIL;
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Multi_join_selected_item = current.getGame();
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return ADE_RETURN_NIL;
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}
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} // namespace api
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} // namespace scripting
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