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* bugfixes: Check if we actually need to hide widgets before hiding them Fix player counts for both AI & humans & 'closed' slots in MP games Should fix indicator for loading, skirmish & MP screens. fixes ticket:3104 Fix calling batch file for autorevision.sh script refs: 1759623 Don't go past the map's player limits when allocating players. fixes ticket:3089 Fix issues that were overlooked from the revert(s) in ac550ac qtscript: Add a note about local variables to the documentation. Splice in the Changelog from 2.3. Set radarOnScreen to true by default. Add general rules script for the campaign. Run eventStartLevel always, not only for skirmish.
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Original file line number | Diff line number | Diff line change |
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// General rules for the campaign | ||
// | ||
// * Enable unit design and minimap only when an HQ exists | ||
|
||
function eventStartLevel() | ||
{ | ||
// Disable by default | ||
setMiniMap(false); | ||
setDesign(false); | ||
|
||
var structlist = enumStruct(me); | ||
for (var i = 0; i < structlist.length; i++) | ||
{ | ||
// Simulate build events to enable minimap/unit design when an HQ exists | ||
eventStructureBuilt(structlist[i]); | ||
} | ||
} | ||
|
||
function eventStructureBuilt(struct) | ||
{ | ||
if (struct.player == selectedPlayer && struct.type == STRUCTURE && struct.stattype == HQ) | ||
{ | ||
// Enable unit design and minimap when an HQ gets built | ||
setMiniMap(true); | ||
setDesign(true); | ||
} | ||
} | ||
|
||
function eventDestroyed(victim) | ||
{ | ||
if (victim.player == selectedPlayer && victim.type == STRUCTURE && victim.stattype == HQ) | ||
{ | ||
// Disable unit design and minimap when the HQ gets destroyed | ||
setMiniMap(false); | ||
setDesign(false); | ||
} | ||
} |
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