[Add] pilot.clear() and pilot.togglespawn() to Lua API.
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@ -149,9 +149,14 @@ static const luaL_reg hook_methods[] = {
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/* Pilots. */
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static int pilot_addFleet(lua_State* L);
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static int pilot_rename(lua_State* L);
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static int pilot_clear(lua_State* L);
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static int pilot_toggleSpawn(lua_State* L);
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static const luaL_reg pilot_methods[] = {
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{ "add", pilot_addFleet },
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{ "rename", pilot_rename },
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{ "add", pilot_addFleet },
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{ "rename", pilot_rename },
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{ "clear", pilot_clear },
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{ "togglespawn", pilot_toggleSpawn },
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{ "clear", pilot_toggleSpawn },
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{ 0, 0 }
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};
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@ -895,3 +900,37 @@ static int pilot_rename(lua_State* L) {
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return 0;
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}
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/**
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* @fn static int pilot_clear(lua_State* L)
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*
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* @brief clear(nil)
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*
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* Clears the current system of pilots. Used for epic battles etc.
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*/
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static int pilot_clear(lua_State* L) {
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(void) L;
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pilots_clean();
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return 0;
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}
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/**
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* @fn static int pilot_toggleSpawn(lua_State* L)
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*
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* @brief bool togglespawn( [bool enable] )
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*
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* Disable or enable pilot spawning in the current system. If player jumps
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* the spawn is enabled again automagically.
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* @param enable true Enables spawn, false disables it.
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* @return The current spawn state.
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*/
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static int pilot_toggleSpawn(lua_State* L) {
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if((lua_gettop(L) > 0) && lua_isboolean(L, 1))
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space_spawn = lua_toboolean(L, 1);
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/* Toggling. */
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else
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space_spawn = !space_spawn;
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lua_pushboolean(L, space_spawn);
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return 1;
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}
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