Removed the hideously bloaty HIGHLIGHT_UNIT macro.
Might be added back in later if implemented in a more sane manner.
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@ -43,91 +43,6 @@
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{CLEAR_VARIABLE FLOATING_TEXT_temp}
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#enddef
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#define HIGHLIGHT_UNIT FILTER
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# Blinks the specified unit(s) a few times. Can be used to pinpoint an
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# important unit to the player.
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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kill=no
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variable=HIGHLIGHT_UNIT_temp
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[/store_unit]
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[scroll_to]
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x,y=$HIGHLIGHT_UNIT_temp[$i].x,$HIGHLIGHT_UNIT_temp[$i].y
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[/scroll_to]
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{FOREACH HIGHLIGHT_UNIT_temp i}
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[kill]
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x,y=$HIGHLIGHT_UNIT_temp[$i].x,$HIGHLIGHT_UNIT_temp[$i].y
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fire_event=no
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animate=no
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[/kill]
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{NEXT i}
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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{FOREACH HIGHLIGHT_UNIT_temp i}
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[unstore_unit]
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variable=HIGHLIGHT_UNIT_temp[$i]
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find_vacant=no
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[/unstore_unit]
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{NEXT i}
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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{FOREACH HIGHLIGHT_UNIT_temp i}
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[kill]
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x,y=$HIGHLIGHT_UNIT_temp[$i].x,$HIGHLIGHT_UNIT_temp[$i].y
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fire_event=no
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animate=no
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[/kill]
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{NEXT i}
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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{FOREACH HIGHLIGHT_UNIT_temp i}
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[unstore_unit]
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variable=HIGHLIGHT_UNIT_temp[$i]
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find_vacant=no
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[/unstore_unit]
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{NEXT i}
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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{FOREACH HIGHLIGHT_UNIT_temp i}
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[kill]
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x,y=$HIGHLIGHT_UNIT_temp[$i].x,$HIGHLIGHT_UNIT_temp[$i].y
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fire_event=no
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animate=no
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[/kill]
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{NEXT i}
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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{FOREACH HIGHLIGHT_UNIT_temp i}
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[unstore_unit]
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variable=HIGHLIGHT_UNIT_temp[$i]
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find_vacant=no
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[/unstore_unit]
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{NEXT i}
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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{CLEAR_VARIABLE HIGHLIGHT_UNIT_temp}
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#enddef
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#define HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND
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# Scrolls to the given location, blinks the given image in and out a few
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# times, and then leaves the image in place. Use this to pinpoint an
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