More macro argument type checking. No mismarches in mainline.
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7 changed files with 39 additions and 39 deletions
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@ -655,7 +655,7 @@
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[/else]
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#enddef
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#define MISSILE_FRAME_FIRE_BREATH N_OFFSET S_OFFSET N_DIAGONAL_OFFSET S_DIAGONAL_OFFSET
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#define MISSILE_FRAME_FIRE_BREATH N_OFFSET_POSITION S_OFFSET_POSITION N_DIAGONAL_OFFSET_POSITION S_DIAGONAL_OFFSET_POSITION
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# Animate a projectile for a fire-breath attack.
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[if]
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direction=n
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@ -664,7 +664,7 @@
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begin=-400
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end=100
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halo=projectiles/fire-breath-n-1.png:80,projectiles/fire-breath-n-2.png:80,projectiles/fire-breath-n-3.png:80,projectiles/fire-breath-n-4.png:80,projectiles/fire-breath-n-5.png:80
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halo_x,halo_y={N_OFFSET}
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halo_x,halo_y={N_OFFSET_POSITION}
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[/missile_frame]
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[/if]
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[else]
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@ -674,7 +674,7 @@
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begin=-400
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end=100
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halo=projectiles/fire-breath-s-1.png:80,projectiles/fire-breath-s-2.png:80,projectiles/fire-breath-s-3.png:80,projectiles/fire-breath-s-4.png:80,projectiles/fire-breath-s-5.png:80
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halo_x,halo_y={S_OFFSET}
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halo_x,halo_y={S_OFFSET_POSITION}
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[/missile_frame]
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[/else]
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[else]
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@ -684,7 +684,7 @@
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begin=-400
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end=100
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halo=projectiles/fire-breath-ne-1.png:80,projectiles/fire-breath-ne-2.png:80,projectiles/fire-breath-ne-3.png:80,projectiles/fire-breath-ne-4.png:80,projectiles/fire-breath-ne-5.png:80
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halo_x,halo_y={N_DIAGONAL_OFFSET}
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halo_x,halo_y={N_DIAGONAL_OFFSET_POSITION}
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[/missile_frame]
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[/else]
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[else]
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@ -694,7 +694,7 @@
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begin=-400
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end=100
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halo=projectiles/fire-breath-se-1.png:80,projectiles/fire-breath-se-2.png:80,projectiles/fire-breath-se-3.png:80,projectiles/fire-breath-se-4.png:80,projectiles/fire-breath-se-5.png:80
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halo_x,halo_y={S_DIAGONAL_OFFSET}
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halo_x,halo_y={S_DIAGONAL_OFFSET_POSITION}
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[/missile_frame]
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[/else]
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#enddef
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@ -1,9 +1,9 @@
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#textdomain wesnoth
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#define STORY_PART_SPEECH BACKGROUND SPEAKER SPEECH
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#define STORY_PART_SPEECH BACKGROUND_IMAGE SPEAKER_VALUE SPEECH_VALUE
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[part]
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background={BACKGROUND}
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background={BACKGROUND_IMAGE}
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scale_background=no
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story={CAPTION {SPEAKER}} + {SPEECH}
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story={CAPTION {SPEAKER_VALUE}} + {SPEECH_VALUE}
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[/part]
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#enddef
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@ -243,8 +243,8 @@
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[/clear_variable]
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#enddef
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#define ADVANCE_UNIT FILTER ADVANCETO
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# Advances all units matching the filter to ADVANCETO or if missing, their normal advancement
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#define ADVANCE_UNIT FILTER ID_STRING
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# Advances all units matching the filter to ID_STRING or if missing, their normal advancement
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#
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# Example to advance all spearmen to a cavalrymen:
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#! {ADVANCE_UNIT type=Spearman Cavalryman}
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@ -259,7 +259,7 @@
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[/store_unit]
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[set_variable]
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name=advanceto_len
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string_length={ADVANCETO}
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string_length={ID_STRING}
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[/set_variable]
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{FOREACH ADVANCE_UNIT_store i}
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@ -271,7 +271,7 @@
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[then]
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[set_variable]
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name=ADVANCE_UNIT_store[$i].advances_to
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value={ADVANCETO}
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value={ID_STRING}
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[/set_variable]
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[/then]
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[/if]
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@ -136,40 +136,40 @@
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{CLEAR_VARIABLE REPEAT_i}
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#enddef
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#define LOOKUP_INDEX FROM_ARRAY WHERE_KEY WHERE_VALUE SAVE_AS
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#define LOOKUP_INDEX FROM_ARRAY_NAME WHERE_KEY_NAME WHERE_VALUE SAVE_AS_NAME
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# Call this to lookup an array element that has a particular key-value pair
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# then it saves the index of that element, or
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# if the key-value pair is not found it saves the array's length
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{VARIABLE {SAVE_AS} 0}
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{VARIABLE {SAVE_AS_NAME} 0}
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[while]
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[variable]
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name={SAVE_AS}
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less_than=${FROM_ARRAY}.length
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name={SAVE_AS_NAME}
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less_than=${FROM_ARRAY_NAME}.length
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[/variable]
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[variable]
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name={FROM_ARRAY}[${SAVE_AS}].{WHERE_KEY}
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name={FROM_ARRAY_NAME}[${SAVE_AS_NAME}].{WHERE_KEY_NAME}
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not_equals={WHERE_VALUE}
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[/variable]
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[do]
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{VARIABLE_OP {SAVE_AS} add 1}
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{VARIABLE_OP {SAVE_AS_NAME} add 1}
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[/do]
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[/while]
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#enddef
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#define LOOKUP_VALUE FROM_ARRAY WHERE_KEY WHERE_VALUE SAVE_KEY DEFAULT SAVE_AS
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#define LOOKUP_VALUE FROM_ARRAY_NAME WHERE_KEY_NAME WHERE_VALUE SAVE_KEY_NAME DEFAULT_VALUE SAVE_AS_NAME
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# Call this to look up an array element that has a particular key-value pair
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# then it saves another key from that same element.
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{LOOKUP_INDEX {FROM_ARRAY} {WHERE_KEY} {WHERE_VALUE} {SAVE_AS}}
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{LOOKUP_INDEX {FROM_ARRAY_NAME} {WHERE_KEY_NAME} {WHERE_VALUE} {SAVE_AS_NAME}}
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[if]
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[variable]
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name={SAVE_AS}
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numerical_equals=${FROM_ARRAY}.length
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name={SAVE_AS_NAME}
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numerical_equals=${FROM_ARRAY_NAME}.length
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[/variable]
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[then]
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{VARIABLE {SAVE_AS} {DEFAULT}}
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{VARIABLE {SAVE_AS_NAME} {DEFAULT_VALUE}}
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[/then]
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[else]
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{VARIABLE {SAVE_AS} ${FROM_ARRAY}[${SAVE_AS}].{SAVE_KEY}}
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{VARIABLE {SAVE_AS_NAME} ${FROM_ARRAY_NAME}[${SAVE_AS_NAME}].{SAVE_KEY_NAME}}
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[/else]
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[/if]
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#enddef
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@ -677,7 +677,7 @@
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{CLEAR_VARIABLE unit_type_table,unit_type_table_i,possible_unit_locations,random_subscript,units_to_place}
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#enddef
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#define FORCE_CHANCE_TO_HIT FILTER FILTER_SECOND CTH EXTRA_CONDITIONS
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#define FORCE_CHANCE_TO_HIT FILTER SECOND_FILTER CTH_NUMBER EXTRA_CONDITIONS_WML
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# Invisibly forces certain units to always have a specific chance to hit
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# when fighting against certain other units.
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#
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@ -707,12 +707,12 @@
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[/filter]
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[filter_second]
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{FILTER_SECOND}
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{SECOND_FILTER}
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[/filter_second]
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[if]
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[and]
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{EXTRA_CONDITIONS}
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{EXTRA_CONDITIONS_WML}
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[/and]
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[then]
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@ -738,7 +738,7 @@
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[value]
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id=forced_cth
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value={CTH}
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value={CTH_NUMBER}
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cumulative=no
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[/value]
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[/set_variables]
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@ -781,7 +781,7 @@
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first_time_only=no
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[filter]
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{FILTER_SECOND}
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{SECOND_FILTER}
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[/filter]
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[filter_second]
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@ -790,7 +790,7 @@
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[if]
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[and]
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{EXTRA_CONDITIONS}
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{EXTRA_CONDITIONS_WML}
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[/and]
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[then]
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@ -816,7 +816,7 @@
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[value]
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id=forced_cth
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value={CTH}
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value={CTH_NUMBER}
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cumulative=no
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[/value]
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[/set_variables]
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@ -5,9 +5,9 @@
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# Contains some of the macros that were previously in _final.cfg.
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#
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#define TERRAIN_ADJACENT_CORNER_BOTH INNER OUTER IMAGESTEM
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{TERRAIN_ADJACENT_CORNER {INNER} {OUTER} {OUTER} 52,76 {IMAGESTEM}-convex}
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{TERRAIN_ADJACENT_CORNER {OUTER} {INNER} {INNER} 56,68 {IMAGESTEM}-concave}
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#define TERRAIN_ADJACENT_CORNER_BOTH INNER_TERRAIN_PATTERN OUTER_TERRAIN_PATTERN IMAGESTEM
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{TERRAIN_ADJACENT_CORNER {INNER_TERRAIN_PATTERN} {OUTER_TERRAIN_PATTERN} {OUTER_TERRAIN_PATTERN} 52,76 {IMAGESTEM}-convex}
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{TERRAIN_ADJACENT_CORNER {OUTER_TERRAIN_PATTERN} {INNER_TERRAIN_PATTERN} {INNER_TERRAIN_PATTERN} 56,68 {IMAGESTEM}-concave}
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#enddef
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#define TERRAIN_OVERLAY_PROB TERRAIN_PATTERN FLAG PROB IMAGESTEM
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@ -508,7 +508,7 @@ Note: You need to use map settings for the scenario to work right."
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[/if]
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#enddef
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#define REGULAR_RANDOM_SPAWNS SIDE INTERVAL_NUMBER SPAWN_NUMBER BASE_GOLD_AMOUNT GOLD_INCREMENT UNITS GOLD_PER_UNIT
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#define REGULAR_RANDOM_SPAWNS SIDE INTERVAL_NUMBER SPAWN_NUMBER BASE_GOLD_AMOUNT GOLD_INCREMENT UNITS_AMOUNT GOLD_PER_UNIT_AMOUNT
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{VARIABLE spawn_id 0}
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[while]
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[variable]
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[/if]
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{CLEAR_VARIABLE gold1}
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{VARIABLE_OP units add $random}
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{VARIABLE unit_increment {GOLD_PER_UNIT}}
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{VARIABLE unit_increment {GOLD_PER_UNIT_AMOUNT}}
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{VARIABLE unit_turns $turns}
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{VARIABLE_OP unit_turns divide 1.5}
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{VARIABLE_OP unit_increment add $unit_turns}
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### DEBUG
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{VARIABLE unit_increment $units}
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### END DEBUG
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{VARIABLE_OP units add {UNITS}}
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{VARIABLE_OP units add {UNITS_AMOUNT}}
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{RANDOMIZE 4}
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{VARIABLE_OP random add -2}
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{VARIABLE_OP units add $random}
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{VARIABLE_OP turns add $random}
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[/then]
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[else]
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{VARIABLE units {UNITS}}
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{VARIABLE units {UNITS_AMOUNT}}
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{VARIABLE_OP units add 1}
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### DEBUG
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{VARIABLE unit_increment 0}
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ftype = "image"
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elif f.endswith("MUSIC",) or f.endswith("SOUND"):
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ftype = "sound"
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elif f in ("FILTER",):
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elif f.endswith("FILTER",):
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ftype = "filter"
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elif f == "WML" or f.endswith("_WML"):
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ftype = "wml"
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