the old code didn't work well for mp campaigns that dynamicially set the
next scenario in endlevel. The new code just shows all scenarios that
belong to the same addon, since this is a debug command it better to sho
a little too much than not to show all scenarios of the campaign.
these come closer to their actual meaning and also are not lua keywords
which might come in hand later, in particular we can now replace the
f_and, f_or,f_terrain, with f.all, f.any, f.terrain if we want.
The block on line 99 was entered for BW years, but shouldn't have been.
Fixes#3187.
(cherry picked from commit 5e97d1505f529c45ff8e48f694b6fd938b56e3af)
In the scenarios where one plays him he retains now his usual overlay.
Master only, as the scenarios depend on changes in previous scenarios,
which breakssave compatibility.
[ci skip]
Now content that is loaded via [load_resource] is placed to the position
where the [load_resource] was. This fixes a problem where previously one could
not use lua variables/functions created by the [resource][lua] because the
engine would put the [lua] tags from the [resource] after the [resource] from the
scenario.
This time it uses size_t indicies instad of vector iterators to prevent
possible bugs arisong from invalidating iterators when the size of the
vector changes.
This reverts commit b3e1680f886ec27c29150912bb27949d7cdd7f6e.
In the long run i think it might actually be better to allow [event] and
[lua] to have a order/priority attribute similar to lua on_event events.
Then this commit would probably not be needed anymore.
Noticing that orcs can control undead units feels strange. This
can give the AI an advantage too. One would expect monsters and
undeads to move autonomously.
This makes sure that when Jevyan dies, we check for Aethyr's
presence before doing anything, so the player loses immediately
if he's alive.
Furthermore, we must hide the last orc leader, or his death will
make the player lose.