forked from github/server
autoseed code is never used in lua scripts (they have their own autoseed implementation).
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1 changed files with 0 additions and 21 deletions
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@ -47,7 +47,6 @@
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#include "monsters.h"
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#include "market.h"
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#include <modules/autoseed.h>
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#include <modules/score.h>
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#include <attributes/key.h>
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@ -154,25 +153,6 @@ int tolua_itemlist_next(lua_State * L)
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return 0;
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}
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static int tolua_autoseed(lua_State * L)
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{
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const char *filename = tolua_tostring(L, 1, 0);
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int new_island = tolua_toboolean(L, 2, 0);
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newfaction *players = read_newfactions(filename);
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if (players != NULL) {
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while (players) {
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int n = listlen(players);
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int k = (n + ISLANDSIZE - 1) / ISLANDSIZE;
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k = n / k;
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n = autoseed(&players, k, new_island ? 0 : TURNS_PER_ISLAND);
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if (n == 0) {
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break;
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}
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}
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}
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return 0;
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}
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static int tolua_getkey(lua_State * L)
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{
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const char *name = tolua_tostring(L, 1, 0);
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@ -1068,7 +1048,6 @@ int tolua_bindings_open(lua_State * L, const dictionary *inifile)
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tolua_function(L, TOLUA_CAST "update_owners", tolua_update_owners);
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tolua_function(L, TOLUA_CAST "learn_skill", tolua_learn_skill);
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tolua_function(L, TOLUA_CAST "create_curse", tolua_create_curse);
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tolua_function(L, TOLUA_CAST "autoseed", tolua_autoseed);
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tolua_function(L, TOLUA_CAST "get_key", tolua_getkey);
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tolua_function(L, TOLUA_CAST "set_key", tolua_setkey);
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tolua_function(L, TOLUA_CAST "translate", &tolua_translate);
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