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2 changes: 1 addition & 1 deletion BaseBuilder.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ void CreateBase(int player, int x, int y, const BaseInfo& baseInfo)
{
TubeWallInfo &curItem = baseInfo.tubeInfo[i];
CreateTubeLine(
LOCATION(x + curItem.fromX, y + curItem.fromY),
LOCATION(x + curItem.fromX, y + curItem.fromY),
LOCATION(x + curItem.toX, y + curItem.toY));
}

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2 changes: 1 addition & 1 deletion BaseBuilder.h
Original file line number Diff line number Diff line change
Expand Up @@ -78,7 +78,7 @@ struct StartLocation

// Note: These are very useful for randomizing player start locations and
// beacon starting locations, among other things.
// Note: If used for placing beacons, it would be wise to have a seperate
// Note: If used for placing beacons, it would be wise to have a separate
// list for each starting location so not all the beacons end up
// appearing in a single player's base, and so you don't get only a
// single resource type placed on the map.
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2 changes: 1 addition & 1 deletion ColonyType.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -156,7 +156,7 @@ bool IsBuilding(map_id buildingType)

bool IsVehicle(map_id vehicleType)
{
// mapCargoTruck and mapEarthworker are respectively the first and last building indices
// mapCargoTruck and mapEarthworker are respectively the first and last vehicle indices
return ((vehicleType >= map_id::mapCargoTruck) && (vehicleType <= map_id::mapEarthworker));
}

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270 changes: 135 additions & 135 deletions EnumSoundID.h

Large diffs are not rendered by default.

2 changes: 1 addition & 1 deletion EnumTechID.h
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@ enum TechID
techAdvancedRoboticManipulatorArmEden = 7213,
techAdvancedRoboticManipulatorArmPlymouth = 7214,
techDissipatingAdhesives = 5202,
techEnhancedDefensizeFortifications = 8306,
techEnhancedDefensiveFortifications = 8306,
techExplosiveCharges = 7102,
techForumReconfiguration = 5408,
techGeothermalPower = 5115,
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4 changes: 2 additions & 2 deletions OP2Helper.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -69,7 +69,7 @@ void CreateLavaWallLine(LOCATION loc1, LOCATION loc2)

void CreateMicrobeWallLine(LOCATION loc1, LOCATION loc2)
{
ExecuteAcrossLine(loc1, loc2,
ExecuteAcrossLine(loc1, loc2,
[](int x, int y) { TethysGame::CreateWallOrTube(x, y, 0, map_id::mapMicrobeWall); }
);
}
Expand Down Expand Up @@ -172,7 +172,7 @@ void CreateStarshipVictoryCondition()
trigger = CreateCountTrigger(1, 1, -1, mapFoodCargo, mapAny, 1, cmpGreaterEqual, "NoResponseToTrigger");
CreateVictoryCondition(1, 1, trigger, "Evacuate 10000 units of food to spacecraft");
trigger = CreateCountTrigger(1, 1, -1, mapCommonMetalsCargo, mapAny, 1, cmpGreaterEqual, "NoResponseToTrigger");
CreateVictoryCondition(1, 1, trigger, "Evacuate 10000 units of Commom Metals to spacecraft");
CreateVictoryCondition(1, 1, trigger, "Evacuate 10000 units of Common Metals to spacecraft");
trigger = CreateCountTrigger(1, 1, -1, mapRareMetalsCargo, mapAny, 1, cmpGreaterEqual, "NoResponseToTrigger");
CreateVictoryCondition(1, 1, trigger, "Evacuate 10000 units of Rare Metals to spacecraft");
}
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6 changes: 3 additions & 3 deletions OP2Helper.h
Original file line number Diff line number Diff line change
Expand Up @@ -54,14 +54,14 @@ void InitPlayerResources(int playerNum, const ResourceSet& resourceSet = CES1Res


// Create wall or tubes in a straight line or L pattern
// L patterns draw counter - clockwise between the two points
// L patterns draw counter-clockwise between the two points
void CreateTubeLine(LOCATION loc1, LOCATION loc2);
void CreateWallLine(LOCATION loc1, LOCATION loc2);
void CreateLavaWallLine(LOCATION loc1, LOCATION loc2);
void CreateMicrobeWallLine(LOCATION loc1, LOCATION loc2);

// Record line of tubes or walls to a BuildingGroup in a straight line or L pattern
// L patterns draw counter - clockwise between the two points
// L patterns draw counter-clockwise between the two points
void RecordTubeLine(BuildingGroup& buildingGroup, LOCATION loc1, LOCATION loc2);
void RecordWallLine(BuildingGroup& buildingGroup, const LOCATION& loc1, const LOCATION& loc2);
void RecordLavaWallLine(BuildingGroup& buildingGroup, const LOCATION& loc1, const LOCATION& loc2);
Expand Down Expand Up @@ -109,7 +109,7 @@ void CenterViewOnPlayerCC();
// Overload taking a location object
void CenterViewOn(enum PlayerNum playerNum, const LOCATION& location);

// To send message to all players, Set toPlayerNum to -1.
// To send a message to all players, set toPlayerNum to -1.
// Default sound effect is phone ringing (sending text message to other player)
void AddMapMessage(const char* message, const Unit& sourceUnit, int soundIndex = SoundID::sndMessage2, int toPlayerNum = PlayerNum::PlayerAll);
void AddMapMessage(const char* message, const LOCATION& location, int soundIndex = SoundID::sndMessage2, int toPlayerNum = PlayerNum::PlayerAll);
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2 changes: 1 addition & 1 deletion ReadMe.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

The OP2Helper library is used to ease development of Outpost 2 missions. It wraps the Outpost2DLL library, and builds functionality on top of the exported methods. While the Outpost2DLL library is aimed at providing the raw exports from Outpost2.exe (and only the raw exports), the OP2Helper library contains custom code which builds functionality around the exported methods.

The OP2Helper library is intentionally simple, in that it depends only the on exported methods from Outpost2DLL, ensuring code stays safe and portable. In particular, this library does not attempt any memory hacking to reach into the game and manipulate parts that are not exported. See [HFL](https://github.com/OutpostUniverse/HFL) and [OP2Internal](https://github.com/OutpostUniverse/OP2Internal) for more advanced memory hacking needs.
The OP2Helper library is intentionally simple, in that it depends only on the exported methods from Outpost2DLL, ensuring code stays safe and portable. In particular, this library does not attempt any memory hacking to reach into the game and manipulate parts that are not exported. See [HFL](https://github.com/OutpostUniverse/HFL) and [OP2Internal](https://github.com/OutpostUniverse/OP2Internal) for more advanced memory hacking needs.

A few things the OP2Helper library helps with:
* Creating base layouts (as data)
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