--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert the new gamemodes or maps here for pre-existing maps:
AddNewGameModes( sp_missionselect_listbox_contents, "cor1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "dag1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "dea1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "end1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "fel1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "geo1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "hot1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "kam1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "kas2%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "mus1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "myg1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "nab2%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "pol1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "tan1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "tat2%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "tat3%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "uta1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
AddNewGameModes( sp_missionselect_listbox_contents, "yav1%s_%s", {era_n = 1, mode_con_n = 1, change = {era_n = { name="CW Spec Ops", icon2="mode_icon_ord66" },},} )
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "ops%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("COR1","cor1n_con",4)
AddDownloadableContent("DAG1","dag1n_con",4)
AddDownloadableContent("DEA1","dea1n_con",4)
AddDownloadableContent("END1","end1n_con",4)
AddDownloadableContent("FEL1","fel1n_con",4)
AddDownloadableContent("GEO1","geo1n_con",4)
AddDownloadableContent("HOT1","hot1n_con",4)
AddDownloadableContent("KAM1","kam1n_con",4)
AddDownloadableContent("KAS2","kas2n_con",4)
AddDownloadableContent("MUS1","mus1n_con",4)
AddDownloadableContent("MYG1","myg1n_con",4)
AddDownloadableContent("NAB2","nab2n_con",4)
AddDownloadableContent("POL1","pol1n_con",4)
AddDownloadableContent("TAN1","tan1n_con",4)
AddDownloadableContent("TAT2","tat2n_con",4)
AddDownloadableContent("TAT3","tat3n_con",4)
AddDownloadableContent("UTA1","uta1n_con",4)
AddDownloadableContent("YAV1","yav1n_con",4)
AddDownloadableContent("OPS" ,"opsc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\ops\\data\\_LVL_PC\\core.lvl")