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Commit e870995

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Removed Lua binding for ForceSetTeamAsActive as it's now automatic
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CHANGELOG.md

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@@ -601,8 +601,6 @@ This can be accessed via the new Lua (R/W) `SettingsMan` property `AIUpdateInter
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- New `MovableObject` Lua (R) property `DistanceTravelled` which returns the amount of pixels the object has travelled since its creation.
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- Added `Activity` Lua function `ForceSetTeamAsActive(team)`, which forcefully sets a team as active. Necessary for `Activity`s that don't want to define/show all used teams, but still want `Actor`s of hidden teams to work properly.
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- Added `GameActivity` INI property `DefaultGoldMaxDifficulty`, which lets you specify the default gold when the difficulty slider is maxed out.
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- Added `HDFirearm` Lua (R/W) property `BaseReloadTime` that lets you get and set the `HDFirearm`'s base reload time (i.e. the reload time before it's adjusted for one-handed reloads where appropriate).

Lua/LuaBindingsActivities.cpp

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@@ -24,7 +24,6 @@ namespace RTE {
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.def("PlayerActive", &Activity::PlayerActive)
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.def("PlayerHuman", &Activity::PlayerHuman)
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.def("TeamActive", &Activity::TeamActive)
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.def("ForceSetTeamAsActive", &Activity::ForceSetTeamAsActive)
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.def("GetTeamOfPlayer", &Activity::GetTeamOfPlayer)
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.def("SetTeamOfPlayer", &Activity::SetTeamOfPlayer)
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.def("PlayersInTeamCount", &Activity::PlayersInTeamCount)

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