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- do not save empty lua tables
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@@ -294,8 +294,12 @@ void LuaScript::saveGame(XmlNode *rootNode) {
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break;
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break;
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case LUA_TTABLE:
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case LUA_TTABLE:
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{
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{
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int tableItemCount = 0;
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if(LuaScript::debugModeEnabled == true) printf("================ LUA TABLE DETECTED - START =================\n");
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if(LuaScript::debugModeEnabled == true) printf("================ LUA TABLE DETECTED - START =================\n");
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for (lua_pushnil(L); lua_next(L, -2) ;) {
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for (lua_pushnil(L); lua_next(L, -2) ;) {
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tableItemCount++;
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if(LuaScript::debugModeEnabled == true) printf("LUA TABLE loop A\n");
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if(LuaScript::debugModeEnabled == true) printf("LUA TABLE loop A\n");
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int tableKeyType = lua_type(L, -2);
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int tableKeyType = lua_type(L, -2);
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@@ -363,6 +367,11 @@ void LuaScript::saveGame(XmlNode *rootNode) {
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lua_pop(L, 1);
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lua_pop(L, 1);
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}
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}
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}
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}
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if(tableItemCount < 1) {
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if(LuaScript::debugModeEnabled == true) printf("Skipping lua table tableItemCount = %d\n",tableItemCount);
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skipTable = true;
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}
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if(LuaScript::debugModeEnabled == true) printf("---------------------------- LUA TABLE DETECTED - END ----------------------------\n");
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if(LuaScript::debugModeEnabled == true) printf("---------------------------- LUA TABLE DETECTED - END ----------------------------\n");
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}
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}
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break;
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break;
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