Hashtable function ( long arg0 , FileInputStream arg1 ) { byte [ ] loc0 = new byte [ ( int ) arg0 ] ; arg1 . read ( loc0 ) ; Hashtable loc1 = ( Hashtable ) Header . parseLuaTable ( loc0 ) ; Header . index = 0 ; return loc1 ; }
reads and rebuilds the lua scenario info table describing the settings used for the match . returns the table as a hashtable with the proper relationships . concode_field_sep int index concode_elem_sep int THREEBYTES concode_elem_sep int TWOBYTES concode_elem_sep int ONEBYTE concode_elem_sep int FOURBYTES concode_field_sep long setNumArmies concode_elem_sep String[][] setCommandSource concode_elem_sep long setLuaScenarioInfoSize concode_elem_sep String setReplayVersionId concode_elem_sep Hashtable[] setArmies concode_elem_sep long setCheatsEnabled concode_elem_sep Object parseLuaTable concode_elem_sep String returnNextString concode_elem_sep String returnNextString concode_elem_sep String setReplayPatchFileId concode_elem_sep long setGameModsSize concode_elem_sep Hashtable setGameMods concode_elem_sep long setNumSources concode_elem_sep long setRandomSeed