C&C:TA CNCOpt Link Button

Creates a "CNCOpt" button when selecting a base in Command & Conquer: Tiberium Alliances. The share button takes you to http://cncopt.com/ and fills in the selected base information so you can analyze or share the base.

Tendrás que instalar una extensión para tu navegador como Tampermonkey, Greasemonkey o Violentmonkey si quieres utilizar este script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Userscripts para instalar este script.

Necesitará instalar una extensión como Tampermonkey para instalar este script.

Necesitarás instalar una extensión para administrar scripts de usuario si quieres instalar este script.

(Ya tengo un administrador de scripts de usuario, déjame instalarlo)

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

(Ya tengo un administrador de estilos de usuario, déjame instalarlo)

// ==UserScript==
// @version       1.7.7
// @name          C&C:TA CNCOpt Link Button
// @namespace     http://cncopt.com/
// @icon          http://cncopt.com/favicon.ico
// @description   Creates a "CNCOpt" button when selecting a base in Command & Conquer: Tiberium Alliances. The share button takes you to http://cncopt.com/ and fills in the selected base information so you can analyze or share the base.
// @include       http*://prodgame*.alliances.commandandconquer.com/*/index.aspx*
// @include       http*://*.cncopt.com/*
// @include       http*://cncopt.com/*
// @grant         GM_log
// @grant         GM_setValue
// @grant         GM_getValue
// @grant         GM_registerMenuCommand
// @grant         GM_xmlhttpRequest
// @grant         GM_updatingEnabled
// @grant         unsafeWindow
// @contributor   PythEch (http://http://userscripts.org/users/220246)
// @contributor   jerbri (http://userscripts.org/users/507954)
// ==/UserScript==
/* 

2013-03-03: Special thanks to jerbri for fixing this up so it worked again!
2012-11-25: Special thanks to PythEch for fixing this up so it worked again!

*/
var scity = null;
var tcity = null;
var tbase = null;
try {
  unsafeWindow.__cncopt_version = "1.7.7";
  (function () {
    var cncopt_main = function () {

      var defense_unit_map = {
        /* GDI Defense Units */"GDI_Wall": "w",
        "GDI_Cannon": "c",
        "GDI_Antitank Barrier": "t",
        "GDI_Barbwire": "b",
        "GDI_Turret": "m",
        "GDI_Flak": "f",
        "GDI_Art Inf": "r",
        "GDI_Art Air": "e",
        "GDI_Art Tank": "a",
        "GDI_Def_APC Guardian": "g",
        "GDI_Def_Missile Squad": "q",
        "GDI_Def_Pitbull": "p",
        "GDI_Def_Predator": "d",
        "GDI_Def_Sniper": "s",
        "GDI_Def_Zone Trooper": "z",
        /* Nod Defense Units */"NOD_Def_Antitank Barrier": "t",
        "NOD_Def_Art Air": "e",
        "NOD_Def_Art Inf": "r",
        "NOD_Def_Art Tank": "a",
        "NOD_Def_Attack Bike": "p",
        "NOD_Def_Barbwire": "b",
        "NOD_Def_Black Hand": "z",
        "NOD_Def_Cannon": "c",
        "NOD_Def_Confessor": "s",
        "NOD_Def_Flak": "f",
        "NOD_Def_MG Nest": "m",
        "NOD_Def_Militant Rocket Soldiers": "q",
        "NOD_Def_Reckoner": "g",
        "NOD_Def_Scorpion Tank": "d",
        "NOD_Def_Wall": "w",

        /* Forgotten Defense Units */"FOR_Wall": "w",
        "FOR_Barbwire_VS_Inf": "b",
        "FOR_Barrier_VS_Veh": "t",
        "FOR_Inf_VS_Inf": "g",
        "FOR_Inf_VS_Veh": "r",
        "FOR_Inf_VS_Air": "q",
        "FOR_Sniper": "n",
        "FOR_Mammoth": "y",
        "FOR_Veh_VS_Inf": "o",
        "FOR_Veh_VS_Veh": "s",
        "FOR_Veh_VS_Air": "u",
        "FOR_Turret_VS_Inf": "m",
        "FOR_Turret_VS_Inf_ranged": "a",
        "FOR_Turret_VS_Veh": "v",
        "FOR_Turret_VS_Veh_ranged": "d",
        "FOR_Turret_VS_Air": "f",
        "FOR_Turret_VS_Air_ranged": "e",
        "": ""
      };

      var offense_unit_map = {
        /* GDI Offense Units */"GDI_APC Guardian": "g",
        "GDI_Commando": "c",
        "GDI_Firehawk": "f",
        "GDI_Juggernaut": "j",
        "GDI_Kodiak": "k",
        "GDI_Mammoth": "m",
        "GDI_Missile Squad": "q",
        "GDI_Orca": "o",
        "GDI_Paladin": "a",
        "GDI_Pitbull": "p",
        "GDI_Predator": "d",
        "GDI_Riflemen": "r",
        "GDI_Sniper Team": "s",
        "GDI_Zone Trooper": "z",

        /* Nod Offense Units */"NOD_Attack Bike": "b",
        "NOD_Avatar": "a",
        "NOD_Black Hand": "z",
        "NOD_Cobra": "r",
        "NOD_Commando": "c",
        "NOD_Confessor": "s",
        "NOD_Militant Rocket Soldiers": "q",
        "NOD_Militants": "m",
        "NOD_Reckoner": "k",
        "NOD_Salamander": "l",
        "NOD_Scorpion Tank": "o",
        "NOD_Specter Artilery": "p",
        "NOD_Venom": "v",
        "NOD_Vertigo": "t",
        "": ""
      };


      function findTechLayout(city) {
        for (var k in city) {
          //console.log(typeof(city[k]), "1.city[", k, "]", city[k])
          if ((typeof (city[k]) == "object") && city[k] && 0 in city[k] && 8 in city[k]) {
            if ((typeof (city[k][0]) == "object") && city[k][0] && city[k][0] && 0 in city[k][0] && 15 in city[k][0]) {
              if ((typeof (city[k][0][0]) == "object") && city[k][0][0] && "BuildingIndex" in city[k][0][0]) {
                return city[k];
              }
            }
          }
        }
        return null;
      }

      function findBuildings(city) {
        var cityBuildings = city.get_CityBuildingsData();
        for (var k in cityBuildings) {
          if (PerforceChangelist >= 376877) {
            if ((typeof (cityBuildings[k]) === "object") && cityBuildings[k] && "d" in cityBuildings[k] && "c" in cityBuildings[k] && cityBuildings[k].c > 0) {
              return cityBuildings[k].d;
            }
          } else {
            if ((typeof (cityBuildings[k]) === "object") && cityBuildings[k] && "l" in cityBuildings[k]) {
              return cityBuildings[k].l;
            }
          }
        }
      }

      function isOffenseUnit(unit) {
        return (unit.get_UnitGameData_Obj().n in offense_unit_map);
      }

      function isDefenseUnit(unit) {
        return (unit.get_UnitGameData_Obj().n in defense_unit_map);
      }

      function getUnitArrays(city) {
        var ret = [];
        for (var k in city) {
          if ((typeof (city[k]) == "object") && city[k]) {
            for (var k2 in city[k]) {
              if (PerforceChangelist >= 376877) {
                if ((typeof (city[k][k2]) == "object") && city[k][k2] && "d" in city[k][k2]) {
                  var lst = city[k][k2].d;
                  if ((typeof (lst) == "object") && lst) {
                    for (var i in lst) {
                      if (typeof (lst[i]) == "object" && lst[i] && "get_CurrentLevel" in lst[i]) {
                        ret.push(lst);
                      }
                    }
                  }
                }
              } else {
                if ((typeof (city[k][k2]) == "object") && city[k][k2] && "l" in city[k][k2]) {
                  var lst = city[k][k2].l;
                  if ((typeof (lst) == "object") && lst) {
                    for (var i in lst) {
                      if (typeof (lst[i]) == "object" && lst[i] && "get_CurrentLevel" in lst[i]) {
                        ret.push(lst);
                      }
                    }
                  }
                }
              }
            }
          }
        }
        return ret;
      }

      function getDefenseUnits(city) {
        var arr = getUnitArrays(city);
        for (var i = 0; i < arr.length; ++i) {
          for (var j in arr[i]) {
            if (isDefenseUnit(arr[i][j])) {
              return arr[i];
            }
          }
        }
        return [];
      }

      function getOffenseUnits(city) {
        var arr = getUnitArrays(city);
        for (var i = 0; i < arr.length; ++i) {
          for (var j in arr[i]) {
            if (isOffenseUnit(arr[i][j])) {
              return arr[i];
            }
          }
        }
        return [];
      }


      function cncopt_create() {
        console.log("CNCOpt Link Button v" + window.__cncopt_version + " loaded");
        var cncopt = {
          selected_base: null,
          keymap: {
            /* GDI Buildings */"GDI_Accumulator": "a",
            "GDI_Refinery": "r",
            "GDI_Trade Center": "u",
            "GDI_Silo": "s",
            "GDI_Power Plant": "p",
            "GDI_Construction Yard": "y",
            "GDI_Airport": "d",
            "GDI_Barracks": "b",
            "GDI_Factory": "f",
            "GDI_Defense HQ": "q",
            "GDI_Defense Facility": "w",
            "GDI_Command Center": "e",
            "GDI_Support_Art": "z",
            "GDI_Support_Air": "x",
            "GDI_Support_Ion": "i",
            /* Forgotten Buildings */"FOR_Silo": "s",
            "FOR_Refinery": "r",
            "FOR_Tiberium Booster": "b",
            "FOR_Crystal Booster": "v",
            "FOR_Trade Center": "u",
            "FOR_Defense Facility": "w",
            "FOR_Construction Yard": "y",
            "FOR_Harvester_Tiberium": "h",
            "FOR_Defense HQ": "q",
            "FOR_Harvester_Crystal": "n",
            /* Nod Buildings */"NOD_Refinery": "r",
            "NOD_Power Plant": "p",
            "NOD_Harvester": "h",
            "NOD_Construction Yard": "y",
            "NOD_Airport": "d",
            "NOD_Trade Center": "u",
            "NOD_Defense HQ": "q",
            "NOD_Barracks": "b",
            "NOD_Silo": "s",
            "NOD_Factory": "f",
            "NOD_Harvester_Crystal": "n",
            "NOD_Command Post": "e",
            "NOD_Support_Art": "z",
            "NOD_Support_Ion": "i",
            "NOD_Accumulator": "a",
            "NOD_Support_Air": "x",
            "NOD_Defense Facility": "w",
            //"NOD_Tech Lab": "",
            //"NOD_Recruitment Hub": "X",
            //"NOD_Temple of Nod": "X",

            /* GDI Defense Units */"GDI_Wall": "w",
            "GDI_Cannon": "c",
            "GDI_Antitank Barrier": "t",
            "GDI_Barbwire": "b",
            "GDI_Turret": "m",
            "GDI_Flak": "f",
            "GDI_Art Inf": "r",
            "GDI_Art Air": "e",
            "GDI_Art Tank": "a",
            "GDI_Def_APC Guardian": "g",
            "GDI_Def_Missile Squad": "q",
            "GDI_Def_Pitbull": "p",
            "GDI_Def_Predator": "d",
            "GDI_Def_Sniper": "s",
            "GDI_Def_Zone Trooper": "z",
            /* Nod Defense Units */"NOD_Def_Antitank Barrier": "t",
            "NOD_Def_Art Air": "e",
            "NOD_Def_Art Inf": "r",
            "NOD_Def_Art Tank": "a",
            "NOD_Def_Attack Bike": "p",
            "NOD_Def_Barbwire": "b",
            "NOD_Def_Black Hand": "z",
            "NOD_Def_Cannon": "c",
            "NOD_Def_Confessor": "s",
            "NOD_Def_Flak": "f",
            "NOD_Def_MG Nest": "m",
            "NOD_Def_Militant Rocket Soldiers": "q",
            "NOD_Def_Reckoner": "g",
            "NOD_Def_Scorpion Tank": "d",
            "NOD_Def_Wall": "w",

            /* Forgotten Defense Units */"FOR_Wall": "w",
            "FOR_Barbwire_VS_Inf": "b",
            "FOR_Barrier_VS_Veh": "t",
            "FOR_Inf_VS_Inf": "g",
            "FOR_Inf_VS_Veh": "r",
            "FOR_Inf_VS_Air": "q",
            "FOR_Sniper": "n",
            "FOR_Mammoth": "y",
            "FOR_Veh_VS_Inf": "o",
            "FOR_Veh_VS_Veh": "s",
            "FOR_Veh_VS_Air": "u",
            "FOR_Turret_VS_Inf": "m",
            "FOR_Turret_VS_Inf_ranged": "a",
            "FOR_Turret_VS_Veh": "v",
            "FOR_Turret_VS_Veh_ranged": "d",
            "FOR_Turret_VS_Air": "f",
            "FOR_Turret_VS_Air_ranged": "e",

            /* GDI Offense Units */"GDI_APC Guardian": "g",
            "GDI_Commando": "c",
            "GDI_Firehawk": "f",
            "GDI_Juggernaut": "j",
            "GDI_Kodiak": "k",
            "GDI_Mammoth": "m",
            "GDI_Missile Squad": "q",
            "GDI_Orca": "o",
            "GDI_Paladin": "a",
            "GDI_Pitbull": "p",
            "GDI_Predator": "d",
            "GDI_Riflemen": "r",
            "GDI_Sniper Team": "s",
            "GDI_Zone Trooper": "z",

            /* Nod Offense Units */"NOD_Attack Bike": "b",
            "NOD_Avatar": "a",
            "NOD_Black Hand": "z",
            "NOD_Cobra": "r",
            "NOD_Commando": "c",
            "NOD_Confessor": "s",
            "NOD_Militant Rocket Soldiers": "q",
            "NOD_Militants": "m",
            "NOD_Reckoner": "k",
            "NOD_Salamander": "l",
            "NOD_Scorpion Tank": "o",
            "NOD_Specter Artilery": "p",
            "NOD_Venom": "v",
            "NOD_Vertigo": "t",

            "<last>": "."
          },
          make_sharelink: function () {
            try {
              var selected_base = cncopt.selected_base;
              var city_id = selected_base.get_Id();
              var city = ClientLib.Data.MainData.GetInstance().get_Cities().GetCity(city_id);
              var own_city = ClientLib.Data.MainData.GetInstance().get_Cities().get_CurrentOwnCity();
              var alliance = ClientLib.Data.MainData.GetInstance().get_Alliance();
              var server = ClientLib.Data.MainData.GetInstance().get_Server();
              tbase = selected_base;
              tcity = city;
              scity = own_city;
              //console.log("Target City: ", city);
              //console.log("Own City: ", own_city);
              var link = "http://cncopt.com/?map=";
              link += "3|"; /* link version */
              switch (city.get_CityFaction()) {
                case 1:
                  /* GDI */
                  link += "G|";
                  break;
                case 2:
                  /* NOD */
                  link += "N|";
                  break;
                case 3:
                  /* FOR faction - unseen, but in GAMEDATA */
                case 4:
                  /* Forgotten Bases */
                case 5:
                  /* Forgotten Camps */
                case 6:
                  /* Forgotten Outposts */
                  link += "F|";
                  break;
                default:
                  console.log("cncopt: Unknown faction: " + city.get_CityFaction());
                  link += "E|";
                  break;
              }
              switch (own_city.get_CityFaction()) {
                case 1:
                  /* GDI */
                  link += "G|";
                  break;
                case 2:
                  /* NOD */
                  link += "N|";
                  break;
                case 3:
                  /* FOR faction - unseen, but in GAMEDATA */
                case 4:
                  /* Forgotten Bases */
                case 5:
                  /* Forgotten Camps */
                case 6:
                  /* Forgotten Outposts */
                  link += "F|";
                  break;
                default:
                  console.log("cncopt: Unknown faction: " + own_city.get_CityFaction());
                  link += "E|";
                  break;
              }
              link += city.get_Name() + "|";
              defense_units = []
              for (var i = 0; i < 20; ++i) {
                var col = [];
                for (var j = 0; j < 9; ++j) {
                  col.push(null);
                }
                defense_units.push(col)
              }
              var defense_unit_list = getDefenseUnits(city);
              if (PerforceChangelist >= 376877) {
                for (var i in defense_unit_list) {
                  var unit = defense_unit_list[i];
                  defense_units[unit.get_CoordX()][unit.get_CoordY() + 8] = unit;
                }
              } else {
                for (var i = 0; i < defense_unit_list.length; ++i) {
                  var unit = defense_unit_list[i];
                  defense_units[unit.get_CoordX()][unit.get_CoordY() + 8] = unit;
                }
              }

              offense_units = []
              for (var i = 0; i < 20; ++i) {
                var col = [];
                for (var j = 0; j < 9; ++j) {
                  col.push(null);
                }
                offense_units.push(col)
              }

              var offense_unit_list = getOffenseUnits(own_city);
              if (PerforceChangelist >= 376877) {
                for (var i in offense_unit_list) {
                  var unit = offense_unit_list[i];
                  offense_units[unit.get_CoordX()][unit.get_CoordY() + 16] = unit;
                }
              } else {
                for (var i = 0; i < offense_unit_list.length; ++i) {
                  var unit = offense_unit_list[i];
                  offense_units[unit.get_CoordX()][unit.get_CoordY() + 16] = unit;
                }
              }

              var techLayout = findTechLayout(city);
              var buildings = findBuildings(city);
              for (var i = 0; i < 20; ++i) {
                row = [];
                for (var j = 0; j < 9; ++j) {
                  var spot = i > 16 ? null : techLayout[j][i];
                  var level = 0;
                  var building = null;
                  if (spot && spot.BuildingIndex >= 0) {
                    building = buildings[spot.BuildingIndex];
                    level = building.get_CurrentLevel();
                  }
                  var defense_unit = defense_units[j][i];
                  if (defense_unit) {
                    level = defense_unit.get_CurrentLevel();
                  }
                  var offense_unit = offense_units[j][i];
                  if (offense_unit) {
                    level = offense_unit.get_CurrentLevel();
                  }
                  if (level > 1) {
                    link += level;
                  }

                  switch (i > 16 ? 0 : city.GetResourceType(j, i)) {
                    case 0:
                      if (building) {
                        var techId = building.get_MdbBuildingId();
                        if (GAMEDATA.Tech[techId].n in cncopt.keymap) {
                          link += cncopt.keymap[GAMEDATA.Tech[techId].n];
                        } else {
                          console.log("cncopt [5]: Unhandled building: " + techId, building);
                          link += ".";
                        }
                      } else if (defense_unit) {
                        if (defense_unit.get_UnitGameData_Obj().n in cncopt.keymap) {
                          link += cncopt.keymap[defense_unit.get_UnitGameData_Obj().n];
                        } else {
                          console.log("cncopt [5]: Unhandled unit: " + defense_unit.get_UnitGameData_Obj().n);
                          link += ".";
                        }
                      } else if (offense_unit) {
                        if (offense_unit.get_UnitGameData_Obj().n in cncopt.keymap) {
                          link += cncopt.keymap[offense_unit.get_UnitGameData_Obj().n];
                        } else {
                          console.log("cncopt [5]: Unhandled unit: " + offense_unit.get_UnitGameData_Obj().n);
                          link += ".";
                        }
                      } else {
                        link += ".";
                      }
                      break;
                    case 1:
                      /* Crystal */
                      if (spot.BuildingIndex < 0) link += "c";
                      else link += "n";
                      break;
                    case 2:
                      /* Tiberium */
                      if (spot.BuildingIndex < 0) link += "t";
                      else link += "h";
                      break;
                    case 4:
                      /* Woods */
                      link += "j";
                      break;
                    case 5:
                      /* Scrub */
                      link += "h";
                      break;
                    case 6:
                      /* Oil */
                      link += "l";
                      break;
                    case 7:
                      /* Swamp */
                      link += "k";
                      break;
                    default:
                      console.log("cncopt [4]: Unhandled resource type: " + city.GetResourceType(j, i));
                      link += ".";
                      break;
                  }
                }
              }
              /* Tack on our alliance bonuses */
              if (alliance && scity.get_AllianceId() == tcity.get_AllianceId()) {
                link += "|" + alliance.get_POITiberiumBonus();
                link += "|" + alliance.get_POICrystalBonus();
                link += "|" + alliance.get_POIPowerBonus();
                link += "|" + alliance.get_POIInfantryBonus();
                link += "|" + alliance.get_POIVehicleBonus();
                link += "|" + alliance.get_POIAirBonus();
                link += "|" + alliance.get_POIDefenseBonus();
              }
              if (server.get_TechLevelUpgradeFactorBonusAmount() != 1.20) {
                  link += "|newEconomy";
              }
              window.server = server;
              console.log("cbcopt: get_TechLevelUpgradeFactorBonusAmount = ", server.get_TechLevelUpgradeFactorBonusAmount())

              //console.log(link);
              window.open(link, "_blank");
            } catch (e) {
              console.log("cncopt [1]: ", e);
            }
          }
        };
        if (!webfrontend.gui.region.RegionCityMenu.prototype.__cncopt_real_showMenu) {
          webfrontend.gui.region.RegionCityMenu.prototype.__cncopt_real_showMenu = webfrontend.gui.region.RegionCityMenu.prototype.showMenu;
        }

        var check_ct = 0;
        var check_timer = null;
        var button_enabled = 123456;
        /* Wrap showMenu so we can inject our Sharelink at the end of menus and
         * sync Base object to our cncopt.selected_base variable  */
        webfrontend.gui.region.RegionCityMenu.prototype.showMenu = function (selected_base) {
          try {
            var self = this;
            //console.log(selected_base);
            cncopt.selected_base = selected_base;
            if (this.__cncopt_initialized != 1) {
              this.__cncopt_initialized = 1;
              this.__cncopt_links = [];
              for (var i in this) {
                try {
                  if (this[i] && this[i].basename == "Composite") {
                    var link = new qx.ui.form.Button("CNCOpt", "http://cncopt.com/favicon.ico");
                    link.addListener("execute", function () {
                      var bt = qx.core.Init.getApplication();
                      bt.getBackgroundArea().closeCityInfo();
                      cncopt.make_sharelink();
                    });
                    this[i].add(link);
                    this.__cncopt_links.push(link)
                  }
                } catch (e) {
                  console.log("cncopt [2]: ", e);
                }
              }
            }
            var tf = false;
            switch (selected_base.get_VisObjectType()) {
              case ClientLib.Vis.VisObject.EObjectType.RegionCityType:
                switch (selected_base.get_Type()) {
                  case ClientLib.Vis.Region.RegionCity.ERegionCityType.Own:
                    tf = true;
                    break;
                  case ClientLib.Vis.Region.RegionCity.ERegionCityType.Alliance:
                  case ClientLib.Vis.Region.RegionCity.ERegionCityType.Enemy:
                    tf = true;
                    break;
                }
                break;
              case ClientLib.Vis.VisObject.EObjectType.RegionGhostCity:
                tf = false;
                console.log("cncopt: Ghost City selected.. ignoring because we don't know what to do here");
                break;
              case ClientLib.Vis.VisObject.EObjectType.RegionNPCBase:
                tf = true;
                break;
              case ClientLib.Vis.VisObject.EObjectType.RegionNPCCamp:
                tf = true;
                break;
            }

            var orig_tf = tf;

            function check_if_button_should_be_enabled() {
              try {
                tf = orig_tf;
                var selected_base = cncopt.selected_base;
                var still_loading = false;
                if (check_timer != null) {
                  clearTimeout(check_timer);
                }

                /* When a city is selected, the data for the city is loaded in the background.. once the 
                 * data arrives, this method is called again with these fields set, but until it does
                 * we can't actually generate the link.. so this section of the code grays out the button
                 * until the data is ready, then it'll light up. */
                if (selected_base && selected_base.get_Id) {
                  var city_id = selected_base.get_Id();
                  var city = ClientLib.Data.MainData.GetInstance().get_Cities().GetCity(city_id);
                  //if (!city || !city.m_CityUnits || !city.m_CityUnits.m_DefenseUnits) {
                  //console.log("City", city);
                  //console.log("get_OwnerId", city.get_OwnerId());
                  if (!city || city.get_OwnerId() == 0) {
                    still_loading = true;
                    tf = false;
                  }
                } else {
                  tf = false;
                }
                if (tf != button_enabled) {
                  button_enabled = tf;
                  for (var i = 0; i < self.__cncopt_links.length; ++i) {
                    self.__cncopt_links[i].setEnabled(tf);
                  }
                }
                if (!still_loading) {
                  check_ct = 0;
                } else {
                  if (check_ct > 0) {
                    check_ct--;
                    check_timer = setTimeout(check_if_button_should_be_enabled, 100);
                  } else {
                    check_timer = null;
                  }
                }
              } catch (e) {
                console.log("cncopt [3]: ", e);
                tf = false;
              }
            }

            check_ct = 50;
            check_if_button_should_be_enabled();
          } catch (e) {
            console.log("cncopt [3]: ", e);
          }
          this.__cncopt_real_showMenu(selected_base);
        }
      }


      /* Nice load check (ripped from AmpliDude's LoU Tweak script) */
      function cnc_check_if_loaded() {
        try {
          if (typeof qx != 'undefined') {
            a = qx.core.Init.getApplication(); // application
            if (a) {
              cncopt_create();
            } else {
              window.setTimeout(cnc_check_if_loaded, 1000);
            }
          } else {
            window.setTimeout(cnc_check_if_loaded, 1000);
          }
        } catch (e) {
          if (typeof console != 'undefined') console.log(e);
          else if (window.opera) opera.postError(e);
          else GM_log(e);
        }
      }
      if (/commandandconquer\.com/i.test(document.domain)) window.setTimeout(cnc_check_if_loaded, 1000);
    }

    // injecting because we can't seem to hook into the game interface via unsafeWindow 
    //   (Ripped from AmpliDude's LoU Tweak script)
    var script_block = document.createElement("script");
    txt = cncopt_main.toString();
    script_block.innerHTML = "(" + txt + ")();";
    script_block.type = "text/javascript";
    if (/commandandconquer\.com/i.test(document.domain)) document.getElementsByTagName("head")[0].appendChild(script_block);
  })();
} catch (e) {
  GM_log(e);
}