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addhook("objectupgrade","stopupgrade")
function stopupgrade(oid)
	if object(oid,"type") == 1 then
		return 1
	end
end
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barricades = {}
addhook("startround","initbars")
function initbars()
	-- Reset table
	barricades = {}
	-- Then repopulate with ones spawned by the map
	for _, o in pairs(object(0,"table")) do
		if object(o,"type") == 1 then
			table.insert(barricades,o)
		end
	end
end
addhook("build","addtobars")
function addtobars(pid,btype,x,y,mode,oid)
	if btype == 1 then
		table.insert(barricades,oid)
	end
end
addhook("objectkill","removefrombars")
function removefrombars(oid)
	for a, b in ipairs(barricades) do
		if b == oid then
			table.remove(barricades,a)
			break
		end
	end
end
addhook("objectupgrade","stopupgrade")
function stopupgrade(oid)
	for _, o in ipairs(barricades) do
		if o == oid then
			return 1
		end
	end
end
Could argue this is more of a performance hit due to the 3 iterations being done especially during the upgrade attempt.