Compare commits

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Author SHA1 Message Date
cambragol 260bada21c Merge branch 'main' into fallout2ce-dat 2025-06-22 20:32:23 +09:00
cambragol 568cc4267a Merge branch 'main' into fallout2ce-dat 2025-06-21 12:00:32 +09:00
cambragol 6e8faa823a Merge branch 'main' into fallout2ce-dat 2025-06-17 14:45:47 +09:00
cambragol 1a8d6a4973 Update readme
Updating readme with file info
2025-05-28 18:01:38 +09:00
cambragol a2b47104a3 Create fallout2ce.dat
Adding .dat file for contents of fallout2cedat
2025-05-28 15:44:46 +09:00
cambragol d265d3a69a Renamed Dat folder
Renamed dat folder to allow upload of actual .dat
2025-05-28 15:44:08 +09:00
cambragol c2feba8f22 Add files via upload
Added my own customized interface files, (will make a list later) and some of the current contents of the f2_res.ini file (iface borders)
2025-05-28 15:08:27 +09:00
cambragol d137b3d95b Create readme
Adding a folder to hold dat file resources. Adding a quick readme to generate the folder.
2025-05-28 15:04:30 +09:00
cambragol 4ff46801ec Update game.cc
Trying out adding a custom .dat file for Fallout2-CE - adding after  master and critter .dats, but before any other patches. This allows us to replace OG textures with our fixes, but our fixes can be written over by mods.
2025-05-28 15:01:01 +09:00
254 changed files with 5156 additions and 19876 deletions
+6 -47
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@@ -14,16 +14,6 @@ jobs:
runs-on: ubuntu-latest
permissions: write-all
steps:
- name: start deployment
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
id: deployment
with:
ref: ${{ github.event.pull_request.head.sha }}
step: start
debug: true
env: preview-${{ github.event.pull_request.number }}
- name: Clone
uses: actions/checkout@v4
@@ -86,10 +76,6 @@ jobs:
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
F2_GAME_VERSION: Game=${{github.event.pull_request.head.sha || github.sha }}
- name: Place hash file
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: echo "$GITHUB_SHA" > fallout2-ce-ems/dist/site_hash.txt
- name: Install rsync (required for the next step)
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
@@ -105,37 +91,10 @@ jobs:
clean: false
single-commit: true
- name: Check that site is deployed
if: github.event_name == 'push' || (github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository)
run: |
URL="$SITE_ORIGIN""$SITE_BASE""site_hash.txt"
echo "Expecting $GITHUB_SHA from $URL"
for i in `seq 1 80`; do
got="$(curl -fsSL --max-time 10 "$URL" | tr -d '\r\n' || true)"
if [ "$got" = "$GITHUB_SHA" ]; then
echo "âś… Match on attempt $i: ${got}"
exit 0
fi
echo "Received $got, waiting"
sleep 5
done
exit 1
env:
SITE_ORIGIN: https://${{ github.repository_owner }}.github.io
SITE_BASE: ${{ steps.set-path.outputs.SITE_BASE }}
- name: Update deployment status
- name: Comment preview URL on PR
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name == github.repository
uses: bobheadxi/deployments@v1
with:
step: finish
status: success
debug: true
env: ${{ steps.deployment.outputs.env }}
deployment_id: ${{ steps.deployment.outputs.deployment_id }}
ref: ${{ github.event.pull_request.head.sha }}
env_url: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/
run: |
gh pr comment ${{ github.event.pull_request.number }} \
--body "🚀 WebAssembly PR Preview for ${{github.event.pull_request.head.sha || github.sha }} is available at: https://${{ github.repository_owner }}.github.io/fallout2-ce/PR-${{ github.event.pull_request.number }}/"
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
+8 -8
View File
@@ -87,7 +87,7 @@ jobs:
uses: actions/cache@v4
with:
path: os/android/app/.cxx
key: android-cmake-v101
key: android-cmake-v100
- name: Setup signing config
if: env.KEYSTORE_FILE_BASE64 != '' && env.KEYSTORE_PROPERTIES_FILE_BASE64 != ''
@@ -128,7 +128,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: ios-cmake-v101
key: ios-cmake-v100
- name: Configure
run: |
@@ -183,7 +183,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: linux-${{ matrix.arch }}-cmake-v101
key: linux-${{ matrix.arch }}-cmake-v100
- name: Configure
run: |
@@ -288,7 +288,7 @@ jobs:
uses: actions/cache@v4
with:
path: out
key: macos-cmake-v101
key: macos-cmake-v100
- name: Configure
run: |
@@ -328,16 +328,16 @@ jobs:
- name: Clone
uses: actions/checkout@v4
- name: Install Visual Studio 2022 Build Tools with v141_xp
- name: Install Visual Studio 2019 Build Tools with v141_xp
shell: cmd
run: |
choco install visualstudio2022buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
choco install visualstudio2019buildtools -y --package-parameters="'--add Microsoft.VisualStudio.Workload.VCTools --add Microsoft.VisualStudio.Component.VC.v141.x86.x64 --add Microsoft.VisualStudio.Component.VC.v141.xp --add Microsoft.VisualStudio.Component.VC.Tools.x86.x64 --add Microsoft.VisualStudio.Component.Windows10SDK.10240 --add Microsoft.VisualStudio.ComponentGroup.NativeDesktop.WinXP --add Microsoft.VisualStudio.Component.WinXP'"
- name: Cache cmake build
uses: actions/cache@v4
with:
path: out
key: windows-${{ matrix.arch }}-cmake-v102
key: windows-${{ matrix.arch }}-cmake-v100
- name: Configure
shell: cmd
@@ -432,4 +432,4 @@ jobs:
tag_name: continious
draft: false
prerelease: true
name: Fallout2-CE Continuous Build
name: Fallout2-CE Continuous Build
+1 -10
View File
@@ -12,7 +12,6 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
deployments: write
steps:
- name: Checkout gh-pages branch
uses: actions/checkout@v4
@@ -44,12 +43,4 @@ jobs:
else
git commit --amend -m "đźš® Remove preview for closed PR #${{ github.event.pull_request.number }}"
git push --force
fi
- name: mark environment as deactivated
uses: bobheadxi/deployments@v1
with:
step: deactivate-env
env: preview-${{ github.event.pull_request.number }}
desc: Environment was pruned
debug: true
fi
-4
View File
@@ -399,7 +399,3 @@ FodyWeavers.xsd
# versioning header
src/platform/git_version.h
CMakeUserPresets.json
# Local configs for AI agents
.aider*
.gemini
+1 -15
View File
@@ -102,8 +102,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/font_manager.h"
"src/game_config.cc"
"src/game_config.h"
"src/game_config_migration.cc"
"src/game_config_migration.h"
"src/game_dialog.cc"
"src/game_dialog.h"
"src/game_memory.cc"
@@ -174,8 +172,6 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/obj_types.h"
"src/object.cc"
"src/object.h"
"src/opcode_context.cc"
"src/opcode_context.h"
"src/options.cc"
"src/options.h"
"src/palette.cc"
@@ -290,21 +286,13 @@ target_sources(${EXECUTABLE_NAME} PUBLIC
"src/sfall_metarules.h"
"src/sfall_opcodes.cc"
"src/sfall_opcodes.h"
"src/sfall_script_hooks.cc"
"src/sfall_arrays.cc"
"src/sfall_arrays.h"
"src/sfall_animation.cc"
"src/sfall_animation.h"
"src/sfall_callbacks.cc"
"src/sfall_callbacks.h"
"src/touch.cc"
"src/touch.h"
"src/scan_unimplemented.cc"
"third_party/lodepng/lodepng.cpp"
)
target_include_directories(${EXECUTABLE_NAME} PUBLIC "third_party/lodepng")
if(IOS)
target_sources(${EXECUTABLE_NAME} PUBLIC
"src/platform/ios/paths.h"
@@ -325,8 +313,7 @@ endif()
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME}
winmm
debug libcpmtd
optimized libcpmt
libcpmt
)
endif()
@@ -438,7 +425,6 @@ endif()
add_subdirectory("third_party/fpattern")
target_link_libraries(${EXECUTABLE_NAME} fpattern::fpattern)
target_link_libraries(${EXECUTABLE_NAME} fpattern_windows::fpattern_windows)
target_link_libraries(${EXECUTABLE_NAME} ${ZLIB_LIBRARIES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${ZLIB_INCLUDE_DIRS})
+2 -2
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@@ -28,7 +28,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "Win32",
"cacheVariables": {
"CMAKE_GENERATOR_TOOLSET": "v141_xp",
@@ -42,7 +42,7 @@
"inherits": [
"windows-base"
],
"generator": "Visual Studio 17 2022",
"generator": "Visual Studio 16 2019",
"architecture": "x64",
"cacheVariables": {
"CMAKE_MSVC_RUNTIME_LIBRARY": "MultiThreaded$<$<CONFIG:Debug>:Debug>"
-20
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@@ -1,20 +0,0 @@
# Contributing
This file is currently a shell to be filled in over time. For now, it only captures project-specific maintenance notes that are easy to miss.
## Updating SDL
SDL is pinned for native builds in `third_party/sdl2/CMakeLists.txt`. Right now, Android also relies on checked-in Java bindings in `os/android/app/src/main/java/org/libsdl/app`, and those bindings must match the SDL version fetched by CMake.
When updating SDL:
1. Update the SDL tag in `third_party/sdl2/CMakeLists.txt`.
2. Run an Android build once so Gradle/CMake fetch the new SDL source tree.
3. Copy the Android Java bindings from the fetched SDL checkout into `os/android/app/src/main/java/org/libsdl/app`.
Source path pattern:
`os/android/app/.cxx/<Variant>/<Hash>/arm64-v8a/_deps/sdl2-src/android-project/app/src/main/java/org/libsdl/app`
4. Rebuild Android and confirm the SDL sync guard passes.
The Android build contains a guard in `os/android/app/build.gradle` that fails if the checked-in Java bindings drift from the fetched native SDL source.
This is a hack, not a good long-term setup. The Java bindings are still duplicated in the repo instead of being sourced from the same SDL tree as the native build. That should be improved so Android does not depend on a manual copy/sync step.
-44
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@@ -1,44 +0,0 @@
# Fallout 2 Community Edition - Gemini Instructions
## Project Overview
Fallout 2 Community Edition is a re-implementation of Fallout 2. It is written in C++ and uses CMake as its build system.
## Project Rules
- Only search for source code and symbols inside the `src/` directory.
## Coding Standards & Conventions
- **Language**: C++17.
- **Style**: Follow WebKit style as defined in `.clang-format`.
- Use `clang-format` before committing any changes.
- Short `if` statements without `else` can be on a single line.
- Fix namespace comments.
- **File Naming**:
- Source files: `.cc`
- Header files: `.h`
- **Architectural Constraint**:
- Don't use complicated and rarely used C++ features, unless they are well encapsulated within reusable code.
- Avoid large-scale refactorings. The project aims to reconcile changes from the Reference Edition, and major structural changes make this difficult.
- **Integration Priority**: Integrating features and fixes from Sfall is a top priority.
## Build System (CMake)
- **Version**: Requires CMake 3.18 or higher.
- **Dependencies**: Uses vendored third-party libraries by default (`FALLOUT_VENDORED=ON`).
- **Target**: The main executable is `fallout2-ce`.
- **Platforms**: Supports Windows, Linux, macOS, Android, iOS, and Emscripten (WebAssembly).
## Project Structure
- `src/`: Contains all core game logic and engine implementation.
- `third_party/`: Vendored dependencies (zlib, SDL2, etc.).
- `os/`: Platform-specific assets and configuration (icons, plists, etc.).
- `cmake/`: Custom CMake scripts.
- `files/`: Default configuration files and data assets.
- `sfall_testing/`: SSL scripts for testing Sfall-related functionality.
## Tool Usage
- **Prioritize CLion MCP**: Always use the CLion MCP tools (e.g., `mcp_clion_search_symbols`, `mcp_clion_get_symbol_info`) for finding code definitions and symbols instead of performing manual text-based searches with `grep_search` or `glob`. Use manual text searches only when symbol-based search is not applicable (e.g., searching for non-code text or specific patterns).
## Development Workflow
1. **Research**: Understand how a feature was implemented in the original engine or Sfall before attempting to port or fix it.
2. **Strategy**: Maintain compatibility with original game data and savegames.
3. **Execution**: Apply surgical changes to `src/`.
4. **Validation**: Ensure changes compile across platforms if possible, or at least don't break the build for the current platform.
+1 -12
View File
@@ -44,7 +44,7 @@ $ sudo apt install libsdl2-2.0-0
- Alternatively you can use Fallout 2 from Macplay/The Omni Group as a base - you need to extract game assets from the original bundle. Mount CD/DMG, right click `Fallout 2` -> `Show Package Contents`, navigate to `Contents/Resources`. Copy `GameData` folder somewhere, for example `/Applications/Fallout2`.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer. **Note**: You must use "Offline backup game installer", not the main game installer.
- Or if you're a Terminal user and have Homebrew installed you can extract the needed files from the GoG installer:
```console
$ brew install innoextract
@@ -126,17 +126,6 @@ IFACE_BAR_SIDES_ORI=0
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
;if IFACE_BAR_WIDTH=800 - Interface bar will use 800pix wide asset from f2_res.dat.
;IFACE_BAR_WIDTH=640
[STATIC_SCREENS]
;if SPLASH_SCRN_SIZE=0 - Splash screen shows at original size if it fits, otherwise scales down while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=1 - Splash screen scales to fit the screen while preserving aspect ratio.
;if SPLASH_SCRN_SIZE=2 - Splash screen stretches to fill the entire screen.
SPLASH_SCRN_SIZE=0
[MAPS]
;if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled.
;if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored.
IGNORE_MAP_EDGES=0
```
Recommendations:
-104
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@@ -1,104 +0,0 @@
# Sfall Compatibility
This document tracks Fallout 2 CE compatibility with sfall. This is for modders who need to know which Sfall features work in CE.
For now, this covers opcodes/metarules, and hooks. In the future, it will include other ways of modifying the engine (like ini files), and other Sfall-specific behaviour.
## Opcodes / Metarules
See [`https://sfall-team.github.io/sfall/`](https://sfall-team.github.io/sfall/) for documentation on specific functions.
| Group | Opcodes In Group | Compatibility | Notes |
| --- | --- | --- | --- |
| Direct memory access| read_byte,short,int,string<br>write_byte,short,int,string<br>call_offset_vX | đźš« | Not possible. Open an issue if you need functionality not covered by other opcodes. |
| Stats | get/set_pc_base_stat<br>get/set_pc_extra_stat<br>get/set_critter_base_stat<br>get/set_critter_extra_stat | âś… | CE uses engine stat helpers here instead of sfall's direct proto-field behavior, so derived-stat update behavior can differ. |
| Stats / Alter min/max | get/set_stat_min/max<br>set_pc_stat_min/max<br>set_npc_stat_min/max | not implemented | - |
| Skills | get/set_critter_skill_points<br>get/set_available_skill_points<br>set_skill_max<br>set_critter_skill_mod<br>set_base_skill_mod<br>mod_skill_points_per_level | not implemented | - |
| Graphics | graphics_funcs_available<br>force_graphics_refresh<br>get_screen_width<br>get_screen_height<br>set_palette | implemented: only get_screen_width, get_screen_height | - |
| Shaders | load_shader<br>free_shader<br>activate_shader<br>deactivate_shader<br>set/get_shader_* | đźš« | likely will not implement direct compatibility
| Perks and traits | set_perk_image<br>set_perk_*<br>set_pyromaniac_mod<br>apply_heaveho_fix<br>set_swiftlearner_mod<br>set_fake_perk<br>set_fake_trait<br>set_selectable_perk<br>set_perkbox_title<br>hide_real_perks<br>show_real_perks<br>perk_add_mode<br>clear_selectable_perks<br>has_fake_perk<br>has_fake_trait<br>add_trait<br>remove_trait<br>seq_perk_freq | not implemented | - |
| Virtual file system | fs_create<br>fs_copy<br>fs_find<br>fs_read/write_*<br>fs_delete<br>fs_size<br>fs_pos<br>fs_seek<br>fs_resize | đźš« | Open an issue if you have a use case for these |
| Combat / Knockback | set_weapon_knockback<br>set_target_knockback<br>set_attacker_knockback<br>remove_weapon_knockback<br>remove_target_knockback<br>remove_attacker_knockback | not implemented | - |
| Maps and encounters | in_world_map<br>force_encounter<br>force_encounter_with_flags<br>set_map_time_multi<br>get/set_map_enter_position<br>exec_map_update_scripts<br>get/set_terrain_name<br>set_town_title<br>get/set_can_rest_on_map<br>set_rest_heal_time<br>set_rest_mode<br>set_worldmap_heal_time | implemented: in_world_map, force_encounter, force_encounter_with_flags, set_map_time_multi | - |
| Maps and encounters / Worldmap | get_world_map_x/y_pos<br>set_world_map_pos | âś… | - |
| Audio | eax_available<br>set_eax_environment<br>play_sfall_sound<br>stop_sfall_sound | not implemented | *eax* opcodes will not be implemented |
| Combat / Weapons and ammo | get/set_weapon_ammo_pid<br>get/set_weapon_ammo_count | âś… | - |
| Sfall / Version | sfall_ver_major<br>sfall_ver_minor<br>sfall_ver_build | âś… | CE currently reports `4.3.4` |
| Utility / Math | log, exponent, round, sqrt, abs, sin, cos, tan, arctan, ceil, ^, floor2, div | âś… | - |
| Keyboard and mouse | key_pressed<br>tap_key<br>get_mouse_x/y<br>get_mouse_buttons | âś… | - |
| Lists | list_begin<br>list_next<br>list_end<br>list_as_array<br>party_member_list | âś… | - |
| Explosions | metarule2_explosions<br>set_attack_explosion_pattern<br>set_attack_explosion_art<br>set_attack_explosion_radius<br>set_attack_is_explosion_fire<br>set_explosion_radius<br>set_dynamite_damage<br>set_plastic_damage<br>get_explosion_damage<br>set_explosion_max_targets<br>item_make_explosive | âś… except item_make_explosive | - |
| Animations | reg_anim_combat_check<br>reg_anim_destroy<br>reg_anim_animate_and_hide<br>reg_anim_light<br>reg_anim_change_fid<br>reg_anim_take_out<br>reg_anim_turn_towards<br>reg_anim_callback<br>reg_anim_animate_and_move | âś… except reg_anim_callback | - |
| Art and appearance | art_exists<br>refresh_pc_art<br>art_cache_clear<br>set_hero_race<br>set_hero_style | implemented: art_exists, refresh_pc_art, art_cache_clear | - |
| Tiles and paths | get_tile_fid<br>tile_under_cursor<br>tile_light<br>tile_get_objs<br>tile_refresh_display<br>obj_blocking_tile<br>tile_by_position<br>get_tile_ground_fid<br>get_tile_roof_fid<br>obj_blocking_line<br>path_find_to<br>objects_in_radius | âś… except objects_in_radius | - |
| Utility | sprintf<br>typeof<br>atoi<br>atof | âś… | - |
| Utility / Strings | string_split<br>substr<br>strlen<br>charcode<br>get_string_pointer<br>string_find<br>string_find_from<br>string_format<br>string_format_array<br>string_replace<br>string_to_case<br>string_compare | âś… | `get_string_pointer` is deprecated and intentionally omitted. |
| Interface / Tags | show_iface_tag<br>hide_iface_tag<br>is_iface_tag_active<br>set_iface_tag_text<br>add_iface_tag | âś… except set_iface_tag_text, add_iface_tag | CE only handles built-in interface tags here; custom tag creation/text is not supported yet. |
| Global variables | set_sfall_global<br>get_sfall_global_int<br>get_sfall_global_float | âś… except get_sfall_global_float | Current CE storage is int-backed; `set_sfall_global` stores integer values |
| Hooks / Hook functions | init_hook<br>get_sfall_arg<br>get_sfall_args<br>get_sfall_arg_at<br>set_sfall_return<br>set_sfall_arg<br>register_hook<br>register_hook_proc<br>register_hook_proc_spec | âś… | See below for implemented hooks. `init_hook` is deprecated and will not be implemented. register_hook_proc and register_hook_proc_spec both add hooks to the *end* of the hook list, instead of beginning and end, respectively. |
| Arrays / Array functions | create_array<br>temp_array<br>fix_array<br>get/set_array<br>resize_array<br>free_array<br>scan_array<br>len_array<br>save/load_array<br>array_key<br>arrayexpr | âś… except save_array, load_array | - |
| Perks and traits / NPC perks | set_fake_perk_npc<br>set_fake_trait_npc<br>set_selectable_perk_npc<br>has_fake_perk_npc<br>has_fake_trait_npc | not implemented | - |
| Global scripts / Global script functions | set_global_script_repeat<br>set_global_script_type<br>available_global_script_types | implemented: all except available_global_script_types | - |
| Combat | attack_is_aimed<br>block_combat<br>force_aimed_shots<br>disable_aimed_shots<br>get_attack_type<br>get/set_bodypart_hit_modifier<br>combat_data<br>get/set/reset_critical_table<br>get_last_target<br>get_last_attacker<br>set_critter_burst_disable<br>get/set_critter_current_ap<br>set_spray_settings<br>get/set_combat_free_move | implemented: only get_attack_type, get_bodypart_hit_modifier, combat_data, set_bodypart_hit_modifier | - |
| Car | set_car_current_town<br>car_gas_amount<br>set_car_intface_art | implemented: all except set_car_intface_art | - |
| Interface / Windows and images | art_frame_data<br>interface_art_draw<br>interface_print<br>draw_image<br>draw_image_scaled<br>get_window_under_mouse<br>create_win<br>get_window_attribute<br>message_box<br>set_window_flag<br>win_fill_color<br>interface_overlay<br>dialog_message<br>get_text_width<br>hide_window<br>show_window | implemented: only message_box, get_text_width, show_window | - |
| Interface / Outline | outlined_object<br>get_outline<br>set_outline | implemented: all except get_outline | - |
| Interface / Main interface | intface_is_hidden<br>intface_redraw<br>intface_hide<br>intface_show<br>set_quest_failure_value | implemented: only intface_redraw | `intface_redraw` only supports the zero-argument form; the optional-argument path is explicitly unimplemented. |
| Interface / Inventory | display_stats<br>inventory_redraw<br>critter_inven_obj2<br>get_current_inven_size<br>item_weight | implemented: only critter_inven_obj2 | - |
| Interface / Cursor | get/set_cursor_mode | âś… | - |
| Locks | lock_is_jammed<br>unjam_lock<br>set_unjam_locks_time | not implemented | - |
| INI settings | modified_ini<br>get_ini_setting<br>get_ini_string<br>get_ini_section<br>get_ini_sections<br>get_ini_config<br>get_ini_config_db<br>set_ini_setting | âś… except modified_ini, get_ini_config, get_ini_config_db | `modified_ini` is intentionally omitted as deprecated. |
| Objects and scripts | set_self<br>set_dude_obj<br>real_dude_obj<br>remove_script<br>set_script<br>get_script<br>obj_is_carrying_obj<br>loot_obj<br>dialog_obj<br>obj_under_cursor<br>get_object_data<br>set_object_data<br>get_flags<br>set_flags<br>set_unique_id<br>set_scr_name<br>obj_is_openable<br>get/set_proto_data<br>get_object_ai_data | implemented: set_self, get_script, obj_is_carrying_obj, loot_obj, dialog_obj, obj_under_cursor, get_object_data, get_flags, set_flags, get_proto_data, set_proto_data | - |
| Other / Game management | set_movie_path<br>stop_game<br>resume_game<br>mark_movie_played<br>game_loaded<br>get_game_mode<br>get_uptime<br>signal_close_game | implemented: game_loaded, get_game_mode, get_uptime | - |
| Other | input_funcs_available<br>get_year<br>set_dm_model<br>set_df_model<br>set_pipboy_available<br>get_kill_counter<br>mod_kill_counter<br>active_hand<br>toggle_active_hand<br>set_pickpocket_max<br>set_hit_chance_max<br>set_xp_mod<br>set_critter_hit_chance_mod<br>set_base_hit_chance_mod<br>inc_npc_level<br>get_npc_level<br>get/set_viewport_x/y<br>set_hp_per_level_mod<br>get/set_unspent_ap_bonus<br>get/set_unspent_ap_perk_bonus<br>hero_select_win<br>create_message_window<br>get_light_level<br>gdialog_get_barter_mod<br>set_inven_ap_cost<br>set_base_pickpocket_mod<br>set_critter_pickpocket_mod<br>message_str_game<br>sneak_success<br>create_spatial<br>unwield_slot<br>get_inven_ap_cost<br>add_g_timer_event<br>add_extra_msg_file<br>get_metarule_table<br>metarule_exist<br>npc_engine_level_up<br>remove_timer_event<br>set_drugs_data<br>spatial_radius | implemented: get_year, active_hand, toggle_active_hand, create_message_window, message_str_game, add_extra_msg_file, metarule_exist | `input_funcs_available`, `nb_create_char` are deprecated in sfall and intentionally absent in CE. `add_extra_msg_file` does not support the explicit `fileNumber` form in CE. |
## Hooks
| Hook | ID | Compatibility | Notes |
| --- | --- | --- | --- |
| ToHit | `HOOK_TOHIT` | âś… | - |
| AfterHitRoll | `HOOK_AFTERHITROLL` | đźš« | Et tu |
| CalcAPCost | `HOOK_CALCAPCOST` | đźš« | - |
| DeathAnim1 | `HOOK_DEATHANIM1` | đźš« | Use DEATHANIM2 instead |
| DeathAnim2 | `HOOK_DEATHANIM2` | âś… | - |
| CombatDamage | `HOOK_COMBATDAMAGE` | âś… | - |
| OnDeath | `HOOK_ONDEATH` | đźš« | - |
| FindTarget | `HOOK_FINDTARGET` | đźš« | (maybe) |
| UseObjOn | `HOOK_USEOBJON` | âś… | - |
| UseObj | `HOOK_USEOBJ` | âś… | CE notes an sfall-matching inconsistency around return code `2` behavior between interface contexts. |
| RemoveInvenObj | `HOOK_REMOVEINVENOBJ` | đźš« | - |
| BarterPrice | `HOOK_BARTERPRICE` | âś… | - |
| MoveCost | `HOOK_MOVECOST` | đźš« | - |
| ItemDamage | `HOOK_ITEMDAMAGE` | đźš« | - |
| AmmoCost | `HOOK_AMMOCOST` | đźš« | Et tu |
| KeyPress | `HOOK_KEYPRESS` | âś… | Third hook arg is currently `0`; CE doesn't use VK codes. |
| MouseClick | `HOOK_MOUSECLICK` | đźš« | - |
| UseSkill | `HOOK_USESKILL` | đźš« | - |
| Steal | `HOOK_STEAL` | đźš« | Et tu |
| WithinPerception | `HOOK_WITHINPERCEPTION` | đźš« | Et tu |
| InventoryMove | `HOOK_INVENTORYMOVE` | âś… | - |
| InvenWield | `HOOK_INVENWIELD` | đźš« | - |
| AdjustFID | `HOOK_ADJUSTFID` | đźš« | - |
| CombatTurn | `HOOK_COMBATTURN` | âś… | - |
| StdProcedure | `HOOK_STDPROCEDURE` | đźš« | Et tu |
| StdProcedureEnd | `HOOK_STDPROCEDURE_END` | đźš« | - |
| CarTravel | `HOOK_CARTRAVEL` | đźš« | - |
| SetGlobalVar | `HOOK_SETGLOBALVAR` | đźš« | - |
| RestTimer | `HOOK_RESTTIMER` | đźš« | Et tu |
| GameModeChange | `HOOK_GAMEMODECHANGE` | âś… | - |
| UseAnimObj | `HOOK_USEANIMOBJ` | đźš« | Et tu; (maybe) |
| ExplosiveTimer | `HOOK_EXPLOSIVETIMER` | đźš« | - |
| DescriptionObj | `HOOK_DESCRIPTIONOBJ` | đźš« | Et tu |
| UseSkillOn | `HOOK_USESKILLON` | đźš« | Et tu |
| OnExplosion | `HOOK_ONEXPLOSION` | đźš« | (maybe) |
| SubCombatDamage | `HOOK_SUBCOMBATDAMAGE` | đźš« | (maybe) |
| SetLighting | `HOOK_SETLIGHTING` | đźš« | Et tu; (maybe) |
| Sneak | `HOOK_SNEAK` | đźš« | - |
| TargetObject | `HOOK_TARGETOBJECT` | đźš« | (maybe) |
| Encounter | `HOOK_ENCOUNTER` | đźš« | Et tu |
| AdjustPoison | `HOOK_ADJUSTPOISON` | đźš« | (maybe) |
| AdjustRads | `HOOK_ADJUSTRADS` | đźš« | (maybe) |
| RollCheck | `HOOK_ROLLCHECK` | đźš« | - |
| BestWeapon | `HOOK_BESTWEAPON` | đźš« | - |
| CanUseWeapon | `HOOK_CANUSEWEAPON` | đźš« | - |
| BuildSfxWeapon | `HOOK_BUILDSFXWEAPON` | đźš« | - |
-15
View File
@@ -1,15 +0,0 @@
[main]
RadiationEffectCount=8
RadiationLevelCount=6
RadiationEffectPrimaryStatCount=6
RadiationThresholds=99,199,399,599,999
RadiationEnduranceModifiers=2,0,-2,-4,-6,-8
RadiationEffectStats=0,1,2,3,4,5,6,7
[RadiationEffectPenalties]
Level0=0,0,0,0,0,0,0,0
Level1=-1,0,0,0,0,0,0,0
Level2=-1,0,0,0,0,-1,0,-3
Level3=-2,0,-1,0,0,-2,-5,-5
Level4=-4,-3,-3,-3,-1,-5,-15,-10
Level5=-6,-5,-5,-5,-3,-6,-20,-10
+5
View File
@@ -197,6 +197,11 @@ NumbersInDialogue=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single backslash \ as the directory separator
;Paths outside of scripts folder are supported
;GlobalScriptPaths=scripts\gl_*.int,scripts\sfall\gl*.int
;Uncomment the option to specify an additional directory for ini files used by scripts
;The game will search for ini files first relative to this directory and then relative to the root directory if not found
;The path length is limited to 61 characters
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