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Removed unnecessary code in Graphics.cpp
Replaced the D3DFMT_A8 texture format with D3DFMT_L8. Minor edits to documents. Updated version number.
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@@ -1,5 +1,4 @@
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[Highlighting]
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; DX scancode of a key to press to highlight items on the ground
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; 42 - SHIFT key
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Key=42
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+2
-2
@@ -1,5 +1,5 @@
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;sfall configuration settings
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;v4.2.8
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;v4.2.9
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[Main]
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;Change to 1 if you want to use command line args to tell sfall to use another ini file.
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@@ -78,7 +78,7 @@ WindowData=0
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TextureFilter=1
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;Set to 1 to do the palette conversion on the GPU
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;Set to 2 to do the palette conversion on the CPU
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;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
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;Set to 0 to pick automatically
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;GPU is faster, but requires v2.0 pixel shader support
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GPUBlt=0
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@@ -439,7 +439,8 @@ What you can do:
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- add AP costs for all inventory movement including reloading
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- apply or remove some special scripted effects depending on PC's armor
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int arg0 - Target slot (0 - main backpack, 1 - left hand, 2 - right hand, 3 - armor slot, 4 - weapon, when reloading it by dropping ammo, 5 - container, like bag/backpack, 6 - dropping on the ground, 7 - picking up item, 8 - dropping item on the character portrait)
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int arg0 - Target slot (0 - main backpack, 1 - left hand, 2 - right hand, 3 - armor slot, 4 - weapon, when reloading it by dropping ammo, 5 - container, like bag/backpack, 6 - dropping on the ground,
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7 - picking up item, 8 - dropping item on the character portrait)
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Item arg1 - Item being moved
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Item arg2 - Item being replaced, weapon being reloaded, or container being filled (can be 0)
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@@ -244,7 +244,7 @@ was made as a dirty easy hack to allow dynamically change some explosion paramet
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- changed radius will be reset each time the player reloads the game.
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> array get_explosion_damage(itemPid)
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- returns array of the minimum and maximum damage of the explosive item.
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- returns an array of the minimum and maximum damage of the explosive item.
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> void set_dynamite_damage(minDmg, maxDmg)
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- sets the minimum and maximum damage for Dynamite.
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@@ -360,7 +360,7 @@ Some utility/math functions are available:
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- it will include any hidden, dead or system objects (like cursor), so make sure to check properly when iterating
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> array party_member_list(int includeHidden)
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- returns array of all current party members (0 - only critter-type, alive and visible will be returned, 1 - all object, including Trunk, etc.)
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- returns an array of all current party members (0 - only critter-type, alive and visible will be returned, 1 - all object, including Trunk, etc.)
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> array path_find_to(object objFrom, int tileTo, int blockingType)
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- returns the shortest path to a given tile using given blocking function as an array of tile directions (0..5) to move on each step
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