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https://github.com/sfall-team/sfall.git
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Added three new script window functions:
"show_window", "hide_window", "set_window_flag" Updated documents.
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@@ -224,9 +224,9 @@
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#define ADD_PERK_MODE_REMOVE (4) // remove from the list of selectable perks
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// sfall_funcX macros
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#define add_global_timer_event(time, param) sfall_func2("add_g_timer_event", time, param)
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#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
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#define add_iface_tag sfall_func0("add_iface_tag")
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#define add_trait(traitId) sfall_func1("add_trait", traitId)
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#define add_trait(traitID) sfall_func1("add_trait", traitID)
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#define art_cache_clear sfall_func0("art_cache_clear")
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#define attack_is_aimed sfall_func0("attack_is_aimed")
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#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
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@@ -245,6 +245,7 @@
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#define get_object_data(obj, offset) sfall_func2("get_object_data", obj, offset)
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#define get_outline(obj) sfall_func1("get_outline", obj)
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#define get_sfall_arg_at(argNum) sfall_func1("get_sfall_arg_at", argNum)
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#define hide_window(winName) sfall_func1("hide_window", winName)
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#define intface_hide sfall_func0("intface_hide")
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#define intface_is_hidden sfall_func0("intface_is_hidden")
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#define intface_redraw sfall_func0("intface_redraw")
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@@ -253,13 +254,13 @@
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#define item_weight(obj) sfall_func1("item_weight", obj)
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#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
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#define loot_obj sfall_func0("loot_obj")
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#define metarule_exist(metarule) sfall_func1("metarule_exist", metarule)
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#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
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#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
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#define obj_under_cursor(crSwitch, inclDude) sfall_func2("obj_under_cursor", crSwitch, inclDude)
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#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
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#define outlined_object sfall_func0("outlined_object")
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#define real_dude_obj sfall_func0("real_dude_obj")
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#define remove_all_timer_events sfall_func0("remove_timer_event")
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#define remove_timer_event(param) sfall_func1("remove_timer_event", param)
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#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
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#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
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#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
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#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
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@@ -270,6 +271,8 @@
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#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
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#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
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#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
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#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
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#define show_window(winName) sfall_func1("show_window", winName)
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#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
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#define tile_refresh_display sfall_func0("tile_refresh_display")
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#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
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@@ -286,10 +286,10 @@ int ret1 - the new AP cost
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-------------------------------------------
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(DEPRECATED)
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hs_hexmoveblocking.int
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hs_hexaiblocking.int
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hs_hexshootblocking.int
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hs_hexsightblocking.int
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HOOK_HEXMOVEBLOCKING (hs_hexmoveblocking.int)
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HOOK_HEXAIBLOCKING (hs_hexaiblocking.int)
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HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)
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HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)
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Runs when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...)
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@@ -478,7 +478,7 @@ Some utility/math functions are available:
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> void sfall_func0("inventory_redraw")
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> void sfall_func1("inventory_redraw", int invSide)
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- redraws inventory list in the inventory/use inventory item on/loot/barter screens
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- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as no argument)
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- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as without argument)
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> int sfall_func1("get_current_inven_size", object)
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- returns the current inventory size of the container or the critter
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@@ -491,10 +491,11 @@ Some utility/math functions are available:
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> object sfall_func0("dialog_obj")
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- returns a pointer to the object (critter) the player is having a conversation or bartering with
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> object sfall_func2("obj_under_cursor", bool crSwitch, bool inclDude)
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> object sfall_func2("obj_under_cursor", bool onlyCritter, bool includeDude)
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- returns the object under the cursor on the main game screen
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- crSwitch: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.), False - checks all objects (can't check critters under objects)
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- passing False to the inclDude argument will ignore dude_obj
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- onlyCritter: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.)
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False - checks all objects (can't check critters under objects)
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- passing False to the includeDude argument will ignore dude_obj
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> object sfall_func0("loot_obj")
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- returns a pointer to the target object (container or critter) of the loot screen
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@@ -526,25 +527,42 @@ Some utility/math functions are available:
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- can take off player's equipped item when the inventory is opened, or the player is in the barter screen
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- slot: 0 - armor slot, 1 - right slot, 2 - left slot (see INVEN_TYPE_* in define.h)
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> void sfall_func1("add_trait", int traitId)
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> void sfall_func1("add_trait", int traitID)
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- adds the specified trait to the player
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> int sfall_func0("get_inven_ap_cost")
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- returns the current AP cost to access the inventory in combat
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> void sfall_func2("add_g_timer_event", int time, int param)
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> void sfall_func2("add_g_timer_event", int time, int fixedParam)
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- adds a timer event that calls the timed_event_p_proc procedure in the current global script
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- time: the number of ticks after which the event timer is triggered
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- param: the value that is passed to the timed_event_p_proc procedure for the fixed_param function
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- fixedParam: the value that is passed to the timed_event_p_proc procedure for the fixed_param function
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> void sfall_func0("remove_timer_event")
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- clears all set timer events for the current global script
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> void sfall_func1("remove_timer_event", int param)
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- removes all timer events with the specified 'param' value for the current global script
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> void sfall_func1("remove_timer_event", int fixedParam)
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- removes all timer events with the specified 'fixedParam' value for the current global script
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> mixed sfall_func1("get_sfall_arg_at", int argNum)
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- gets the value of hook argument with the specified argument number (argNum, first argument starts from 0)
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- gets the value of hook argument with the specified argument number (argNum, first argument of hook starts from 0)
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> void sfall_func0("hide_window")
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> void sfall_func1("hide_window", string winName)
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- hides the specified or currently active (selected) script window
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- winName: the window name, assigned to the window by the CreateWin/create_win function
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> void sfall_func0("show_window")
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> void sfall_func1("show_window", string winName)
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- displays the specified hidden script window or the one previously hidden with the sfall_func0("hide_window") function
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- winName: the window name, assigned to the window by the CreateWin/create_win function
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> void sfall_func3("set_window_flag", string/int winName/winID, int flag, bool value)
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- changes the specified flag for the created script or game interface window
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- winName: the window name, assigned to the window by the CreateWin/create_win function
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- winID: the ID number of the interface or script window obtained with the get_window_under_mouse function, or 0 for the current game interface
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- flag: the flag to change (see WIN_FLAG_* constants in define_extra.h)
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- value: true - set the flag, false - unset the flag
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------------------------
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------ MORE INFO -------
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