Removed incorrect information from sfall function notes.

Edited the description in ddraw.ini with less self-advertising.
Added a few new engine-related defines and constants.
This commit is contained in:
NovaRain
2016-04-18 10:28:12 +08:00
parent 147cb50a66
commit 05f15f0262
4 changed files with 13 additions and 2 deletions
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@@ -480,7 +480,7 @@ QuickPocketsApCostReduction=2
;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
ObjCanSeeObj_ShootThru_Fix=0
;Set to 1 to use the new, more reasonable bullet distribution formula for burst attacks
;Set to 1 to use the balanced bullet distribution formula for burst attacks
ComputeSprayMod=1
;These options modify the bullet distribution of burst attacks if ComputeSprayMod is 1
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@@ -62,7 +62,7 @@ nb_* functions are reserved for the brotherhood tactical training mod, and shoul
The fs_* functions are used to manipulate a virtual file system. Files saved here should have paths relative to the data folder, and use backslashes as the directory seperator. They will take precedence over files stored in the normal data folder. They will also be saved into save games, so be avoid creating large files. Using fs_copy followed by fs_read_xxx, you can read the contents of existing files.
get/set_proto_data are used to manipulate the in memory copies of the .pro files fallout makes when they are loaded. The offset refers to the offset in memory from the start of the proto to the element you are reading, and is equal to the file offset minus 12. Changes are not stored on disc, and are not permenent. If you modify the protos, and then fallout subsequently reloads the file your changes will be lost.
get/set_proto_data are used to manipulate the in memory copies of the .pro files fallout makes when they are loaded. The offset refers to the offset in memory from the start of the proto to the element you are reading. Changes are not stored on disc, and are not permenent. If you modify the protos, and then fallout subsequently reloads the file your changes will be lost.
the list_xxx functions can be used to loop over all items on a map. list_begin takes an argument telling sfall what you want to list. (Defined in sfall.h) It returns a list pointer, which you iterate through with list_next. Finally, when you've finished with the list use list_end on it. Not calling list_end will result in a memory leak. Alternatively, use list_as_array to get the whole list at once as a temp array variable, which can be looped over using len_array and which you don't need to remember to free afterwards.