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Moved hard-coded "ControlCombat" mod from sfall into a global script #87
- Exactly the same functionality and settings - Mod settings are now in sfall-mods.ini
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@@ -22,3 +22,13 @@ OutlineColor=32
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; 1 - requires Motion Scanner present in player inventory to activate highlighting
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; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
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MotionScanner=2
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[CombatControl]
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;Allows you to directly control other critters in combat
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;Set to 0 to disable
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;Set to 1 to control all critters in combat
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;Set to 2 to control all party members
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;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
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Mode=0
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;PIDList=62,89,97,107,160,161
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@@ -515,14 +515,6 @@ DialogPanelAnimDelay=33
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;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
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PipboyTimeAnimDelay=50
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;Allows you to directly control other critters in combat
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;Set to 0 to disable
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;Set to 1 to control all critters in combat
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;Set to 2 to control all party members
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;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
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ControlCombat=0
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;ControlCombatPIDList=62,89,97,107,160,161
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;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
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StackEmptyWeapons=0
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Binary file not shown.
@@ -0,0 +1,51 @@
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/*
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NPC Combat Control
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Allows to take control of your party member or other NPCs during combat
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NOTE: this script requires compiler from sfall modderspack with -s option
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(short circuit evaluation)
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version 1.0
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*/
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#include "main.h"
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variable
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configSection := "CombatControl",
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controlMode,
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pidList;
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procedure combatturn_handler begin
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variable
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status := get_sfall_arg,
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critter := get_sfall_arg,
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arg3 := get_sfall_arg,
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pid;
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// display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + ", arg3: " + arg3);
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pid := obj_pid(critter);
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if (status == 1
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and (len_array(pidList) == 0 or scan_array(pidList, pid bwand 0xFFFFFF) != -1)
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and (controlMode == 1 or party_member_obj(pid))) then begin
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set_dude_obj(critter);
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end else begin
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set_dude_obj(real_dude_obj);
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end
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end
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procedure start begin
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if game_loaded then begin
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controlMode := GetConfig("CombatControl", "Mode", 0);
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if (controlMode > 2) then controlMode := 0;
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if (controlMode > 0) then begin
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pidList := GetConfigListInt("CombatControl", "PIDList");
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fix_array(pidList);
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register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
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end
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end
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end
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@@ -24,6 +24,25 @@ procedure GetConfigStr(variable section, variable key, variable def) begin
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return val;
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end
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// Gets the value from ddraw.ini as a temp array of strings
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procedure GetConfigList(variable section, variable key) begin
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variable val := get_ini_string(ini + "|" + section + "|" + key);
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if val == -1 or val == "" then return [];
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return string_split(val, ",");
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end
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// Gets the value from ddraw.ini as a temp array of ints
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procedure GetConfigListInt(variable section, variable key) begin
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variable arr, i, item;
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arr := GetConfigList(section, key);
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for (i := 0; i < len_array(arr); i++) begin
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arr[i] := atoi(arr[i]);
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end
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return arr;
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end
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// Translates given string using Translations.ini
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procedure Translate(variable id, variable def) begin
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variable str := get_ini_string(translationIni + "|Sfall|" + id);
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@@ -604,46 +604,5 @@ procedure _PURGE_all_saved_arrays begin
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free_array(load_array(key));
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end
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// temp_list* functions are deprecated since we have array expressions
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#define _LIST_ELEMENT_SIZE 128
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procedure temp_list2(variable x1, variable x2) begin
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variable a;
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a := temp_array(2, _LIST_ELEMENT_SIZE);
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a[0] := x1; a[1] := x2;
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return a;
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end
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procedure temp_list3(variable x1, variable x2, variable x3) begin
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variable a;
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a := temp_array(3, _LIST_ELEMENT_SIZE);
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a[0] := x1; a[1] := x2; a[2] := x3;
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return a;
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end
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procedure temp_list4(variable x1, variable x2, variable x3, variable x4) begin
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variable a;
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a := temp_array(4, _LIST_ELEMENT_SIZE);
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a[0] := x1; a[1] := x2; a[2] := x3; a[3] := x4;
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return a;
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end
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procedure temp_list6(variable x1, variable x2, variable x3, variable x4, variable x5, variable x6) begin
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variable a;
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a := temp_array(6, _LIST_ELEMENT_SIZE);
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a[0] := x1; a[1] := x2; a[2] := x3; a[3] := x4; a[4] := x5; a[5] := x6;
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return a;
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end
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procedure temp_list8(variable x1, variable x2, variable x3, variable x4, variable x5, variable x6, variable x7, variable x8) begin
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variable a;
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a := temp_array(8, _LIST_ELEMENT_SIZE);
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a[0] := x1; a[1] := x2; a[2] := x3; a[3] := x4; a[4] := x5; a[5] := x6; a[6] := x7; a[7] := x8;
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return a;
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end
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#undef _LIST_ELEMENT_SIZE
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#endif
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