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https://github.com/sfall-team/sfall.git
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Decoupled hook type 2 of HOOK_AMMOCOST from CheckWeaponAmmoCost
Edits to documents to reflect the hook change. Changed CheckWeaponAmmoCost to be enabled by default. Updated version number.
This commit is contained in:
+3
-3
@@ -1,5 +1,5 @@
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;sfall configuration settings
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;v4.3.8.1
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;v4.3.9
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[Main]
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;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
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@@ -618,10 +618,10 @@ ExplosionsEmitLight=0
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;MovieTimer_artimer3=270
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;MovieTimer_artimer4=360
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;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
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;Set to 1 to add proper checks for ammo before attacking
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;By default, a weapon can perform an attack with at least one ammo, regardless of ammo cost calculation
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;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
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CheckWeaponAmmoCost=0
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CheckWeaponAmmoCost=1
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;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
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CombatPanelAnimDelay=1000
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@@ -1560,7 +1560,7 @@
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detail: void set_spray_settings(int centerMult, int centerDiv, int targetMult, int targetDiv)
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doc: |
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Allows to dynamically change the multipilers and divisors for the bullet distribution of burst attacks. All settings are automatically reset to default values (**ComputeSpray_\*** settings in ddraw.ini) after each attack action
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- Should be called before the calculation of the bullet distribution (e.g. in `HOOK_TOHIT` or `HOOK_AMMOCOST` with **CheckWeaponAmmoCost=1** in ddraw.ini)
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- Should be called before the calculation of the bullet distribution (e.g. in `HOOK_TOHIT` or `HOOK_AMMOCOST`)
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- `centerDiv/targetDiv`: the minimum value of divisor is 1
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- `centerMult/targetMult`: multiplier values are capped at divisor values
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- __NOTE:__ refer to the description of **ComputeSpray_\*** settings in ddraw.ini for details of the bullet distribution of burst attacks
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@@ -297,7 +297,7 @@
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doc: |
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Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent.<br>
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By default, a weapon can perform an attack with at least one ammo, regardless of ammo cost calculation.<br>
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To add proper check for ammo before attacking and proper calculation of the number of burst rounds (hook type 1 and 2 in `arg3`), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini.
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To add proper checks for ammo before attacking (hook type 1 `arg3`), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini.
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__NOTE:__ The return value must be greater than or equal to 0 to be valid.
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@@ -395,7 +395,7 @@ int ret1 - The new maximum damage
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Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent.\
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By default, a weapon can perform an attack with at least one ammo, regardless of ammo cost calculation.\
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To add proper check for ammo before attacking and proper calculation of the number of burst rounds (hook type 1 and 2 in `arg3`), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini.
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To add proper checks for ammo before attacking (hook type 1 in `arg3`), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini.
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__NOTE:__ The return value must be greater than or equal to 0 to be valid.
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@@ -1068,7 +1068,7 @@ sfall_funcX metarule functions
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`void sfall_func4("set_spray_settings", int centerMult, int centerDiv, int targetMult, int targetDiv)`
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- Allows to dynamically change the multipilers and divisors for the bullet distribution of burst attacks. All settings are automatically reset to default values (**ComputeSpray_\*** settings in ddraw.ini) after each attack action
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- Should be called before the calculation of the bullet distribution (e.g. in `HOOK_TOHIT` or `HOOK_AMMOCOST` with **CheckWeaponAmmoCost=1** in ddraw.ini)
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- Should be called before the calculation of the bullet distribution (e.g. in `HOOK_TOHIT` or `HOOK_AMMOCOST`)
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- `centerDiv/targetDiv`: the minimum value of divisor is 1
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- `centerMult/targetMult`: multiplier values are capped at divisor values
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- __NOTE:__ refer to the description of **ComputeSpray_\*** settings in ddraw.ini for details of the bullet distribution of burst attacks
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@@ -47,8 +47,8 @@ static long __fastcall ComputeSpray(DWORD* roundsLeftOut, DWORD* roundsRightOut,
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if (roundsCenter == 0) roundsCenter = 1;
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*roundsCenterOut = roundsCenter;
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long roundsLeft = (totalRounds - roundsCenter) / 2;
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long roundsRight = totalRounds - roundsCenter - roundsLeft;
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long roundsLeft = (totalRounds - roundsCenter) / 2; // minimum possible value is 0
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long roundsRight = totalRounds - roundsCenter - roundsLeft; // is either equal to or one more than roundsLeft
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if (roundsLeft != roundsRight && fo::func::roll_random(0, 1)) { // randomize the distribution of one extra bullet
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roundsLeft++;
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roundsRight--;
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@@ -87,12 +87,12 @@ static bool hookedAimedShot;
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static std::vector<DWORD> disabledAS;
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static std::vector<DWORD> forcedAS;
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static bool checkWeaponAmmoCost;
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//static bool checkWeaponAmmoCost;
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// Compares the cost (required count of rounds) for one shot with the current amount of ammo to make an attack or other checks
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long __fastcall Combat::check_item_ammo_cost(fo::GameObject* weapon, fo::AttackType hitMode) {
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static long __fastcall check_item_ammo_cost(fo::GameObject* weapon, fo::AttackType hitMode) {
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long currAmmo = game::Items::item_w_curr_ammo(weapon);
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if (!checkWeaponAmmoCost || currAmmo <= 0) return currAmmo;
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if (currAmmo <= 0) return 0;
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long rounds = 1; // default ammo for single shot
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@@ -120,7 +120,7 @@ static void __declspec(naked) combat_check_bad_shot_hook() {
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push edx;
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push ecx; // weapon
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mov edx, edi; // hitMode
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call Combat::check_item_ammo_cost;
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call check_item_ammo_cost;
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pop ecx;
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pop edx;
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retn;
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@@ -134,7 +134,7 @@ static void __declspec(naked) ai_search_inven_weap_hook() {
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push ecx;
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mov edx, ATKTYPE_RWEAPON_PRIMARY; // hitMode
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mov ecx, eax; // weapon
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call Combat::check_item_ammo_cost; // enough ammo?
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call check_item_ammo_cost; // enough ammo?
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pop ecx;
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retn;
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}
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@@ -176,7 +176,7 @@ static long __fastcall divide_burst_rounds_by_ammo_cost(long currAmmo, fo::GameO
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long cost = burstRounds * roundsCost; // amount of ammo required for this burst (multiplied by 1 or by the value returned from HOOK_AMMOCOST)
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if (cost > currAmmo) cost = currAmmo; // if cost ammo more than current ammo, set it to current
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return (cost / roundsCost); // divide back to get proper number of rounds for damage calculations
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return max(1, (cost / roundsCost)); // divide back to get proper number of rounds for damage calculations (minimum is 1)
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}
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static void __declspec(naked) compute_spray_hack() {
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@@ -572,9 +572,8 @@ void Combat::init() {
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// Disables secondary burst attacks for the critter
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MakeCall(0x429E44, ai_pick_hit_mode_hack_noBurst, 1);
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checkWeaponAmmoCost = (IniReader::GetConfigInt("Misc", "CheckWeaponAmmoCost", 0) != 0);
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if (checkWeaponAmmoCost) {
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MakeCall(0x4234B3, compute_spray_hack, 1);
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MakeCall(0x4234B3, compute_spray_hack, 1); // proper calculation of the number of burst rounds
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if (IniReader::GetConfigInt("Misc", "CheckWeaponAmmoCost", 1)) {
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HookCall(0x4266E9, combat_check_bad_shot_hook);
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HookCall(0x429A37, ai_search_inven_weap_hook); // check if there is enough ammo to shoot
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HookCall(0x42A95D, ai_try_attack_hook); // jz func
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@@ -49,8 +49,6 @@ public:
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static long determineHitChance;
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static long __fastcall check_item_ammo_cost(fo::GameObject* weapon, fo::AttackType hitMode);
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static bool IsBurstDisabled(fo::GameObject* critter);
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};
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+1
-1
@@ -28,7 +28,7 @@
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<CharacterSet>NotSet</CharacterSet>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<PlatformToolset>v141</PlatformToolset>
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<PlatformToolset>v140</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='ReleaseXP|Win32'" Label="Configuration">
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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+3
-3
@@ -24,7 +24,7 @@
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#define VERSION_MAJOR 4
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#define VERSION_MINOR 3
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#define VERSION_BUILD 8
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#define VERSION_REV 1
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#define VERSION_BUILD 9
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#define VERSION_REV 0
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#define VERSION_STRING "4.3.8.1"
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#define VERSION_STRING "4.3.9"
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