mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Updated global.fx and withinperception example script
Fixed some code.
This commit is contained in:
@@ -1,4 +1,23 @@
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// Status: WIP
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///////////////////////////////////////////////////////////////////////////////
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// Blur filter setting
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//
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// min: blurFalloff 8, sharpness 10/8
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// mid: blurFalloff 6, sharpness 8
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// max: blurFalloff 4, sharpness 6
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///////////////////////////////////////////////////////////////////////////////
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#define blurFalloff 4.0
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#define sharpness 6.0
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///////////////////////////////////////////////////////////////////////////////
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// Sharpen filter setting
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//
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// min: Sharpen 0.5, EdgeSharpen 1.0
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// mid: Sharpen 1.0, EdgeSharpen -0.25
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// max: Sharpen 1.75, EdgeSharpen -0.5 (1.5, -0.25)
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///////////////////////////////////////////////////////////////////////////////
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#define Sharpen 0.5
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#define EdgeSharpen 1.0
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texture bloomMap;
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sampler s0;
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@@ -12,6 +31,88 @@ sampler BloomSampler : samplerstate
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AddressV = Clamp;
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};
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// Variables that set the width and height of the current game resolution from sfall
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float w;
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float h;
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static const float2 resolution = float2(w, h);
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static const float2 wPass = float2(1, 0);
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static const float2 hPass = float2(0, 1);
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float Brightness(float3 color)
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{
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return 0.299 * color.r + 0.587 * color.g + 0.114 * color.b;
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}
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float3 BlurFunction(float2 uv, float brightness, inout float totalWeight)
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{
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float3 pointColor = (tex2Dlod(s0, float4(uv, 0, 0)).rgb);
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float diff = abs(brightness - Brightness(pointColor));
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float weight = exp2((-0.25 * blurFalloff) - (diff * sharpness));
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totalWeight += weight;
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return pointColor * weight;
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}
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float4 BlurDeltaPassPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
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{
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float3 sumColor = (tex2D(s0, uv).rgb);
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float brightness = Brightness(sumColor);
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delta *= (1 / resolution);
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float totalWeight = 1;
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float2 pointUV = uv + delta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv - delta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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return float4((sumColor / totalWeight), 1);
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}
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static const float2 wDelta = float2(1, 0) * (1 / resolution);
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static const float2 hDelta = float2(0, 1) * (1 / resolution);
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float4 BlurPS(float4 color : COLOR0, float2 uv : TEXCOORD0) : COLOR0
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{
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float totalWeight = 1;
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float3 sumColor = (tex2D(s0, uv).rgb);
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float brightness = Brightness(sumColor);
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float2 pointUV = uv + wDelta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv - wDelta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv + hDelta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv - hDelta;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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return float4((sumColor / totalWeight), 1);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Bloom effect setting
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//
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// min: BloomIntensity .8
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// mid: BloomIntensity .85
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// max: BloomIntensity .9
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///////////////////////////////////////////////////////////////////////////////
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#define BaseIntensity 1.2
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#define BaseSaturation 1.0
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#define BloomIntensity 0.8
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#define BloomSaturation 0.35
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#define BloomThreshold 0.35
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#define BlurPower 0.002
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// pseudo gauss blur
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static const float2 offsets[12] = {
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-0.326212, -0.405805,
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@@ -28,89 +129,122 @@ static const float2 offsets[12] = {
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-0.791559, -0.597705,
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};
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float w;
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float h;
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static const float2 resolution = float2(w, h);
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// blur setting
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static const float blurFalloff = 8;
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static const float sharpness = 4;
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float4 AdjustSaturation(float4 color, float saturation) {
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float4 AdjustSaturation(float4 color, float saturation)
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{
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float grey = dot(color, float3(0.3, 0.59, 0.11));
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return lerp(grey, color, saturation);
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}
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float Brightness(float3 color)
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float4 BloomPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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return color.r * color.g - 0.75 * color.b;
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}
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float3 BlurFunction(float2 uv, float brightness, inout float totalWeight)
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{
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float3 pointColor =(tex2Dlod(s0, float4(uv, 0, 0)).rgb);
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float diff = abs(brightness - Brightness(pointColor));
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float weight = exp2(-0.25 * blurFalloff - diff * sharpness);
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totalWeight += weight;
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return pointColor * weight;
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}
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float4 BlurPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
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{
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float3 sumColor = (tex2D(s0, uv).rgb);
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float totalWeight = 1;
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float brightness = Brightness(sumColor);
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delta *= (1 / resolution);
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float radius = 1;
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float2 pointUV = uv + delta * radius;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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pointUV = uv - delta * radius;
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sumColor += BlurFunction(pointUV, brightness, totalWeight);
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return float4((sumColor / totalWeight),1);
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// return AdjustSaturation(Color, 0.5);
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}
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float4 BloomT(float2 texCoord : TEXCOORD0) : COLOR0 {
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float4 c = tex2D(s0, texCoord);
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float BloomThreshold = 0.2;
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return saturate((c - BloomThreshold) / (1 - BloomThreshold));
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}
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float4 Bloom(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 {
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float BaseIntensity = 1.0;
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float BaseSaturation = 1;
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float BloomIntensity = 1; // 0.4
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float BloomSaturation = 0.5;
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float BlurPower = 0.01;
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float BloomThreshold = 0.5;
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float4 original = tex2D(s0, texCoord);
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// blur
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float4 sum = tex2D(s0, texCoord);
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for(int i = 0; i < 12; i++){
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sum += tex2D(s0, texCoord + BlurPower * offsets[i]);
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}
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sum /= 13;
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original = AdjustSaturation(original, BaseSaturation) * BaseIntensity;
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sum = AdjustSaturation(sum, BloomSaturation) * BloomIntensity;
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float sum = (original.r + original.g + original.b) * 0.333;
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if (sum >= 0.95) return original;
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sum = saturate((sum - BloomThreshold) / (1 - BloomThreshold));
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// bloom blur
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float4 bloomBlur = tex2D(s0, texCoord);
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for(int i = 0; i < 12; i++)
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{
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bloomBlur += tex2D(s0, texCoord + BlurPower * offsets[i]);
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}
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bloomBlur *= 0.085;
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return sum + original;
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// return sum;
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float intensity = BloomIntensity - lerp(0.0, 0.2, sum);
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bloomBlur = AdjustSaturation(bloomBlur, BloomSaturation) * intensity;
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bloomBlur = saturate((bloomBlur - BloomThreshold) / (1 - BloomThreshold));
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return bloomBlur + original;
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}
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technique Blur
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static const float CoefBlur = (Sharpen * 0.5);
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static const float CoefOrig = (1 + CoefBlur);
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// for the sharpen edge
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#define SharpenEdge 0.4
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static const float sharpenVal0 = (Sharpen * (1.5 + EdgeSharpen));
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static const float sharpenVal1 = ((sharpenVal0 - 1) / 8.0);
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// pixel "width"
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static const float px = (1.0 / w);
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static const float py = (1.0 / h);
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// for the blur filter
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#define mean 1.0
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static const float dx = (mean * px);
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static const float dy = (mean * py);
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float4 SharpenComplexPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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// pass P2 { PixelShader = compile ps_2_0 BloomT(); }
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// pass P3 { PixelShader = compile ps_2_0 Bloom(); }
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Pass P0 { PixelShader = compile ps_3_0 BlurPS(float2(1, 0)); }
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Pass P1 { PixelShader = compile ps_3_0 BlurPS(float2(0, 1)); }
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float4 c0 = tex2D(s0, texCoord); // get original pixel
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// edge detection
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// Get neighbor points
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// [ c1, c2, c3 ]
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// [ c4, c0, c5 ]
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// [ c6, c7, c8 ]
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float4 c1 = tex2D(s0, texCoord + float2(-px, -py));
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float4 c2 = tex2D(s0, texCoord + float2( 0, -py));
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float4 c3 = tex2D(s0, texCoord + float2( px, -py));
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float4 c4 = tex2D(s0, texCoord + float2(-px, 0));
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float4 c5 = tex2D(s0, texCoord + float2( px, 0));
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float4 c6 = tex2D(s0, texCoord + float2(-px, py));
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float4 c7 = tex2D(s0, texCoord + float2( 0, py));
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float4 c8 = tex2D(s0, texCoord + float2( px, py));
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// using Sobel filter
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// horizontal gradient
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// [ -1, 0, 1 ]
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// [ -2, 0, 2 ]
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// [ -1, 0, 1 ]
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float delta1 = (c3 + 2 * c5 + c8) - (c1 + 2 * c4 + c6);
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// vertical gradient
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// [ -1, - 2, -1 ]
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// [ 0, 0, 0 ]
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// [ 1, 2, 1 ]
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float4 c13 = c1 + c3;
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float4 c68 = c6 + c8;
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float delta2 = (c68 + 2 * c7) - (c13 + 2 * c2);
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// computation
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if (sqrt(mul(delta1, delta1) + mul(delta2, delta2)) > SharpenEdge) {
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// if we have an edge, use sharpen
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return c0 * sharpenVal0 - (c13 + c2 + c4 + c5 + c68 + c7) * sharpenVal1;
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// Display edges in red...
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//return float4( 1.0, 0.0, 0.0, 0.0 );
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} else {
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// else return corrected image
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// compute blurred image (gaussian filter)
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c1 = tex2D(s0, texCoord + float2(-dx, -dy));
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c2 = tex2D(s0, texCoord + float2( 0, -dy));
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c3 = tex2D(s0, texCoord + float2( dx, -dy));
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c4 = tex2D(s0, texCoord + float2(-dx, 0));
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c5 = tex2D(s0, texCoord + float2( dx, 0));
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c6 = tex2D(s0, texCoord + float2(-dx, dy));
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c7 = tex2D(s0, texCoord + float2( 0, dy));
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c8 = tex2D(s0, texCoord + float2( dx, dy));
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// gaussian filter
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// [ 1, 2, 1 ]
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// [ 2, 4, 2 ]
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// [ 1, 2, 1 ]
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// to normalize the values, we need to divide by the coeff sum
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float4 flou = (c1 + c3 + c6 + c8 + 2 * (c2 + c4 + c5 + c7) + 4 * c0) * 0.0625; // 1 / (1+2+1+2+4+2+1+2+1) = 1 / 16 = 0.0625
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// substract blurred image from original image
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return (CoefOrig * c0 - CoefBlur * flou);
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}
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}
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technique BlurBloom
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{
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//pass P0 { PixelShader = compile ps_3_0 BlurDeltaPassPS(wPass); }
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//pass P1 { PixelShader = compile ps_3_0 BlurDeltaPassPS(hPass); }
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pass P0 { PixelShader = compile ps_3_0 BlurPS(); }
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pass P3 { PixelShader = compile ps_2_0 BloomPS(); }
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pass P2 { PixelShader = compile ps_2_0 SharpenComplexPS(); }
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}
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@@ -1,7 +1,5 @@
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/*
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Example implementation of the algorithm of how the game engine checks if one critter sees another critter.
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NOTE: the AllowUnsafeScripting option must be enabled.
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*/
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#include "..\headers\define.h"
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@@ -9,10 +7,8 @@
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#include "..\headers\sfall\sfall.h"
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#include "..\headers\sfall\define_extra.h"
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#define can_see_(source, target) call_offset_r2(0x412BEC, source, target)
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#define obj_dist_(target, source) call_offset_r2(0x48BBD4, target, source)
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procedure start;
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procedure can_see(variable obj1, variable obj2);
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procedure start begin
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if game_loaded then begin
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@@ -21,40 +17,50 @@ procedure start begin
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variable
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source := get_sfall_arg,
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target := get_sfall_arg,
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original := get_sfall_arg,
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hookType := get_sfall_arg, /* new arg */
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engine := get_sfall_arg,
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type := get_sfall_arg, /* new arg */
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result := 0,
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distance;
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distance, seeDistance, seeText;
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if target then begin
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distance := get_critter_stat(source, STAT_pe);
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seeDistance := get_critter_stat(source, STAT_pe);
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if can_see_(source, target) then begin
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distance *= 5;
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if (get_flags(target) bwand FLAG_TRANSGLASS) then distance /= 2;
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if can_see(source, target) then begin
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seeDistance *= 5;
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if (get_flags(target) bwand FLAG_TRANSGLASS) then seeDistance /= 2;
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end else if combat_is_initialized then begin
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distance *= 2;
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seeDistance *= 2;
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end
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if (target == dude_obj) then begin
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if sneak_success then begin
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distance /= 4;
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if has_skill(target, SKILL_SNEAK) > 120 then distance -= 1;
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seeDistance /= 4;
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if has_skill(target, SKILL_SNEAK) > 120 then seeDistance -= 1;
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end else if dude_is_sneaking then begin
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distance := distance * 2 / 3;
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seeDistance := (seeDistance * 2) / 3; // distance div 1.5
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end
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end
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if obj_dist_(target, source) <= distance then result := 1;
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distance := tile_distance_objs(source, target);
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if (get_flags(source) bwand FLAG_MULTIHEX) then distance--;
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if (get_flags(target) bwand FLAG_MULTIHEX) then distance--;
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// example
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if (result) then begin
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display_msg("hs_withinperception: " + obj_name(source) + " sees " + obj_name(target) + " [original: " + original + " script: " + result + "]");
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end else begin
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display_msg("hs_withinperception: " + obj_name(source) + " does not see " + obj_name(target) + " [original: " + original + " script: " + result + "]");
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end
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if (distance <= seeDistance) then result := 1;
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seeText = " does not see > ";
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if (result) then seeText = " sees > ";
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// Example
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display_msg("hs_withinperception: " + obj_name(source) + seeText + obj_name(target) + " [engine: " + engine + ", script: " + result + "]");
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/* override engine result */
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//set_sfall_return(result);
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end
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//set_sfall_return(result);
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end
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end
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procedure can_see(variable obj1, variable obj2) begin
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variable dir = obj_get_rot(obj1) - rotation_to_tile(tile_num(obj1), tile_num(obj2));
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if (dir < 0) then dir = -dir;
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return (dir <= 1) or (dir == 5);
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end
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@@ -114,16 +114,14 @@ DWORD __stdcall KeyDown(DWORD key) {
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}
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key = key & 0xFFFF;
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// combined use of DINPUT states + confirmation from GetAsyncKeyState()
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if (key > MAX_KEYS) {
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return 0;
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} else {
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DWORD keyVK = 0;
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if (key < MAX_KEYS) {
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if (keysDown[key]) { // confirm pressed state
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keyVK = MapVirtualKeyEx(key, MAPVK_VSC_TO_VK, keyboardLayout);
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DWORD keyVK = MapVirtualKeyEx(key, MAPVK_VSC_TO_VK, keyboardLayout);
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if (keyVK) keysDown[key] = (GetAsyncKeyState(keyVK) & 0x8000);
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}
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return (keysDown[key] > 0);
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}
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return 0;
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}
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void __stdcall TapKey(DWORD key) {
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@@ -3548,7 +3548,7 @@ void BugFixes::init()
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MakeCall(0x41094B, show_damage_to_object_hack, 1);
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MakeCall(0x48A6CB, obj_move_to_tile_hack_ondeath, 1);
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// Fix to limit the maximum distance for knockback animation
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// Fix to limit the maximum distance for the knockback animation
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MakeCall(0x4104D5, action_knockback_hack);
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}
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@@ -69,7 +69,7 @@ DWORD InCombat();
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DWORD InDialog();
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enum LoopFlag : long {
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enum LoopFlag : unsigned long {
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WORLDMAP = 1 << 0, // 0x1
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// RESERVED = 1 << 1, // 0x2 (unused)
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DIALOG = 1 << 2, // 0x4
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@@ -92,7 +92,7 @@ enum LoopFlag : long {
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DIALOGVIEW = 1 << 19, // 0x80000
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COUNTERWIN = 1 << 20, // 0x100000 Counter window for moving multiple items or setting a timer
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SPECIAL = 1 << 31 // 0x80000000 Additional special flag for all modes
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SPECIAL = 1UL << 31 // 0x80000000 Additional special flag for all modes
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};
|
||||
|
||||
DWORD GetLoopFlags();
|
||||
|
||||
@@ -805,10 +805,11 @@ void MiscPatches::init() {
|
||||
HookCall(0x483726, map_check_state_hook);
|
||||
|
||||
// Corrects the height of the black background for the subtitles on death screens
|
||||
if (hrpVersionValid) {
|
||||
SafeWrite8(HRPAddress(0x10011738), 10);
|
||||
if (hrpIsEnabled == false || hrpVersionValid) {
|
||||
SafeWrite32(0x48134D, -602 - (640 * 2)); // main_death_scene_ (shift y-offset 2px up, w/o HRP)
|
||||
SafeWrite8(0x481345, 4); // main_death_scene_
|
||||
}
|
||||
if (hrpVersionValid) SafeWrite8(HRPAddress(0x10011738), 10);
|
||||
|
||||
F1EngineBehaviorPatch();
|
||||
DialogueFix();
|
||||
|
||||
@@ -548,7 +548,7 @@ void mf_unwield_slot(OpcodeContext& ctx) {
|
||||
}
|
||||
bool isDude = (critter == fo::var::obj_dude);
|
||||
bool update = false;
|
||||
if (slot && (GetLoopFlags() && (INVENTORY | INTFACEUSE | INTFACELOOT | BARTER)) == false) {
|
||||
if (slot && (GetLoopFlags() & (INVENTORY | INTFACEUSE | INTFACELOOT | BARTER)) == false) {
|
||||
if (fo::func::inven_unwield(critter, (slot == fo::INVEN_TYPE_LEFT_HAND) ? fo::Left : fo::Right) == 0) {
|
||||
update = isDude;
|
||||
}
|
||||
|
||||
@@ -199,7 +199,7 @@ void mf_string_compare(OpcodeContext& ctx) {
|
||||
}
|
||||
|
||||
// A safer version of sprintf for using in user scripts.
|
||||
static char* sprintf_lite(const char* format, ScriptValue value) {
|
||||
static char* sprintf_lite(const char* format, const ScriptValue& value) {
|
||||
int fmtlen = strlen(format);
|
||||
int buflen = fmtlen + 1;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user