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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Fixed "loot_obj" script function
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@@ -203,8 +203,8 @@ DWORD* ptr_Tag_ = reinterpret_cast<DWORD*>(_Tag_);
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DWORD* ptr_tag_skill = reinterpret_cast<DWORD*>(_tag_skill);
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DWORD* ptr_target_curr_stack = reinterpret_cast<DWORD*>(_target_curr_stack);
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DWORD** ptr_target_pud = reinterpret_cast<DWORD**>(_target_pud);
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DWORD* ptr_target_stack = reinterpret_cast<DWORD*>(_target_stack);
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DWORD* ptr_target_stack_offset = reinterpret_cast<DWORD*>(_target_stack_offset);
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DWORD* ptr_target_stack = reinterpret_cast<DWORD*>(_target_stack); // array of 10 DWORD
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DWORD* ptr_target_stack_offset = reinterpret_cast<DWORD*>(_target_stack_offset); // array of 10 DWORD
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DWORD* ptr_target_str = reinterpret_cast<DWORD*>(_target_str);
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DWORD* ptr_target_xpos = reinterpret_cast<DWORD*>(_target_xpos);
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DWORD* ptr_target_ypos = reinterpret_cast<DWORD*>(_target_ypos);
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@@ -482,8 +482,8 @@ extern DWORD* ptr_Tag_;
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extern DWORD* ptr_tag_skill;
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extern DWORD* ptr_target_curr_stack;
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extern DWORD** ptr_target_pud;
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extern DWORD* ptr_target_stack;
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extern DWORD* ptr_target_stack_offset;
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extern DWORD* ptr_target_stack; // array of 10 DWORD
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extern DWORD* ptr_target_stack_offset; // array of 10 DWORD
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extern DWORD* ptr_target_str;
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extern DWORD* ptr_target_xpos;
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extern DWORD* ptr_target_ypos;
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@@ -51,8 +51,6 @@
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#define MAX_GLOBAL_SIZE (MaxGlobalVars * 12 + 4)
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DWORD LoadGameHook_LootTarget = 0;
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static DWORD inLoop = 0;
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static DWORD saveInCombatFix;
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static bool gameLoaded = false;
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@@ -546,7 +544,6 @@ static void __declspec(naked) UseInventoryOnHook_End() {
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static void __declspec(naked) LootContainerHook_Start() {
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__asm {
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mov LoadGameHook_LootTarget, ebp; // _target_stack
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or inLoop, INTFACELOOT;
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xor eax, eax;
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jmp inven_set_mouse_;
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@@ -18,8 +18,6 @@
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#pragma once
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extern DWORD LoadGameHook_LootTarget;
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void LoadGameHookInit();
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// True if game was started, false when on the main menu
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@@ -563,7 +563,7 @@ static void sf_obj_under_cursor() {
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}
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static void sf_get_loot_object() {
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opHandler.setReturn((GetLoopFlags() & INTFACELOOT) ? LoadGameHook_LootTarget : 0);
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opHandler.setReturn((GetLoopFlags() & INTFACELOOT) ? ptr_target_stack[*ptr_target_curr_stack] : 0);
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}
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static const char* failedLoad = "%s() - failed to load a prototype ID: %d";
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