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https://github.com/sfall-team/sfall.git
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Fixed skills being capped at 95% when starting a new game.
Changed PipBoyAvailableAtGameStart=1 to be executed before the game starts, so player will be in vault suit at the beginning, instead of first in tribal appearance then switching to vault suit after changing maps. Added a separator line for the new [Scripts] section in ddraw.ini.
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+3
-2
@@ -98,7 +98,7 @@ ReverseMouseButtons=0
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BackgroundKeyboard=0
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BackgroundMouse=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;The modifier key you have to hold down to change any speed settings
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;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
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@@ -133,7 +133,7 @@ ReloadWeaponKey=0
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;A key to press to open a debug game editor
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DebugEditorKey=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Misc]
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;Time limit in years. Must be between -3 and 13
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@@ -550,6 +550,7 @@ NumbersInDialogue=0
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;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
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CreditsAtBottom=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Scripts]
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;Comma-separated list of masked paths to load global scripts from
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;Only use single slash \ as directory separator
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@@ -718,7 +718,7 @@ void MusicInDialoguePatch() {
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void PipboyAvailableAtStartPatch() {
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switch (GetConfigInt("Misc", "PipBoyAvailableAtGameStart", 0)) {
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case 1:
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LoadGameHook::OnAfterNewGame() += []() {
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LoadGameHook::OnBeforeGameStart() += []() {
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// PipBoy aquiring video
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fo::var::gmovie_played_list[3] = true;
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};
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@@ -31,14 +31,14 @@
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namespace sfall
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{
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struct ChanceModifier {
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struct SkillModifier {
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DWORD id { 0 };
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int maximum { 300 };
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int mod { 0 };
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};
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static std::vector<ChanceModifier> skillMaxMods;
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static ChanceModifier baseSkillMax;
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static std::vector<SkillModifier> skillMaxMods;
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static SkillModifier baseSkillMax;
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static BYTE skillCosts[512 * fo::SKILL_count];
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static DWORD basedOnPoints;
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@@ -114,7 +114,7 @@ void _stdcall SetSkillMax(DWORD critter, DWORD maximum) {
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return;
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}
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}
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ChanceModifier cm;
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SkillModifier cm;
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cm.id = critter;
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cm.maximum = maximum;
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cm.mod = 0;
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