Added additional code to "duplicate obj_dude script data" fix

This commit is contained in:
NovaRain
2021-05-04 12:42:39 +08:00
parent 91afb6c5f1
commit 273f2b8e97
3 changed files with 22 additions and 6 deletions
+4 -3
View File
@@ -594,7 +594,7 @@ ObjCanSeeObj_ShootThru_Fix=0
;Set to 1 to fix the broken obj_can_hear_obj script function
ObjCanHearObjFix=0
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
;Set to 1 to enable the mood argument of start_gdialog script function for talking heads
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
StartGDialogFix=0
@@ -604,8 +604,9 @@ StartGDialogFix=0
;num_attacks - the number of free action points on the first turn only
AttackComplexFix=0
;Set to 1 to enable the create_object_sid script function to run the 'start' script procedure when creating an object
;It is recommended to enable this option only if you are developing a new project (TC), otherwise it may affect some existing game scripts
;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
;Note that enabling this option may cause unexpected results with some existing game scripts
CreateObjectSidFix=0
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned