Minor edits to FalloutStructs.h

Removed unnecessary AfterAttackCleanup on reset in LoadGameHook.cpp.
Fixed Debug build configuration in project file.
This commit is contained in:
NovaRain
2019-11-05 09:27:41 +08:00
parent ec4a58e19e
commit 29da6d7071
4 changed files with 17 additions and 22 deletions
+1 -1
View File
@@ -120,7 +120,7 @@
#define RMOBJ_RM_MULT_OBJS 4563866
#define RMOBJ_REPLACE_WEAPON 4658526
#define RMOBJ_THROW 4266040
#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from a container inside of an inventory
#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory
// common prototype offsets for get/set_proto_data
#define PROTO_PID (1)
+11 -16
View File
@@ -30,8 +30,7 @@ struct TScript;
/* 26 */
#pragma pack(push, 1)
struct TInvenRec
{
struct TInvenRec {
TGameObj *object;
long count;
};
@@ -39,8 +38,7 @@ struct TInvenRec
/* 15 */
#pragma pack(push, 1)
struct TGameObj
{
struct TGameObj {
long ID;
long tile;
long x;
@@ -76,8 +74,7 @@ struct TGameObj
/* 9 */
#pragma pack(push, 1)
struct TComputeAttack
{
struct TComputeAttack {
TGameObj* attacker;
long hitMode;
TGameObj* weapon;
@@ -104,8 +101,7 @@ struct TComputeAttack
/* 22 */
#pragma pack(push, 1)
struct TScript
{
struct TScript {
long script_id;
long next;
// first 3 bits - elevation, rest - tile number
@@ -155,21 +151,21 @@ enum ObjectTypes
/* 25 */
#pragma pack(push, 1)
struct TProgram
{
struct TProgram {
const char* fileName;
long *codeStackPtr;
char gap_8[8];
long gap_8;
long gap_9;
long *codePtr;
long field_14;
char gap_18[4];
long gap_18;
long *dStackPtr;
long *aStackPtr;
long *dStackOffs;
long *aStackOffs;
char gap_2C[4];
long gap_2C;
long *stringRefPtr;
char gap_34[4];
long gap_34;
long *procTablePtr;
};
#pragma pack(pop)
@@ -241,8 +237,7 @@ public:
#pragma pack(pop)
#pragma pack(push, 1)
struct Queue
{
struct Queue {
DWORD time;
long type;
TGameObj* object;
+3 -4
View File
@@ -99,15 +99,14 @@ static void _stdcall ResetState(DWORD onLoad) {
Combat_OnGameLoad();
Skills_OnGameLoad();
InLoop = 0;
InventoryReset();
ClearSavPrototypes();
InventoryReset();
RegAnimCombatCheck(1);
AfterAttackCleanup();
ResetExplosionRadius();
RestoreObjUnjamAllLocks();
ForceEncounterRestore(); // restore if the encounter did not happen
ResetExplosionRadius();
PartyControlReset();
NpcEngineLevelUpReset();
RestoreObjUnjamAllLocks();
ResetBoxes();
ResetBoxCount();
}
+2 -1
View File
@@ -86,7 +86,7 @@
<ClCompile>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>INITGUID;WIN32;_DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<BasicRuntimeChecks>UninitializedLocalUsageCheck</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
@@ -94,6 +94,7 @@
<ForcedIncludeFiles>stdafx.h;%(ForcedIncludeFiles)</ForcedIncludeFiles>
<AdditionalIncludeDirectories>$(DXSDK_DIR)Include\</AdditionalIncludeDirectories>
<AssemblerOutput>AssemblyAndSourceCode</AssemblerOutput>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<AdditionalDependencies>d3d9.lib;d3dx9.lib;dinput.lib;Strmiids.lib;ws2_32.lib;%(AdditionalDependencies)</AdditionalDependencies>