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