Edited the description of HOOK_USEANIMOBJ in hookscripts.txt.

Removed obsoleted WIN2K preprocessor define.
Updated version number.
This commit is contained in:
NovaRain
2018-06-25 22:12:42 +08:00
parent 3f03cf3c18
commit 2f22a1e982
4 changed files with 9 additions and 18 deletions
+1 -1
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@@ -1,5 +1,5 @@
;sfall configuration settings ;sfall configuration settings
;v4.0.5 ;v4.0.7
[Main] [Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file. ;Change to 1 if you want to use command line args to tell sfall to use another ini file.
+6 -7
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@@ -497,7 +497,7 @@ int arg2 - event type: 1 - when the resting ends normally, -1 - when pressin
int arg3 - the hour part of the length of resting time int arg3 - the hour part of the length of resting time
int arg4 - the minute part of the length of resting time int arg4 - the minute part of the length of resting time
int ret1 - pass 1 to interrupt the resting, or pass 0 to continue the rest if it was interrupted by the player using the Esc key. int ret1 - pass 1 to interrupt the resting, pass 0 to continue the rest if it was interrupted by pressing ESC key
------------------------------------------- -------------------------------------------
@@ -511,11 +511,10 @@ int arg1 - event type: 1 - when the player exits the game, 0 - otherwise
HOOK_USEANIMOBJ (hs_useanimobj.int) HOOK_USEANIMOBJ (hs_useanimobj.int)
Runs before the uses animation the map object (or walking/running animation if the player is at a distance from the object). Runs before playing the "use" (usually "magic hands") animation when a critter uses a scenery/container object on the map, or before walking/running animation if the player is at a distance from the object.
Hook allows to override the usage animation.
Critter arg1 - critter that uses an object (usually dude_obj) Critter arg1 - the critter that uses an object (usually dude_obj)
Obj arg2 - the map object that is used Obj arg2 - the object being used
int arg3 - animation code (ANIM_* see Animcomd.h) int arg3 - the animation code being used (see ANIM_* in Animcomd.h)
int ret1 - pass the animation code to override the animation, or pass -1 to skip the usage animation int ret1 - overrides the animation code (pass -1 if you want to skip the animation)
-4
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@@ -983,11 +983,7 @@ void Graphics::init() {
} }
if (Graphics::mode == 4 || Graphics::mode == 5) { if (Graphics::mode == 4 || Graphics::mode == 5) {
dlog("Applying dx9 graphics patch.", DL_INIT); dlog("Applying dx9 graphics patch.", DL_INIT);
#ifdef WIN2K
#define _DLL_NAME "d3dx9_42.dll"
#else
#define _DLL_NAME "d3dx9_43.dll" #define _DLL_NAME "d3dx9_43.dll"
#endif
HMODULE h = LoadLibraryEx(_DLL_NAME, 0, LOAD_LIBRARY_AS_DATAFILE); HMODULE h = LoadLibraryEx(_DLL_NAME, 0, LOAD_LIBRARY_AS_DATAFILE);
if (!h) { if (!h) {
MessageBoxA(0, "You have selected graphics mode 4 or 5, but " _DLL_NAME " is missing\nSwitch back to mode 0, or install an up to date version of DirectX", "Error", 0); MessageBoxA(0, "You have selected graphics mode 4 or 5, but " _DLL_NAME " is missing\nSwitch back to mode 0, or install an up to date version of DirectX", "Error", 0);
+2 -6
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@@ -24,14 +24,10 @@
#define VERSION_MAJOR 4 #define VERSION_MAJOR 4
#define VERSION_MINOR 0 #define VERSION_MINOR 0
#define VERSION_BUILD 5 #define VERSION_BUILD 7
#define VERSION_REV 0 #define VERSION_REV 0
#ifdef WIN2K #define VERSION_STRING "4.0.7"
#define VERSION_STRING "4.0.5 win2k"
#else
#define VERSION_STRING "4.0.5"
#endif
#define CHECK_VAL (4) #define CHECK_VAL (4)