mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Fixed broken Print() script function
Fixed the background image of the character portrait on inv/char screens. Renamed "print_text" to "interface_print".
This commit is contained in:
@@ -287,102 +287,102 @@
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/* sfall_funcX macros */
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#define add_extra_msg_file(name) sfall_func1("add_extra_msg_file", name)
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#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
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#define add_iface_tag sfall_func0("add_iface_tag")
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#define add_trait(traitID) sfall_func1("add_trait", traitID)
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#define art_cache_clear sfall_func0("art_cache_clear")
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#define attack_is_aimed sfall_func0("attack_is_aimed")
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#define car_gas_amount sfall_func0("car_gas_amount")
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#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
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#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
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#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
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#define dialog_message(text) sfall_func1("dialog_message", text)
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#define dialog_obj sfall_func0("dialog_obj")
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#define display_stats sfall_func0("display_stats")
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#define draw_image(artFile, frame, x, y, noTrans) sfall_func5("draw_image", artFile, frame, x, y, noTrans)
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#define draw_image_scaled(artFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", artFile, frame, x, y, w, h)
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#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
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#define floor2(value) sfall_func1("floor2", value)
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#define get_can_rest_on_map(map, elev) sfall_func2("get_can_rest_on_map", map, elev)
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#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
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#define get_cursor_mode sfall_func0("get_cursor_mode")
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#define get_flags(obj) sfall_func1("get_flags", obj)
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#define get_ini_section(file, sect) sfall_func2("get_ini_section", file, sect)
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#define get_ini_sections(file) sfall_func1("get_ini_sections", file)
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#define get_interface_x(winType) sfall_func2("get_window_attribute", winType, 1)
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#define get_interface_y(winType) sfall_func2("get_window_attribute", winType, 2)
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#define get_inven_ap_cost sfall_func0("get_inven_ap_cost")
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#define get_map_enter_position sfall_func0("get_map_enter_position")
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#define get_metarule_table sfall_func0("get_metarule_table")
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#define get_object_ai_data(obj, aiParam) sfall_func2("get_object_ai_data", obj, aiParam)
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#define get_object_data(obj, offset) sfall_func2("get_object_data", obj, offset)
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#define get_outline(obj) sfall_func1("get_outline", obj)
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#define get_pc_stat_max(stat) sfall_func1("get_stat_max", stat)
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#define get_pc_stat_min(stat) sfall_func1("get_stat_min", stat)
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#define get_npc_stat_max(stat) sfall_func2("get_stat_max", stat, 1)
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#define get_npc_stat_min(stat) sfall_func2("get_stat_min", stat, 1)
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#define get_sfall_arg_at(argNum) sfall_func1("get_sfall_arg_at", argNum)
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#define get_string_pointer(text) sfall_func1("get_string_pointer", text)
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#define get_text_width(text) sfall_func1("get_text_width", text)
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#define has_fake_perk_npc(npc, perk) sfall_func2("has_fake_perk_npc", npc, perk)
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#define has_fake_trait_npc(npc, trait) sfall_func2("has_fake_trait_npc", npc, trait)
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#define hide_window(winName) sfall_func1("hide_window", winName)
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#define interface_art_draw(winID, artFile, x, y) sfall_func4("interface_art_draw", winID, artFile, x, y)
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#define interface_art_draw_frame(wID, art, x, y, frame) sfall_func5("interface_art_draw", wID, art, x, y, frame)
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#define interface_art_draw_ex(wID, art, x, y, frm, prm) sfall_func6("interface_art_draw", wID, art, x, y, frm, prm)
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#define interface_redraw_all sfall_func1("intface_redraw", 1)
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#define intface_hide sfall_func0("intface_hide")
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#define intface_is_hidden sfall_func0("intface_is_hidden")
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#define intface_is_shown(winType) sfall_func1("get_window_attribute", winType)
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#define intface_redraw sfall_func0("intface_redraw")
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#define intface_show sfall_func0("intface_show")
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#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
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#define item_make_explosive(pid, activePid, min, max) sfall_func4("item_make_explosive", pid, activePid, min, max)
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#define item_weight(obj) sfall_func1("item_weight", obj)
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#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
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#define loot_obj sfall_func0("loot_obj")
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#define message_box(text) sfall_func1("message_box", text)
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#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
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#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
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#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
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#define objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
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#define outlined_object sfall_func0("outlined_object")
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#define print_text(text, winType, x, y, color) sfall_func5("print_text", text, winType, x, y, color)
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#define print_text_width(text, winType, x, y, color, w) sfall_func6("print_text", text, winType, x, y, color, w)
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#define real_dude_obj sfall_func0("real_dude_obj")
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#define remove_all_timer_events sfall_func0("remove_timer_event")
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#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
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#define set_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
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#define set_car_intface_art(artIndex) sfall_func1("set_car_intface_art", artIndex)
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#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
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#define set_drugs_data(type, pid, value) sfall_func3("set_drugs_data", type, pid, value)
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#define set_dude_obj(critter) sfall_func1("set_dude_obj", critter)
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#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
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#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
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#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
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#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
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#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
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#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
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#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
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#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
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#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
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#define set_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
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#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
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#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
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#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
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#define show_window(winName) sfall_func1("show_window", winName)
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#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
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#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
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#define string_compare_locale(str1, str2, codePage) sfall_func3("string_compare", str1, str2, codePage)
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#define string_format(format, a1, a2) sfall_func3("string_format", format, a1, a2)
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#define string_tolower(text) sfall_func2("string_to_case", text, 0)
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#define string_toupper(text) sfall_func2("string_to_case", text, 1)
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#define tile_by_position(x, y) sfall_func2("tile_by_position", x, y)
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#define tile_refresh_display sfall_func0("tile_refresh_display")
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#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
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#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
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#define unwield_slot(critter, slot) sfall_func2("unwield_slot", critter, slot)
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#define add_extra_msg_file(name) sfall_func1("add_extra_msg_file", name)
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#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
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#define add_iface_tag sfall_func0("add_iface_tag")
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#define add_trait(traitID) sfall_func1("add_trait", traitID)
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#define art_cache_clear sfall_func0("art_cache_clear")
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#define attack_is_aimed sfall_func0("attack_is_aimed")
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#define car_gas_amount sfall_func0("car_gas_amount")
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#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
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#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
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#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
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#define dialog_message(text) sfall_func1("dialog_message", text)
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#define dialog_obj sfall_func0("dialog_obj")
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#define display_stats sfall_func0("display_stats")
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#define draw_image(artFile, frame, x, y, noTrans) sfall_func5("draw_image", artFile, frame, x, y, noTrans)
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#define draw_image_scaled(artFile, frame, x, y, w, h) sfall_func6("draw_image_scaled", artFile, frame, x, y, w, h)
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#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
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#define floor2(value) sfall_func1("floor2", value)
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#define get_can_rest_on_map(map, elev) sfall_func2("get_can_rest_on_map", map, elev)
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#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
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#define get_cursor_mode sfall_func0("get_cursor_mode")
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#define get_flags(obj) sfall_func1("get_flags", obj)
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#define get_ini_section(file, sect) sfall_func2("get_ini_section", file, sect)
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#define get_ini_sections(file) sfall_func1("get_ini_sections", file)
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#define get_interface_x(winType) sfall_func2("get_window_attribute", winType, 1)
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#define get_interface_y(winType) sfall_func2("get_window_attribute", winType, 2)
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#define get_inven_ap_cost sfall_func0("get_inven_ap_cost")
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#define get_map_enter_position sfall_func0("get_map_enter_position")
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#define get_metarule_table sfall_func0("get_metarule_table")
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#define get_object_ai_data(obj, aiParam) sfall_func2("get_object_ai_data", obj, aiParam)
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#define get_object_data(obj, offset) sfall_func2("get_object_data", obj, offset)
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#define get_outline(obj) sfall_func1("get_outline", obj)
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#define get_pc_stat_max(stat) sfall_func1("get_stat_max", stat)
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#define get_pc_stat_min(stat) sfall_func1("get_stat_min", stat)
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#define get_npc_stat_max(stat) sfall_func2("get_stat_max", stat, 1)
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#define get_npc_stat_min(stat) sfall_func2("get_stat_min", stat, 1)
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#define get_sfall_arg_at(argNum) sfall_func1("get_sfall_arg_at", argNum)
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#define get_string_pointer(text) sfall_func1("get_string_pointer", text)
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#define get_text_width(text) sfall_func1("get_text_width", text)
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#define has_fake_perk_npc(npc, perk) sfall_func2("has_fake_perk_npc", npc, perk)
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#define has_fake_trait_npc(npc, trait) sfall_func2("has_fake_trait_npc", npc, trait)
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#define hide_window(winName) sfall_func1("hide_window", winName)
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#define interface_art_draw(winID, artFile, x, y) sfall_func4("interface_art_draw", winID, artFile, x, y)
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#define interface_art_draw_frame(winID, artID, x, y, frame) sfall_func5("interface_art_draw", winID, artID, x, y, frame)
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#define interface_art_draw_ex(winID, artID, x, y, frame, param) sfall_func6("interface_art_draw", winID, artID, x, y, frame, param)
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#define interface_print(text, winType, x, y, color) sfall_func5("interface_print", text, winType, x, y, color)
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#define interface_print_width(text, winType, x, y, color, w) sfall_func6("interface_print", text, winType, x, y, color, w)
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#define interface_redraw_all sfall_func1("intface_redraw", 1)
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#define intface_hide sfall_func0("intface_hide")
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#define intface_is_hidden sfall_func0("intface_is_hidden")
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#define intface_is_shown(winType) sfall_func1("get_window_attribute", winType)
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#define intface_redraw sfall_func0("intface_redraw")
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#define intface_show sfall_func0("intface_show")
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#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
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#define item_make_explosive(pid, activePid, min, max) sfall_func4("item_make_explosive", pid, activePid, min, max)
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#define item_weight(obj) sfall_func1("item_weight", obj)
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#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
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#define loot_obj sfall_func0("loot_obj")
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#define message_box(text) sfall_func1("message_box", text)
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#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
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#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
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#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
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#define objects_in_radius(tile, radius, elev, type) sfall_func4("objects_in_radius", tile, radius, elev, type)
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#define outlined_object sfall_func0("outlined_object")
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#define real_dude_obj sfall_func0("real_dude_obj")
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#define remove_all_timer_events sfall_func0("remove_timer_event")
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#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
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#define set_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
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#define set_car_intface_art(artIndex) sfall_func1("set_car_intface_art", artIndex)
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#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
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#define set_drugs_data(type, pid, value) sfall_func3("set_drugs_data", type, pid, value)
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#define set_dude_obj(critter) sfall_func1("set_dude_obj", critter)
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#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
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#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
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#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
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#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
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#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
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#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
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#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
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#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
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#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
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#define set_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
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#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
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#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
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#define set_window_flag(winID, flag, value) sfall_func3("set_window_flag", winID, flag, value)
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#define show_window(winName) sfall_func1("show_window", winName)
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#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
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#define string_compare(str1, str2) sfall_func2("string_compare", str1, str2)
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#define string_compare_locale(str1, str2, codePage) sfall_func3("string_compare", str1, str2, codePage)
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#define string_format(format, a1, a2) sfall_func3("string_format", format, a1, a2)
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#define string_tolower(text) sfall_func2("string_to_case", text, 0)
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#define string_toupper(text) sfall_func2("string_to_case", text, 1)
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#define tile_by_position(x, y) sfall_func2("tile_by_position", x, y)
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#define tile_refresh_display sfall_func0("tile_refresh_display")
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#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
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#define unset_unique_id(obj) sfall_func2("set_unique_id", obj, -1)
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#define unwield_slot(critter, slot) sfall_func2("unwield_slot", critter, slot)
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#define set_fake_perk_npc(npc, perk, level, image, desc) sfall_func5("set_fake_perk_npc", npc, perk, level, image, desc)
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#define set_fake_trait_npc(npc, trait, active, image, desc) sfall_func5("set_fake_trait_npc", npc, trait, active, image, desc)
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@@ -729,7 +729,7 @@ optional argument:
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> int sfall_func4("message_box", string message, int flags, int color1, int color2)
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- creates a dialog box with text and returns the result of pressing the button: 0 - No (Escape), 1 - Yes/Done (Enter)
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- returns -1 if for some reason the dialog box cannot be created
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- message: the text in the dialog box. Use the \n control character to move text to a new line (example: "Hello\nWorld!")
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- message: the text in the dialog box. Use the '\n' control character to move text to a new line (example: "Hello\nWorld!")
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optional arguments:
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- flags: mode flags (see MSGBOX_* constants in define_extra.h). Pass -1 to skip setting the flags (default flags are NORMAL and YESNO)
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- color1/color2: the color index in Fallout palette. color1 sets the text color for the first line, and color2 for all subsequent lines of text (default color is 145)
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@@ -744,9 +744,9 @@ optional arguments:
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> int sfall_func4("interface_art_draw", int winType, string artFile/int artID, int x, int y)
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> int sfall_func5("interface_art_draw", int winType, string artFile/int artID, int x, int y, int frame)
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> int sfall_func6("interface_art_draw", int winType, string artFile/int artID, int x, int y, int frame, array param)
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- draws the specified PCX or FRM image in the game interface window, returns -1 in case of any error
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- draws the specified PCX or FRM image in the game interface window, returns -1 on any error
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- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
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this also takes the value of the flag (0x10000) to prevent immediate redrawing of the interface window
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this also takes the value of the flag (0x1000000) to prevent immediate redrawing of the interface window
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- artFile/artId: path to the PCX/FRM file (e.g. "art\\inven\\5mmap.frm"), or its FRM ID number (e.g. 0x7000026, see specification of the FID format)
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- x/y: offset relative to the top-left corner of the window
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optional arguments:
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@@ -755,17 +755,19 @@ optional arguments:
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index 0 - sprite direction for multi-directional FRM
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||||
index 1/index 2 - the new width/height to scale the image to. Pass -1 to use the original width/height
|
||||
|
||||
> int sfall_func5("print_text", string text, int winType, int x, int y, int color)
|
||||
> int sfall_func6("print_text", string text, int winType, int x, int y, int color, int width)
|
||||
> int sfall_func5("interface_print", string text, int winType, int x, int y, int color)
|
||||
> int sfall_func6("interface_print", string text, int winType, int x, int y, int color, int width)
|
||||
- displays the text in the specified interface window with the current font. Use vanilla SetFont function to set the font
|
||||
- text: the text to be printed. Use the \n control character to move text to a new line (example: "Hello\nWorld!")
|
||||
- returns the count of lines printed, or -1 on any error
|
||||
- text: the text to be printed. Use the '\n' control character to move text to a new line (example: "Hello\nWorld!")
|
||||
- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
|
||||
- x/y: offset relative to the top-left corner of the window
|
||||
- color: the color index in Fallout palette. Pass 0 if the text color was previously set by vanilla SetTextColor function
|
||||
it can also take additional flags (via bwor) for displaying text:
|
||||
0x0010000 - adds a shadow to the text, the 'textshadow' compiler constant
|
||||
0x1000000 - prevents immediate redrawing of the interface window, the 'textdirect' compiler constant (works the other way around)
|
||||
0x2000000 - fills the background of the text with black color, the 'textnofill' compiler constant (works the other way around)
|
||||
- width: the maximum width of the text. The text will be wrapped to fit within the specified width
|
||||
- width (optional): the maximum width of the text. The text will be wrapped to fit within the specified width
|
||||
|
||||
------------------------
|
||||
------ MORE INFO -------
|
||||
|
||||
Reference in New Issue
Block a user