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synced 2026-07-27 16:52:34 -07:00
Minor code edits to the previous commit
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@@ -417,7 +417,7 @@ static void __declspec(naked) DisplayBonusHtHDmg2_hack() {
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long DamageMod::GetHtHMinDamageBonus(fo::GameObject* source) {
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return (bonusHtHDamageFix)
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? game::Stats::perk_level(source, fo::Perk::PERK_bonus_hth_damage) << 1 // Rank_of_Bonus_HtH_Damage_perk *= 2
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? game::Stats::perk_level(source, fo::Perk::PERK_bonus_hth_damage) << 1 // Multiply by 2
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: 0;
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}
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@@ -464,7 +464,7 @@ void DamageMod::init() {
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dlogr(" Done", DL_INIT);
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}
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// Display actual damage values for unarmed attacks (display_stats_ hacks)
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// Display the actual damage values of unarmed attacks (display_stats_ hacks)
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MakeJump(0x472546, DisplayBonusHtHDmg2_hack);
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SafeWrite32(0x472558, 0x509EDC); // fmt: '%s %d-%d'
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SafeWrite8(0x472552, 0x98 + 4);
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@@ -51,12 +51,12 @@ void InventoryKeyPressedHook(DWORD dxKey, bool pressed) {
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if (maxAmmo != curAmmo) {
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long ¤tMode = fo::util::GetActiveItemMode();
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long previusMode = currentMode;
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currentMode = 5; // reload mode
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currentMode = fo::HandSlotMode::Reload;
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fo::func::intface_use_item();
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if (previusMode != 5) {
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if (previusMode != fo::HandSlotMode::Reload) {
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// return to previous active item mode (if it wasn't "reload")
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currentMode = previusMode - 1;
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if (currentMode < 0) currentMode = 4;
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if (currentMode < 0) currentMode = fo::HandSlotMode::Secondary_Aimed;
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fo::func::intface_toggle_item_state();
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}
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}
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@@ -31,7 +31,7 @@ namespace sfall
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static struct {
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fo::AttackType primaryHit;
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fo::AttackType secondaryHit;
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long mode;
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fo::HandSlotMode mode;
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} slotHitData[2];
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class Hits {
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@@ -374,13 +374,8 @@ fo::AttackType Unarmed::GetStoredHitMode(fo::HandSlot slot) {
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if (hit < fo::AttackType::ATKTYPE_STRONGPUNCH && hit != fo::AttackType::ATKTYPE_PUNCH && hit != fo::AttackType::ATKTYPE_KICK) {
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hit = (slot == fo::HandSlot::Left) ? GetPunchingHit() : GetKickingHit(); // get Primary
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if (slot == fo::HandSlot::Left) {
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slotHitData[fo::HandSlot::Left].primaryHit = hit;
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slotHitData[fo::HandSlot::Left].mode = fo::HandSlotMode::Primary;
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} else {
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slotHitData[fo::HandSlot::Right].primaryHit = hit;
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slotHitData[fo::HandSlot::Right].mode = fo::HandSlotMode::Primary;
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}
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slotHitData[slot].primaryHit = hit;
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slotHitData[slot].mode = fo::HandSlotMode::Primary;
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}
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return hit;
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}
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