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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Included Define.h in FalloutEngine.h
* it removes the need to include Define.h separately across the code. (similar to Fallout2.h in 4.x code) Added StrNormalizePath() to Utils.cpp.
This commit is contained in:
@@ -21,7 +21,6 @@
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#include "main.h"
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#include "AI.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "SafeWrite.h"
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@@ -1,6 +1,4 @@
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "BugFixes.h"
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#include "HookScripts.h"
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@@ -18,7 +18,6 @@
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "Logging.h"
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@@ -19,10 +19,9 @@
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#include <vector>
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#include "main.h"
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#include "FalloutEngine.h"
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#include "Arrays.h"
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#include "DebugEditor.h"
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#include "FalloutEngine.h"
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#include "ScriptExtender.h"
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enum DECode {
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@@ -1,5 +1,25 @@
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#pragma once
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enum ObjType : char
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{
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OBJ_TYPE_ITEM = 0,
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OBJ_TYPE_CRITTER = 1,
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OBJ_TYPE_SCENERY = 2,
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OBJ_TYPE_WALL = 3,
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OBJ_TYPE_TILE = 4,
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OBJ_TYPE_MISC = 5,
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OBJ_TYPE_SPATIAL = 6
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};
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enum ArtType : char
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{
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OBJ_TYPE_INTRFACE = 6,
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OBJ_TYPE_INVEN = 7,
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OBJ_TYPE_HEAD = 8,
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OBJ_TYPE_BACKGROUND = 9,
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OBJ_TYPE_SKILLDEX = 10
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};
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// Some FO2 PIDs possibly used by engine
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enum ProtoId : long
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{
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@@ -18,7 +18,6 @@
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "Logging.h"
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@@ -24,6 +24,7 @@
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*
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*/
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#include "Define.h"
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#include "FalloutStructs.h"
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// Global variable offsets
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+1
-22
@@ -36,7 +36,7 @@ struct TInvenRec {
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};
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#pragma pack(pop)
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/* 15 */
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/* 15 */
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#pragma pack(push, 1)
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struct TGameObj {
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long ID;
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@@ -128,27 +128,6 @@ struct TScript {
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};
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#pragma pack(pop)
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enum ScriptTypes : long
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{
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SCRIPT_SYSTEM = 0,
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SCRIPT_SPATIAL = 1,
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SCRIPT_TIME = 2,
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SCRIPT_ITEM = 3,
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SCRIPT_CRITTER = 4,
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};
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/* 24 */
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enum ObjType : char
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{
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OBJ_TYPE_ITEM = 0,
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OBJ_TYPE_CRITTER = 1,
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OBJ_TYPE_SCENERY = 2,
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OBJ_TYPE_WALL = 3,
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OBJ_TYPE_TILE = 4,
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OBJ_TYPE_MISC = 5,
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OBJ_TYPE_SPATIAL = 6,
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};
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/* 25 */
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#pragma pack(push, 1)
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struct TProgram {
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@@ -19,7 +19,6 @@
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#include <stdio.h>
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "HeroAppearance.h"
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#include "LoadGameHook.h"
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@@ -418,7 +417,7 @@ static bool LoadFrmFrame(UNLSTDframe *frame, void* frmStream) {
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}
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UNLSTDfrm *LoadUnlistedFrm(char *frmName, unsigned int folderRef) {
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if (folderRef > 10) return nullptr;
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if (folderRef > OBJ_TYPE_SKILLDEX) return nullptr;
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char *artfolder = (char*)(0x51073C + folderRef * 32); // address of art type name
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char FrmPath[MAX_PATH];
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@@ -1189,7 +1188,7 @@ static void DrawCharNote(bool style, int winRef, DWORD xPosWin, DWORD yPosWin, B
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BYTE *PadSurface = new BYTE [280 * 168];
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sub_draw(280, 168, widthBG, heightBG, xPosBG, yPosBG, BGSurface, 280, 168, 0, 0, PadSurface, 0);
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UNLSTDfrm *frm = LoadUnlistedFrm((style) ? "AppStyle.frm" : "AppRace.frm", 10);
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UNLSTDfrm *frm = LoadUnlistedFrm((style) ? "AppStyle.frm" : "AppRace.frm", OBJ_TYPE_SKILLDEX);
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if (frm) {
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sub_draw(frm->frames[0].width, frm->frames[0].height, frm->frames[0].width, frm->frames[0].height, 0, 0, frm->frames[0].indexBuff, 280, 168, 136, 37, PadSurface, 0); // cover buttons pics bottom
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delete frm;
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@@ -1260,7 +1259,7 @@ static void _stdcall DrawCharNoteNewChar(bool type) {
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void _stdcall HeroSelectWindow(int raceStyleFlag) {
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if (!appModEnabled) return;
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UNLSTDfrm *frm = LoadUnlistedFrm("AppHeroWin.frm", 6);
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UNLSTDfrm *frm = LoadUnlistedFrm("AppHeroWin.frm", OBJ_TYPE_INTRFACE);
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if (frm == nullptr) {
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DebugPrintf("\nApperanceMod: art\\intrface\\AppHeroWin.frm file not found.");
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return;
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@@ -1756,7 +1755,7 @@ static void __declspec(naked) FixCharScrnBack() {
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if (charScrnBackSurface == nullptr) {
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charScrnBackSurface = new BYTE [640 * 480];
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UNLSTDfrm *frm = LoadUnlistedFrm((*ptr_glblmode) ? "AppChCrt.frm" : "AppChEdt.frm", 6);
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UNLSTDfrm *frm = LoadUnlistedFrm((*ptr_glblmode) ? "AppChCrt.frm" : "AppChEdt.frm", OBJ_TYPE_INTRFACE);
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if (frm != nullptr) {
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sub_draw(640, 480, 640, 480, 0, 0, frm->frames[0].indexBuff, 640, 480, 0, 0, charScrnBackSurface, 0);
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@@ -1779,16 +1778,16 @@ static void __declspec(naked) FixCharScrnBack() {
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DWORD FrmObj, FrmMaskObj; // frm objects for char screen Appearance button
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BYTE *FrmSurface, *FrmMaskSurface;
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FrmSurface = GetFrmSurface(BuildFrmId(6, 113), 0, 0, &FrmObj); // "Use Item On" window
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FrmSurface = GetFrmSurface(BuildFrmId(OBJ_TYPE_INTRFACE, 113), 0, 0, &FrmObj); // "Use Item On" window
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sub_draw(81, 132, 292, 376, 163, 20, FrmSurface, 640, 480, 331, 63, charScrnBackSurface, 0); // char view win
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sub_draw(79, 31, 292, 376, 154, 228, FrmSurface, 640, 480, 331, 32, charScrnBackSurface, 0); // upper char view win
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sub_draw(79, 30, 292, 376, 158, 236, FrmSurface, 640, 480, 331, 195, charScrnBackSurface, 0); // lower char view win
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UnloadFrm(FrmObj);
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// Sexoff Frm
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FrmSurface = GetFrmSurface(BuildFrmId(6, 188), 0, 0, &FrmObj);
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FrmSurface = GetFrmSurface(BuildFrmId(OBJ_TYPE_INTRFACE, 188), 0, 0, &FrmObj);
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// Sex button mask frm
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FrmMaskSurface = GetFrmSurface(BuildFrmId(6, 187), 0, 0, &FrmMaskObj);
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FrmMaskSurface = GetFrmSurface(BuildFrmId(OBJ_TYPE_INTRFACE, 187), 0, 0, &FrmMaskObj);
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sub_draw(80, 28, 80, 32, 0, 0, FrmMaskSurface, 80, 32, 0, 0, FrmSurface, 0x39); // mask for style and race buttons
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UnloadFrm(FrmMaskObj);
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@@ -1816,7 +1815,7 @@ static void __declspec(naked) FixCharScrnBack() {
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// frm background for char screen Appearance button
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if (*ptr_glblmode && (styleButtons || raceButtons)) {
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FrmSurface = GetFrmSurface(BuildFrmId(6, 174), 0, 0, &FrmObj); // Pickchar frm
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FrmSurface = GetFrmSurface(BuildFrmId(OBJ_TYPE_INTRFACE, 174), 0, 0, &FrmObj); // Pickchar frm
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if (raceButtons) sub_draw(69, 20, 640, 480, 281, 319, FrmSurface, 640, 480, 337, 36, charScrnBackSurface, 0); // button backround top
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if (styleButtons) sub_draw(69, 20, 640, 480, 281, 319, FrmSurface, 640, 480, 337, 198, charScrnBackSurface, 0); // button backround bottom
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UnloadFrm(FrmObj);
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@@ -16,12 +16,10 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "main.h"
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#include <string>
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#include <vector>
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#include "Define.h"
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#include "main.h"
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#include "FalloutEngine.h"
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#include "HookScripts.h"
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#include "Inventory.h"
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@@ -30,7 +28,6 @@
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#include "PartyControl.h"
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#include "ScriptExtender.h"
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static const int maxArgs = 16;
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static const int maxRets = 8;
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static const int maxDepth = 8;
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@@ -17,7 +17,6 @@
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*/
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "HeroAppearance.h"
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+1
-3
@@ -16,11 +16,9 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "main.h"
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#include <stdio.h>
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#include "Define.h"
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#include "main.h"
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#include "FalloutEngine.h"
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#include "input.h"
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#include "Inventory.h"
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@@ -17,8 +17,6 @@
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*/
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "AI.h"
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#include "Arrays.h"
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@@ -17,8 +17,6 @@
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*/
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "Objects.h"
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@@ -25,7 +25,6 @@
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#include <vector>
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "HeroAppearance.h"
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#include "PartyControl.h"
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+1
-2
@@ -19,9 +19,8 @@
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#include <vector>
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "Perks.h"
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long PerkLevelMod = 0;
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+1
-3
@@ -17,9 +17,7 @@
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*/
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#include "main.h"
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#include "FalloutEngine.h"
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#include "QuestList.h"
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#define EXITCODE_BREAK (-1)
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#define EXITCODE_NORMAL (0)
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@@ -354,7 +352,7 @@ static void __stdcall ArtButtonFunc(DWORD buttonKey, DWORD buttonMem, DWORD inde
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xor ecx, ecx;
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xor ebx, ebx;
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mov edx, indexArt; // index from intrface.lst
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mov eax, 6; // OBJ_TYPE_INTRFACE
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mov eax, OBJ_TYPE_INTRFACE;
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push ecx;
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call art_id_;
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//
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@@ -16,17 +16,15 @@
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "main.h"
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#include <hash_map>
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//#include <set>
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#include "main.h"
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#include "FalloutEngine.h"
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#include "Arrays.h"
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#include "BarBoxes.h"
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#include "Console.h"
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#include "Define.h"
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#include "Explosions.h"
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#include "FalloutEngine.h"
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#include "HookScripts.h"
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#include "input.h"
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#include "LoadGameHook.h"
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@@ -137,3 +137,12 @@ enum ScriptProc : long
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combat_is_starting_p_proc = 26,
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combat_is_over_p_proc = 27
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};
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enum ScriptTypes : long
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{
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SCRIPT_SYSTEM = 0,
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SCRIPT_SPATIAL = 1,
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SCRIPT_TIME = 2,
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SCRIPT_ITEM = 3,
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SCRIPT_CRITTER = 4,
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};
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@@ -22,7 +22,6 @@
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#include "main.h"
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#include "Define.h"
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#include "FalloutEngine.h"
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#include "Combat.h"
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#include "Objects.h"
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