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Added PerksList option to gl_partycontrol
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@@ -21,11 +21,10 @@
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variable
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controlMode,
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noCheckArray,
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pidList,
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pidList, perksList,
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lightInt, lightDist, npcControl,
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displayName, displayNameColor, isShowTag,
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inControl := false,
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hasGeckoSkinning := false;
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inControl := false;
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procedure AllowControl(variable pid) begin
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@@ -37,10 +36,9 @@ procedure combatturn_handler begin
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variable
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status := get_sfall_arg,
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critter := get_sfall_arg,
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//arg3 := get_sfall_arg,
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pid;
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pid, perkID, level;
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//display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + ", arg3: " + arg3);
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//display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + ", arg3: " + get_sfall_arg);
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if npcControl then begin
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if lightInt then lightInt := round((lightInt / 65536.0) * 100); // calc percent of intensity
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obj_set_light_level(npcControl, lightInt, lightDist); // restore light for prev. controlled NPC
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@@ -49,14 +47,20 @@ procedure combatturn_handler begin
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pid := obj_pid(critter);
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if (status == 1 and (AllowControl(pid) or controlMode == 1)) then begin
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set_dude_obj(critter);
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//display_msg("Take control of: " + obj_name(critter));
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if (critter != real_dude_obj) then begin
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if not(npcControl) then obj_set_light_level(real_dude_obj, 0, 0); // dude off light
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npcControl := critter;
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// set perks (only work with 4.1.8+)
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foreach (perkID in perksList) begin
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level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
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if (level) then begin
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critter_add_trait(critter, TRAIT_PERK, perkID, level);
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end
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end
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lightDist := get_object_data(critter, OBJ_DATA_LIGHT_DISTANCE);
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lightInt := get_object_data(critter, OBJ_DATA_LIGHT_INTENSITY);
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obj_set_light_level(critter, 100, 4);
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if hasGeckoSkinning then critter_add_trait(critter, TRAIT_PERK, PERK_gecko_skinning_perk, 1);
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inControl := true;
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end else if npcControl then begin
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obj_set_light_level(dude_obj, 100, 4); // set dude default light
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@@ -87,7 +91,6 @@ procedure combatturn_handler begin
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end
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procedure gamemodechange_handler begin
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if not(hasGeckoSkinning) then hasGeckoSkinning := has_trait(TRAIT_PERK, real_dude_obj, PERK_gecko_skinning_perk);
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if (inControl and not(get_game_mode BWAND COMBAT)) then begin
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inControl := false;
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npcControl := 0;
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@@ -146,6 +149,9 @@ procedure start begin
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fix_array(pidList);
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noCheckArray := (len_array(pidList) == 0);
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perksList := GetConfigListInt("CombatControl", "PerksList");
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fix_array(perksList);
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register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
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register_hook_proc(HOOK_GAMEMODECHANGE, gamemodechange_handler);
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register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
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