mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Added an additional '"Can't Use" flag to misc flags in item objects
* it makes the weapon object unusable in combat. Edits to header files.
This commit is contained in:
@@ -141,8 +141,8 @@
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#define RMOBJ_THROW 4266040 // (action_ranged_)
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#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory (item_remove_mult_)
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#define RMOBJ_AI_USE_DRUG_ON 4359920 // remove before AI uses the drug in combat (ai_check_drugs_)
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//#define RMOBJ_AI_USE_DRUG_ON_1 4359639 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1)
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//#define RMOBJ_AI_USE_DRUG_ON_2 4360176 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1)
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//#define RMOBJ_AI_USE_DRUG_ON_1 4359639 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1/3.8.31)
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//#define RMOBJ_AI_USE_DRUG_ON_2 4360176 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1/3.8.31)
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// common prototype offsets for get/set_proto_data
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#define PROTO_PID (1)
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@@ -406,9 +406,11 @@
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#define OBJ_DATA_CUR_FRM (0x18) // current frame number
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#define OBJ_DATA_ROTATION (0x1C)
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#define OBJ_DATA_FID (0x20)
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//#define OBJ_DATA_FLAGS (0x24) // the same flags set in prototypes (PROTO_FLAG)
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#define OBJ_DATA_ELEVATION (0x28)
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#define OBJ_DATA_MISC_FLAGS (0x38)
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#define OBJ_DATA_PID (0x64)
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#define OBJ_DATA_CID (0x68) // combat ID, used for savegame
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#define OBJ_DATA_CID (0x68) // combat ID, used by critters in savegame (don't change while in combat)
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#define OBJ_DATA_SID (0x78) // script ID
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#define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst
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// items
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@@ -1,7 +1,7 @@
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#ifndef SFALL_H
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#define SFALL_H
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//Recognised modes for set_shader_mode and get_game_mode
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// Recognised modes for set_shader_mode and get_game_mode
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#define WORLDMAP (0x1)
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#define DIALOG (0x4)
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#define ESCMENU (0x8)
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@@ -24,7 +24,7 @@
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#define COUNTERWIN (0x100000) // counter window for moving multiple items or setting a timer
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#define SPECIAL (0x80000000)
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//Valid arguments to register_hook
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// Valid arguments to register_hook
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#define HOOK_TOHIT (0)
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#define HOOK_AFTERHITROLL (1)
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#define HOOK_CALCAPCOST (2)
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@@ -75,7 +75,7 @@
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#define HOOK_BESTWEAPON (47)
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#define HOOK_CANUSEWEAPON (48)
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//Valid arguments to list_begin
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// Valid arguments to list_begin
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#define LIST_CRITTERS (0)
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#define LIST_GROUNDITEMS (1)
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#define LIST_SCENERY (2)
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@@ -85,7 +85,7 @@
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#define LIST_SPATIAL (6)
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#define LIST_ALL (9)
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//Valid window types for get_window_attribute
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// Valid window types for get_window_attribute
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#define WINTYPE_INVENTORY (0) // any inventory window (player/loot/use/barter)
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#define WINTYPE_DIALOG (1)
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#define WINTYPE_PIPBOY (2)
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@@ -96,14 +96,14 @@
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#define WINTYPE_ESCMENU (7) // escape menu
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#define WINTYPE_AUTOMAP (8)
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//Valid flags for force_encounter_with_flags
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// Valid flags for force_encounter_with_flags
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#define ENCOUNTER_FLAG_NO_CAR (0x1)
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#define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
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#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
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#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
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#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
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//The attack types returned by get_attack_type
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// The attack types returned by get_attack_type
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#define ATKTYPE_LWEP1 (0)
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#define ATKTYPE_LWEP2 (1)
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#define ATKTYPE_RWEP1 (2)
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@@ -125,18 +125,18 @@
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#define ATKTYPE_HOOKKICK (18)
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#define ATKTYPE_PIERCINGKICK (19)
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//Some possible values for the 4th argument to hs_removeinvobj
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// Some possible values for the 4th argument to hs_removeinvobj
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#define RMOBJ_DROP (0x49B875) // If the object is dropped manually by the player from the inventory screen
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#define RMOBJ_TRADE (0x47761D) // If the object is offered up as a trade
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#define RMOBJ_DROPMULTI (0x45C1CF) // When dropping a part of a stack (RMOBJ_DROP occurs first)
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//Return values for "typeof"
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// Return values for "typeof"
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#define VALTYPE_NONE (0) // not used yet
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#define VALTYPE_INT (1)
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#define VALTYPE_FLOAT (2)
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#define VALTYPE_STR (3)
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//Arrays defines
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/* ARRAYS FUNCTION DEFINES */
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// create persistent list
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#define create_array_list(size) (create_array(size, 0))
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@@ -232,7 +232,7 @@
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#define CURSOR_COMMAND (1)
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#define CURSOR_TARGETING (2)
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//Valid flags for set_rest_mode
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// Valid flags for set_rest_mode
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#define RESTMODE_DISABLED (1) // disable resting on all maps
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#define RESTMODE_STRICT (2) // disable resting on maps with "can_rest_here=No" in Maps.txt, even if there are no other critters
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#define RESTMODE_NO_HEALING (4) // disable healing during resting
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@@ -272,6 +272,9 @@
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#define ADD_PERK_MODE_PERK (2) // add to the player's perks list
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#define ADD_PERK_MODE_REMOVE (4) // remove from the list of selectable perks (after added to the player)
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/* MISC FUNCTION MACROS */
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// instantly apply the item to dude_obj (w/o animation)
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#define use_item_on_dude(item) set_self(dude_obj); \
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set_self(dude_obj); \
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@@ -286,8 +289,13 @@
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// checks if the specified PID number exists in the list of registered protos
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#define check_pid(pid) (get_proto_data(pid, 0) != -1)
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// sets the status of a broken weapon that cannot be used in combat (the hand slot will not be available for use)
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#define set_broken_weapon_state_on(item) set_object_data(item, OBJ_DATA_MISC_FLAGS, get_object_data(item, OBJ_DATA_MISC_FLAGS) bwor 0x00000010)
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#define set_broken_weapon_state_off(item) set_object_data(item, OBJ_DATA_MISC_FLAGS, get_object_data(item, OBJ_DATA_MISC_FLAGS) bwand 0xFFFFFFEF)
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/* SFALL_FUNCX MACROS */
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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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@@ -402,7 +410,8 @@
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#define set_selectable_perk_npc(npc, perk, active, image, desc) sfall_func5("set_selectable_perk_npc", npc, perk, active, image, desc)
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/* sfall metarule3 function macros */
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/* SFALL METARULE3 FUNCTION MACROS */
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// sets the number of days (range 1...127) for the Frank Horrigan encounter, or disable the encounter if days is set to 0
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#define set_horrigan_days(day) metarule3(200, day, 0, 0)
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// clears the keyboard input buffer, use it in the HOOK_KEYPRESS hook to clear keyboard events before calling functions that are waiting for keyboard input
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+55
-41
@@ -113,10 +113,10 @@ enum BodyPart : long {
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enum CritterFlags : long
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{
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Sneak = 0x01, // Can sneak ?
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Sneak = 0x01, // Can sneak ? (unused)
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Barter = 0x02, // Can trade with
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Level = 0x04, // Level received ?
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Addict = 0x08, // Drug addiction ?
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Level = 0x04, // Level received ? (unused)
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Addict = 0x08, // Drug addiction ? (unused)
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NoSteal = 0x20, // Can't be stolen from
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NoDrop = 0x40, // Doesn't drop items
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NoLimbs = 0x80, // Can't lose limbs
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@@ -129,7 +129,7 @@ enum CritterFlags : long
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NoKnockBack = 0x4000, // Can't be knocked back
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};
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enum ItemFlags : long
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enum ItemFlags : unsigned long // for FlagsExt
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{
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// Weapon Flags:
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BigGun = 0x00000100,
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@@ -143,6 +143,14 @@ enum ItemFlags : long
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HiddenItem = 0x08000000 // item is hidden
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};
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enum MiscFlags : unsigned long
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{
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Opened = 0x00000001,
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CantUse = 0x00000010, // determines whether the weapon can be used in combat (sfall flag)
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Locked = 0x02000000,
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Jammed = 0x04000000,
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};
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enum DamageFlag : unsigned long
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{
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DAM_KNOCKED_OUT = 0x1,
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@@ -238,10 +246,10 @@ namespace ObjectFlag {
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Flat = 0x00000008,
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NoBlock = 0x00000010,
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Lighting = 0x00000020,
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Temp = 0x00000400,
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Temp = 0x00000400, // ???
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MultiHex = 0x00000800,
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NoHighlight = 0x00001000,
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Used = 0x00002000,
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Used = 0x00002000, // set if there was/is any event for the object
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TransRed = 0x00004000,
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TransNone = 0x00008000,
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TransWall = 0x00010000,
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@@ -251,7 +259,7 @@ namespace ObjectFlag {
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Left_Hand = 0x01000000,
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Right_Hand = 0x02000000,
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Worn = 0x04000000,
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HiddenItem = 0x08000000,
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Unused = 0x08000000, // reserved
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WallTransEnd = 0x10000000,
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LightThru = 0x20000000,
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Seen = 0x40000000,
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@@ -789,49 +797,55 @@ enum CombatStateFlag : long
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namespace Fields {
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enum CommonObj : long
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{
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id = 0x00,
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tile = 0x04,
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x = 0x08,
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y = 0x0C,
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sx = 0x10,
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sy = 0x14,
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frm = 0x18,
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rotation = 0x1C,
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artFid = 0x20,
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flags = 0x24,
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elevation = 0x28,
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inventory = 0x2C,
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id = 0x00, // saveable
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tile = 0x04, // saveable
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x = 0x08, // saveable
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y = 0x0C, // saveable
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sx = 0x10, // saveable
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sy = 0x14, // saveable
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frm = 0x18, // saveable
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rotation = 0x1C, // saveable
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artFid = 0x20, // saveable
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flags = 0x24, // saveable
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elevation = 0x28, // saveable
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inventory = 0x2C, // saveable
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protoId = 0x64,
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cid = 0x68, // combatID, don't change while in combat
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lightDistance = 0x6C,
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lightIntensity = 0x70,
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outline = 0x74,
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scriptId = 0x78,
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protoId = 0x64, // saveable
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cid = 0x68, // saveable (critter CombatID, don't change while in combat)
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lightDistance = 0x6C, // saveable
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lightIntensity = 0x70, // saveable
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outline = 0x74, // saveable
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scriptId = 0x78, // saveable
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owner = 0x7C,
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scriptIndex = 0x80,
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scriptIndex = 0x80, // saveable
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};
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enum CritterObj : long
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{
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reaction = 0x38,
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combatState = 0x3C,
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movePoints = 0x40,
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damageFlags = 0x44,
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damageLastTurn = 0x48,
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aiPacket = 0x4C,
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teamNum = 0x50,
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whoHitMe = 0x54,
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health = 0x58,
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rads = 0x5C,
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poison = 0x60,
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reaction = 0x38, // saveable
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combatState = 0x3C, // saveable
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movePoints = 0x40, // saveable
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damageFlags = 0x44, // saveable
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damageLastTurn = 0x48, // saveable
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aiPacket = 0x4C, // saveable
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teamNum = 0x50, // saveable
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whoHitMe = 0x54, // saveable
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health = 0x58, // saveable
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rads = 0x5C, // saveable
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poison = 0x60, // saveable
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};
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enum ItemObj : long
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{
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updatedFlags = 0x38,
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charges = 0x3C,
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ammoPid = 0x40,
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miscFlags = 0x38, // saveable
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charges = 0x3C, // saveable
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ammoPid = 0x40, // saveable
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};
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enum SceneryObj : long
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{
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sceneryFlags = 0x38, // saveable
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doorFlags = 0x3C, // saveable
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};
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enum ComputeAttack : long
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@@ -886,7 +900,7 @@ namespace AIpref {
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whomever_attacking_me = 0, // attack the target that the player is attacking (only for party members)
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strongest = 1, // attack stronger targets (will always switch to stronger ones in combat)
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weakest = 2, // attack weaker targets (will always switch to weaker ones in combat)
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whomever = 3, // anyone, will attack the chosen target until it dies, or until retaliation occurs (combatai_check_retalization_)
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whomever = 3, // anyone, will attack the chosen target until it dies, or until retaliation occurs (combatai_check_retaliation_)
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closest = 4, // only attack near targets
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};
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@@ -163,13 +163,14 @@ struct GameObject {
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union {
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struct {
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long updatedFlags;
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fo::MiscFlags miscFlags; // aka updated_flags
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// for weapons - ammo in magazine, for ammo - amount of ammo in last ammo pack
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long charges;
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// current type of ammo loaded in magazine
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long ammoPid;
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long unused[8]; // offset 0x44
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long unused[8]; // offset 0x44 (not saved)
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} item;
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struct {
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long reaction; // unused?
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// 1 - combat, 2 - enemies out of sight, 4 - running away
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@@ -216,14 +217,21 @@ struct GameObject {
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}
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}
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} critter;
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struct {
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fo::MiscFlags sceneryFlags; // unused for scenery? (aka updated_flags)
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fo::MiscFlags doorFlags; // used for doors states open/locked/jammed (aka cur_open_flags)
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long unused[9]; // offset 0x40 (not saved)
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} scenery;
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};
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DWORD protoId; // object PID
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long cid; // combat ID (don't change while in combat)
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long lightDistance;
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long lightIntensity;
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DWORD outline;
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long scriptId; // SID 0x0Y00XXXX: Y - type: 0=s_system, 1=s_spatial, 2=s_time, 3=s_item, 4=s_critter; XXXX - index in scripts.lst; 0xFFFFFFFF no attached script
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GameObject* owner;
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GameObject* owner; // not saved
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long scriptIndex;
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inline char Type() {
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@@ -595,6 +595,25 @@ static void __declspec(naked) do_move_timer_hack() {
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}
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}
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static void __declspec(naked) can_use_weapon_hook() {
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static const DWORD can_use_weapon_Ret = 0x477F9F;
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using namespace fo;
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using namespace fo::Fields;
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__asm {
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call fo::funcoffs::item_get_type_;
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cmp eax, item_type_weapon;
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je checkFlag;
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retn; // eax - type
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checkFlag:
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test dword ptr [edx + miscFlags], CantUse;
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jnz cantUse;
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retn; // eax - type
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cantUse:
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add esp, 4;
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jmp can_use_weapon_Ret;
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}
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}
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static int invenApCost, invenApCostDef;
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static char invenApQPReduction;
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@@ -739,6 +758,11 @@ void Inventory::init() {
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// Note: the flag is not checked for the metarule(METARULE_INVEN_UNWIELD_WHO, x) function
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HookCall(0x45B0CE, op_inven_unwield_hook); // with fix to update interface slot after unwielding
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HookCall(0x45693C, op_wield_obj_critter_hook);
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// Add an additional "Can't Use" flag to the misc flags of item objects (offset 0x0038)
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// Misc Flags:
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// 0x00000010 - Can't Use (makes the weapon object unusable in combat)
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HookCall(0x477F4C, can_use_weapon_hook);
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}
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void Inventory::InvokeAdjustFid(long fid) {
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