Renamed DialogFemaleMsgFile to FemaleDialogMsgs, and added its description to ddraw.ini.

Added additional notes for the new functionality of ExtraGameMsgFileList to documents.
This commit is contained in:
NovaRain
2018-07-24 12:07:02 +08:00
parent f368973299
commit 44d668f50b
4 changed files with 11 additions and 8 deletions
+6
View File
@@ -195,6 +195,9 @@ WorldMapSlots=0
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
DataLoadOrderPatch=0
;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
FemaleDialogMsgs=0
;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
;MaleStartModel=hmwarr
@@ -560,6 +563,9 @@ CarChargingFix=1
InstantWeaponEquip=0
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
;By default, the files will have consecutive numbers assigned beginning with 0
;You can use the syntax 'filename : number' to manually assign numbers to specific msg files, with each pair separated by a comma
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
;You need to use the message_str_game script function to get messages from the files
;ExtraGameMsgFileList=
@@ -304,6 +304,7 @@ Some utility/math functions are available:
- works exactly the same as message_str, except you get messages from files in "text/english/game" folder
- use GAME_MSG_* defines or mstr_* macros from sfall.h to use specific msg file
- Additional game msg files added by ExtraGameMsgFileList setting will have consecutive fileIds assigned beginning from 0x2000. (e.g. if you set ExtraGameMsgFileList=foo,bar in ddraw.ini, foo.msg will be associated with 0x2000 and bar.msg with 0x2001.)
- if a file has a specific number assigned in ExtraGameMsgFileList, its fileId will be (0x2000 + assigned number). (e.g. with ExtraGameMsgFileList=foo,bar:2,foobar in ddraw.ini, bar.msg will be associated with 0x2002 and foobar.msg with 0x2003.)
> int sneak_success
- returns 1 if the player is currently sneaking, and last sneak attempt (roll against skill) was successful; 0 otherwise
+2 -5
View File
@@ -469,11 +469,8 @@ void EnableSuperSaving() {
// Draw button text
MakeCalls(draw_page_text, {0x47E6E8});
// check save buttons
MakeCalls(check_page_buttons, {0x47BD49});
// check load buttons
MakeCalls(check_page_buttons, {0x47CB1C});
// check save/load buttons
MakeCalls(check_page_buttons, {0x47BD49, 0x47CB1C});
// save current page and list positions to file on load/save scrn exit
MakeCalls(save_page_offsets, {0x47D828});
+2 -3
View File
@@ -20,7 +20,6 @@
#include "..\FalloutEngine\Fallout2.h"
#include "..\Logging.h"
#include "LoadGameHook.h"
#include "LoadOrder.h"
namespace sfall
@@ -145,8 +144,8 @@ void LoadOrder::init() {
dlogr(" Done", DL_INIT);
}
if (GetConfigInt("Misc", "DialogFemaleMsgFile", 0)) {
dlog("Applying dialog files load order patch.", DL_INIT);
if (GetConfigInt("Misc", "FemaleDialogMsgs", 0)) {
dlog("Applying alternative female dialog files patch.", DL_INIT);
MakeJump(0x4A6BCD, scr_get_dialog_msg_file_hack1);
MakeJump(0x4A6BF5, scr_get_dialog_msg_file_hack2);
dlogr(" Done", DL_INIT);