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Changed sneak_success to call is_pc_sneak_working_ engine function, which takes player's current sneaking status into account as well, instead of only returning the result of last sneak attempt.
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@@ -299,8 +299,8 @@ Some utility/math functions are available:
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- 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.)
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> int sneak_success
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- returns 1 if last sneak attempt (roll against skill) was successful, 0 otherwise
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- this is an internal engine variable wich is used to determine the perception range of critters (which you can override using HOOK_WITHINPERCEPTION)
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- returns 1 if the player is currently sneaking, and last sneak attempt (roll against skill) was successful; 0 otherwise
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- this calls an internal engine function which is used to determine the perception range of critters (which you can override using HOOK_WITHINPERCEPTION)
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> int tile_light(int elevation, int tileNum)
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- returns light intensity at the given tile in range from 0 to 65535
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@@ -378,6 +378,7 @@ const DWORD inven_right_hand_ = 0x471B70;
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const DWORD inven_unwield_ = 0x472A54;
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const DWORD inven_wield_ = 0x472758;
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const DWORD inven_worn_ = 0x471C08;
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const DWORD is_pc_sneak_working_ = 0x42E3F4;
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const DWORD is_within_perception_ = 0x42BA04;
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const DWORD isPartyMember_ = 0x494FC4;
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const DWORD item_add_force_ = 0x4772B8;
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@@ -551,6 +551,7 @@ extern const DWORD inven_right_hand_;
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extern const DWORD inven_unwield_;
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extern const DWORD inven_wield_;
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extern const DWORD inven_worn_;
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extern const DWORD is_pc_sneak_working_;
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extern const DWORD is_within_perception_;
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extern const DWORD isPartyMember_; // (<eax> - object) - bool result
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extern const DWORD item_add_force_;
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@@ -1650,7 +1650,7 @@ end:
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static void __declspec(naked) op_sneak_success() {
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_OP_BEGIN(ebp)
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__asm {
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mov eax, ds:[_sneak_working]
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call is_pc_sneak_working_
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}
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_RET_VAL_INT(ebp)
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_OP_END
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