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https://github.com/sfall-team/sfall.git
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Enabled AI to use unarmed attack when switching weapons
Added build folders to gitignore.
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@@ -53,8 +53,10 @@ nb-configuration.xml
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# Build results
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[Dd]ebug/
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[Dd]ebugPublic/
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[Dd]evXP/
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[Rr]elease/
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[Rr]eleases/
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[Ww]in2K/
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x64/
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x86/
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build/
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@@ -276,7 +276,14 @@ static long __fastcall ai_try_attack_switch_fix(TGameObj* target, long &hitMode,
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}
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return 1; // all good, execute vanilla behavior of ai_switch_weapons_ function
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}
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// no other weapon in inventory
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if (weapon) {
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if (fo_item_w_range(source, ATKTYPE_PUNCH) >= fo_obj_dist(source, target)) {
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hitMode = ATKTYPE_PUNCH;
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return 0; // change hit mode, continue attack cycle
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}
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}
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return (weapon) ? -1 // exit, NPC has a weapon in hand slot, so we don't look for another weapon on the map
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: 1; // no weapon in inventory or hand slot, continue to search weapons on the map (call ai_switch_weapons_)
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}
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@@ -544,6 +551,8 @@ static void __declspec(naked) ai_try_attack_hack_check_safe_weapon() {
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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static void __fastcall CombatAttackHook(TGameObj* source, TGameObj* target) {
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sources[target] = source; // who attacked the 'target' from the last time
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targets[source] = target; // who was attacked by the 'source' from the last time
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@@ -278,15 +278,24 @@ enum ArtType : char
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// Some FO2 PIDs possibly used by engine
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enum ProtoID : unsigned long
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{
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PID_POWERED_ARMOR = 3,
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PID_STIMPAK = 40,
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PID_BOTTLE_CAPS = 41,
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PID_DYNAMITE = 51,
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PID_GEIGER_COUNTER = 52,
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PID_STEALTH_BOY = 54,
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PID_MOTION_SENSOR = 59,
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PID_PLASTIC_EXPLOSIVES = 85,
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PID_SUPER_STIMPAK = 144,
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PID_ACTIVE_DYNAMITE = 206,
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PID_ACTIVE_GEIGER_COUNTER = 207,
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PID_ACTIVE_PLASTIC_EXPLOSIVE = 209,
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PID_ACTIVE_STEALTH_BOY = 210,
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PID_HARDENED_POWER_ARMOR = 232,
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PID_JET = 259,
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PID_HEALING_POWDER = 273,
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PID_ADVANCED_POWER_ARMOR = 348,
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PID_ADVANCED_POWER_ARMOR_MK2 = 349,
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PID_SOLAR_SCORCHER = 390,
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PID_CAR_TRUNK = 455,
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PID_JESSE_CONTAINER = 467,
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