Removed StackEmptyWeapons from ddraw.ini (always enabled)

This commit is contained in:
NovaRain
2023-02-02 12:39:06 +08:00
parent 9db5f45545
commit 465bc649be
3 changed files with 5 additions and 7 deletions
-3
View File
@@ -640,9 +640,6 @@ ControlCombat=0
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
;ControlCombatPIDList=62,89,97,107,160,161
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
StackEmptyWeapons=0
;Changes the way weapon reloading works when you drag ammo onto a weapon in the inventory
;Set to -1 to disable (vanilla behavior with the 'Move Items' window)
;Set to 0 to use all the ammo boxes to reload
+1 -1
View File
@@ -70,7 +70,7 @@ static const char* ExtraLines[] = {
"Rain man",
"Continuum",
"Drobovik",
"Burn",
"burn",
"Lexx",
"Anyone who has used sfall in their own mods",
"The bug reporters and feature requesters",
+4 -3
View File
@@ -359,7 +359,7 @@ static void __declspec(naked) SetDefaultAmmo() {
call fo::funcoffs::proto_ptr_;
mov edx, [esp];
mov eax, [edx + 0x5C]; // eax = default ammo pid
mov [ecx + ammoPid], eax; // set current ammo proto
mov [ecx + ammoPid], eax; // set current ammo pid
add esp, 4;
end:
pop ecx;
@@ -697,10 +697,11 @@ void Inventory::init() {
ApplyInvenApCostPatch();
}
if (IniReader::GetConfigInt("Misc", "StackEmptyWeapons", 0)) {
// Set default ammo pid for empty weapons to make them stack regardless of previously loaded ammo
//if (IniReader::GetConfigInt("Misc", "StackEmptyWeapons", 1)) {
MakeCall(0x4736C6, inven_action_cursor_hack);
HookCall(0x4772AA, item_add_mult_hook);
}
//}
// Do not call the 'Move Items' window when using drag and drop to reload weapons in the inventory
int ReloadReserve = IniReader::GetConfigInt("Misc", "ReloadReserve", -1);