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