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Added a check for OutlineColor in gl_highlighting, in case player set it to negative values.
Split the push/pop instructions in ItemCountFix() into individual lines.
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@@ -103,6 +103,7 @@ procedure start begin
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alsoCorpse := GetConfig(configSection, "Corpses", 0);
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alsoCorpse := GetConfig(configSection, "Corpses", 0);
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checkLOS := GetConfig(configSection, "CheckLOS", 0);
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checkLOS := GetConfig(configSection, "CheckLOS", 0);
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outlineColor := GetConfig(configSection, "OutlineColor", 16);
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outlineColor := GetConfig(configSection, "OutlineColor", 16);
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if (outlineColor < 1) then outlineColor := 64;
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motionScanner := GetConfig(configSection, "MotionScanner", 0);
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motionScanner := GetConfig(configSection, "MotionScanner", 0);
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highlightFailMsg1 := Translate("HighlightFail1", "You aren't carrying a motion sensor.");
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highlightFailMsg1 := Translate("HighlightFail1", "You aren't carrying a motion sensor.");
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@@ -600,11 +600,15 @@ int __stdcall ItemCountFixStdcall(fo::GameObject* who, fo::GameObject* item) {
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void __declspec(naked) ItemCountFix() {
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void __declspec(naked) ItemCountFix() {
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__asm {
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__asm {
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push ebx; push ecx; push edx; // save state
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push ebx;
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push ecx;
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push edx; // save state
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push edx; // item
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push edx; // item
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push eax; // container-object
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push eax; // container-object
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call ItemCountFixStdcall;
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call ItemCountFixStdcall;
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pop edx; pop ecx; pop ebx; // restore
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pop edx;
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pop ecx;
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pop ebx; // restore
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retn;
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retn;
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}
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}
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}
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}
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