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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Updated stdafx.h and other code/doc files
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+1
-1
@@ -569,7 +569,7 @@ StartGDialogFix=0
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AttackComplexFix=0
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;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
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;If you still want to perform the unsigned integer division, use the new 'div' operator
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;Note: To perform the unsigned integer division, use the new 'div' operator
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DivisionOperatorFix=1
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;Set to 1 to enable the balanced bullet distribution formula for burst attacks
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@@ -99,7 +99,7 @@
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#define CFLG_SPECIAL 4096 // 0x00001000 - Special (has a special type of death)
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#define CFLG_RANGED 8192 // 0x00002000 - Range (has extra hand-to-hand range)
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#define CFLG_NOKNOCKBACK 16384 // 0x00004000 - Knock (cannot be knocked back)
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#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // for old scripts
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#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete
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/* Window flags */
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#define WIN_FLAG_MOVEONTOP (0x4)
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@@ -620,7 +620,7 @@ optional arguments:
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> int sfall_func2("get_window_attribute", int winType, int attrType)
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- returns the attribute of the specified interface window by the attrType argument
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- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
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- attrType: 0 - returns a value of 1 if the specified interface window is created by the game (same as without the argument)
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- attrType: 0 - checks and returns a value of 1 if the specified interface window is created by the game (same as without the argument)
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1 - X position, 2 - Y position (relative to the top-left corner of the game screen)
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- returns -1 if the specified attribute cannot be obtained
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+1
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@@ -301,7 +301,7 @@ enum CritterFlags : long
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CFLG_Invulnerable = 0x400, // Is Invulnerable (cannot be hurt)
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CFLG_NoFlatten = 0x800, // Doesn't flatten on death (leaves no dead body)
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CFLG_SpecialDeath = 0x1000, // Has a special type of death
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CFLG_RangeHth = 0x2000, // Has extra hand-to-hand range
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CFLG_RangeHtH = 0x2000, // Has extra hand-to-hand range
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CFLG_NoKnockBack = 0x4000, // Can't be knocked back
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};
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@@ -1615,7 +1615,7 @@ enum WinNameType {
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WINTYPE_Character = 5,
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WINTYPE_Skilldex = 6,
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WINTYPE_EscMenu = 7, // escape menu
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// WINTYPE_Automap = 8 // for this window there is no global variable
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//WINTYPE_Automap = 8 // for this window there is no global variable
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};
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WINinfo* GetUIWindow(long winType) {
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+3
-3
@@ -42,7 +42,7 @@ typedef IDirect3D9* (_stdcall *D3DCreateProc)(UINT version);
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#define UNUSEDFUNCTION { DEBUGMESS("\n[SFALL] Unused function called: %s", __FUNCTION__); return DDERR_GENERIC; }
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IDirectDrawSurface* primaryDDSurface = nullptr;
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static IDirectDrawSurface* primaryDDSurface = nullptr;
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static DWORD ResWidth;
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static DWORD ResHeight;
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@@ -655,7 +655,7 @@ void Gfx_SetHeadTex(IDirect3DTexture9* tex, int width, int height, int xoff, int
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// adjust head texture position for HRP 4.1.8
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int h = Gfx_GetGameHeightRes();
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if (h > 480) yoff += ((h - 480) / 2) - 47;
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if (h > 480) yoff += ((h - 480) / 2) - 47; // TODO: get dialog interface position
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xoff += ((Gfx_GetGameWidthRes() - 640) / 2);
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size[0] = (126.0f + xoff + ((388 - width) / 2)) * rcpres[0];
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@@ -727,7 +727,7 @@ public:
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}
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} else {
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// X8B8G8R8 format
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for (DWORD i = b; i < b + c; i++) { // swap color R <> B
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for (DWORD i = b; i < b + c; i++) { // swap color B <> R
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BYTE clr = *(BYTE*)((DWORD)&palette[i]); // B
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*(BYTE*)((DWORD)&palette[i]) = *(BYTE*)((DWORD)&palette[i] + 2); // R
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*(BYTE*)((DWORD)&palette[i] + 2) = clr;
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+1
-5
@@ -17,16 +17,12 @@
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*/
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#pragma once
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#pragma warning(disable:4996)
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#ifdef NDEBUG
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#pragma warning(disable:4414)
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#endif
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#include <assert.h>
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//#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <cassert>
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#include <string>
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#include <vector>
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#include <cstdint>
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+10
-4
@@ -2,11 +2,11 @@
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#pragma message("Compiling precompiled headers.\n")
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#ifdef WIN2K
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#define WINVER 0x0500
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#define _WIN32_WINNT 0x0500
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#define WINVER _WIN32_WINNT_WIN2K
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#define _WIN32_WINNT _WIN32_WINNT_WIN2K
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#else
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#define WINVER 0x0501
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#define _WIN32_WINNT 0x0501
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#define WINVER _WIN32_WINNT_WINXP
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#define _WIN32_WINNT _WIN32_WINNT_WINXP
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#endif
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#include <algorithm>
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@@ -14,4 +14,10 @@
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#include <vector>
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#include <unordered_map>
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#include <string>
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//#define WIN32_LEAN_AND_MEAN
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#define NOCRYPT
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#define NOSERVICE
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#define NOMCX
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#define NOIME
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#include <Windows.h>
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