mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Merge branch 'develop'
This commit is contained in:
@@ -15,7 +15,8 @@ namespace FalloutClient {
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if (args.Length == 1 && args[0] == "-debugedit") {
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Application.Run(new DebugEditor(new EditorConnection()));
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} else {
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MessageBox.Show("The debug editor can only be run from the game.",
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MessageBox.Show("The debug editor can only be run from the game.\n" +
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"Use the key assigned to the DebugEditorKey option in ddraw.ini to run the debugger.",
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"sfall Debug Editor", MessageBoxButtons.OK, MessageBoxIcon.Stop);
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}
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}
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@@ -9,14 +9,13 @@
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<OutputType>WinExe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>FalloutClient</RootNamespace>
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<AssemblyName>FalloutClient</AssemblyName>
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<AssemblyName>FalloutDebug</AssemblyName>
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<FileUpgradeFlags>
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</FileUpgradeFlags>
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<OldToolsVersion>3.5</OldToolsVersion>
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<UpgradeBackupLocation>
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</UpgradeBackupLocation>
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<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
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<IsWebBootstrapper>false</IsWebBootstrapper>
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<PublishUrl>publish\</PublishUrl>
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<Install>true</Install>
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<InstallFrom>Disk</InstallFrom>
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@@ -29,6 +28,7 @@
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<MapFileExtensions>true</MapFileExtensions>
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<ApplicationRevision>0</ApplicationRevision>
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<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
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<IsWebBootstrapper>false</IsWebBootstrapper>
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<UseApplicationTrust>false</UseApplicationTrust>
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<BootstrapperEnabled>false</BootstrapperEnabled>
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</PropertyGroup>
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@@ -42,14 +42,14 @@
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<DebugType>none</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
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<DebugSymbols>true</DebugSymbols>
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<DebugSymbols>false</DebugSymbols>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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@@ -7,21 +7,50 @@
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; be used to remove their hardcoded effects, and add new stat/skill effects
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[PerksTweak]
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;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk
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;Changes the bonus for 'Master Trader' perk (ID 17)
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;25 - default bonus
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MasterTraderBonus=25
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;Changes the distance bonus for 'Weapon Long Range' weapon perk (ID 58)
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;2 - no bonus, 4 - default bonus
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WeaponLongRangeBonus=4
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;Changes the hit chance bonus for 'Weapon Accurate' weapon perk (ID 59)
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;0 - no bonus, 125 - maximum bonus, 20 - default bonus
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WeaponAccurateBonus=20
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;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk (ID 64)
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;0 - no penalty, 8 - default penalty
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WeaponScopeRangePenalty=8
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;2 - no bonus, 5 - default bonus
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WeaponScopeRangeBonus=5
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;Changes the distance bonus for 'Weapon Long Range' weapon perk
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;2 - no bonus, 4 - default bonus
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WeaponLongRangeBonus=4
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;Changes the resistance bonuses for 'Vault City Inoculations' perk (ID 78)
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;valid range: -100..100, 10 - default bonus
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VaultCityInoculationsPoisonBonus=10
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VaultCityInoculationsRadBonus=10
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;Changes the hit chance bonus for 'Weapon Accurate' weapon perk
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;0 - no bonus, 200 - maximum bonus, 20 - default bonus
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WeaponAccurateBonus=20
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;Changes the damage bonus per level for 'Demolition Expert' perk (ID 82)
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;999 - maximum bonus, 10 - default bonus
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DemolitionExpertBonus=10
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;Changes the strength bonus for 'Weapon Handling' perk
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;Changes the damage bonus for 'Living Anatomy' perk (ID 97)
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;125 - maximum bonus, 5 - default bonus
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LivingAnatomyBonus=5
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;Changes the damage bonus for 'Pyromaniac' perk (ID 101)
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;125 - maximum bonus, 5 - default bonus
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PyromaniacBonus=5
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;Changes the skill bonus per level for 'Salesman' perk (ID 103)
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;999 - maximum bonus, 20 - default bonus
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SalesmanBonus=20
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;Changes the percent chance for 'Stonewall' perk (ID 104)
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;valid range: 0..100, 50 - default percent
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StonewallPercent=50
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;Changes the strength bonus for 'Weapon Handling' perk (ID 106)
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;0 - no bonus, 10 - maximum bonus, 3 - default bonus
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WeaponHandlingBonus=3
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@@ -1,11 +1,22 @@
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;This file lets you set the formula for calculating skills
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[skills]
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BasedOnPoints=0 ;Set to 1 to base skill costs on spent points instead of current level
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;Changes the initial bonus to skill level for tag skills
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;valid range: 0..100, 20 - default bonus
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TagSkillBonus=20
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Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
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SkillBase1=50 ;Big guns has a base of 50
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SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
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SkillImage1=72
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;Changes the behavior of tag skills
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;Set to 1 to give the initial skill bonus to the fourth tag skill from "Tag!" perk (Fallout 1 behavior)
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;Set to 2 to disable the double bonus of skill points for tag skills
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;Set to 3 to use both modes
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TagSkillMode=0
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SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
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;Set to 1 to base skill costs on spent points instead of current level
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BasedOnPoints=0
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;Examples
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;Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
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;SkillBase1=50 ;Big guns has a base of 50
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;SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
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;SkillImage1=72
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;SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
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@@ -6,6 +6,10 @@
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;multi[x] - where x is from 0 to 6, the multiplier of st/pe/en/etc.
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;shift[x] - shifts the base stat before the multiplication
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[Main]
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;Set to 1 to take the bonus values of SPECIAL stats into account when calculating maximum hit points
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;Set to 0 for the Fallout original behavior (bonus stats do not affect maximum hit points)
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HPDependOnBonusStats=0
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;max hp
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[7]
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@@ -12,6 +12,10 @@ PartyACMsg=AC:
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PartyAddictMsg=Addict
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NPCPickupFail=%s cannot pick up the item.
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PartyOrderAttackHuman=I'll take care of it.|Okay, I got it.|Sounds like a plan.
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PartyOrderAttackCreature=::Growl::
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PartyOrderAttackRobot=::Beep::
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[AppearanceMod]
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RaceText=Race
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StyleText=Style
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@@ -1,5 +1,4 @@
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[Highlighting]
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; DX scancode of a key to press to highlight items on the ground
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; 42 - SHIFT key
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Key=42
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@@ -36,8 +35,9 @@ MotionScanner=0
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;Set to 0 to disable
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;Set to 1 to control all critters in combat
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;Set to 2 to control all party members
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;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
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;Set to 3 to let you order party members to attack specified targets after your first attack instead of controlling them directly
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Mode=0
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;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
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;PIDList=62,89,97,107,160,161
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;Set a comma delimited list of perk IDs for perks to be inherited from the player during the combat control
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+6
-3
@@ -1,5 +1,5 @@
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;sfall configuration settings
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;v4.2.8
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;v4.2.9
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[Main]
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;Change to 1 if you want to use command line args to tell sfall to use another ini file.
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@@ -78,7 +78,7 @@ WindowData=0
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TextureFilter=1
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;Set to 1 to do the palette conversion on the GPU
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;Set to 2 to do the palette conversion on the CPU
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;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
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;Set to 0 to pick automatically
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;GPU is faster, but requires v2.0 pixel shader support
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GPUBlt=0
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@@ -214,7 +214,7 @@ FastMoveFromContainer=0
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;A key to press to open a debug game editor
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;Set to 0 to disable, or a DX scancode otherwise
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;Requires sfall debugging mode and FalloutClient.exe from the modders pack
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;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
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DebugEditorKey=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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@@ -547,6 +547,9 @@ RemoveCriticalTimelimits=0
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;3 - Fallout 1 original behavior: -1 AP cost for all weapons; aimed attacks are disabled
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FastShotFix=1
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;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
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SmallFrameFix=0
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;Set to 1 to boost the maximum number of script names from 1450 to 10000
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BoostScriptDialogLimit=0
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Binary file not shown.
@@ -0,0 +1,33 @@
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/*
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Auto-Close Containers mod for Fallout 2 by Mr.Stalin
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----------------------------------------------------
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- automatically closes the container after looting
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Requires sfall 4.2.2/3.8.29 or higher
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*/
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#include "..\headers\sfall\sfall.h"
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#include "..\headers\sfall\define_extra.h"
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procedure start;
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variable lootObject;
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procedure start begin
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if (game_loaded) then begin
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register_hook_proc_spec(HOOK_GAMEMODECHANGE, start);
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end else begin
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variable mode := get_game_mode;
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if (mode andAlso mode != INTFACELOOT) then return;
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if (mode == INTFACELOOT) then begin
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lootObject := loot_obj;
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if (obj_type(lootObject) != OBJ_TYPE_ITEM) then lootObject = 0;
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end else if (lootObject andAlso get_sfall_arg_at(1) == INTFACELOOT) then begin
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obj_close(lootObject);
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lootObject = 0;
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end
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end
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end
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