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https://github.com/sfall-team/sfall.git
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Backported the code of four hookscripts from 4.x.
* FINDTARGET, BARTERPRICE, WITHINPERCEPTION, and INVENTORYMOVE. For unifying the behavior of common hooks between 3.8 and 4.x. Added the example script of WITHINPERCEPTION from 4.x. Updated gl_highlighting_lite.
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@@ -100,6 +100,11 @@ procedure KeyPressHandler begin
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end
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end
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procedure InventoryMoveHandler begin
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// remove item outline when player picks up the item
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if (isHighlight and get_sfall_arg == 7) then set_outline(get_sfall_arg, 0);
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end
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procedure start begin
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if game_loaded and (sfall_ver_major < 4) then begin
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call InitConfigs;
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@@ -116,5 +121,6 @@ procedure start begin
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highlightFailMsg2 := Translate("HighlightFail2", "Your motion sensor is out of charge.");
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register_hook_proc(HOOK_KEYPRESS, KeyPressHandler);
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register_hook_proc(HOOK_INVENTORYMOVE, InventoryMoveHandler);
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end
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end
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@@ -17,5 +17,5 @@ Also, you should disable the built-in function in ddraw.ini (ToggleItemHighlight
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Note that due to the lack of newer game hooks in sfall 3.8.x, there are some minor visual glitches with the lite version:
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- items will be kept highlighted when entering combat while holding the highlight key.
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- when you pick up items while holding the highlight key, they will be kept highlighted if you drop them on the ground.
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- when you pick up items while holding the highlight key, they will be kept highlighted if you drop them on the ground (fixed for 3.8.18+).
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Both glitches can bo solved by pressing and releasing the highlight key again.
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@@ -0,0 +1,60 @@
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/*
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Example implementation of the algorithm of how the game engine checks if one critter sees another critter.
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NOTE: the AllowUnsafeScripting option must be enabled.
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*/
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#include "..\headers\define.h"
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#include "..\headers\command.h"
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#include "..\headers\sfall\sfall.h"
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#include "..\headers\sfall\define_extra.h"
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#define can_see_(source, target) call_offset_r2(0x412BEC, source, target)
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#define obj_dist_(target, source) call_offset_r2(0x48BBD4, target, source)
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procedure start;
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procedure start begin
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if game_loaded then begin
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register_hook(HOOK_WITHINPERCEPTION);
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end else begin
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variable
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source := get_sfall_arg,
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target := get_sfall_arg,
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original := get_sfall_arg,
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hookType := get_sfall_arg, /* new arg */
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result := 0,
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distance;
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if target then begin
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distance := get_critter_stat(source, STAT_pe);
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if can_see_(source, target) then begin
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distance *= 5;
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if (get_flags(target) bwand FLAG_TRANSGLASS) then distance /= 2;
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end else if combat_is_initialized then begin
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distance *= 2;
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end
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if (target == dude_obj) then begin
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if sneak_success then begin
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distance /= 4;
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if has_skill(target, SKILL_SNEAK) > 120 then distance -= 1;
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end else if dude_is_sneaking then begin
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distance := distance * 2 / 3;
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end
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end
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if obj_dist_(target, source) <= distance then result := 1;
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// example
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if (result) then begin
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display_msg("hs_withinperception: " + obj_name(source) + " sees " + obj_name(target) + " [original: " + original + " script: " + result + "]");
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end else begin
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display_msg("hs_withinperception: " + obj_name(source) + " does not see " + obj_name(target) + " [original: " + original + " script: " + result + "]");
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end
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end
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//set_sfall_return(result);
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end
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end
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