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Fixed a bug in DisplaySecondWeaponRange that didn't display correct weapon range when the secondary mode is aimed (e.g. spear and throwing knife)
Added more info about unwielding in HOKK_INVENWIELD to hookscripts.txt.
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@@ -189,7 +189,7 @@ Critter arg1 - The critter that just died
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HOOK_FINDTARGET (hs_findtarget.int)
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Runs when the ai is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the ai caps of the attacker. This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way. Use sfall_return to give the 4 targets, in order of preference. All 4 must be given if you want to override normal sorting; if you want to specify less than 4 targets fill in the extra spaces with 0's. If you do not give 4 targets, the npcs normal sorting mechanism will be used.
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Runs when the ai is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the ai caps of the attacker. This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way. Use sfall_return to give the 4 targets, in order of preference. All 4 must be given if you want to override normal sorting; if you want to specify less than 4 targets fill in the extra spaces with 0's. If you do not give 4 targets, the NPCs normal sorting mechanism will be used.
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The return values can include critters that weren't in the list of possible targets, but the additional targets may still be discarded later on in the combat turn if they are out of the attackers perception or the chance of a successful hit is too low. The list of possible targets often includes duplicated entries.
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@@ -312,7 +312,7 @@ int arg2 - The default max damage
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Item arg3 - The weapon used. (0 if unarmed)
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Critter arg4 - The critter doing the attacking
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int arg5 - The type of attack
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int arg6 - non zero if this is an attack using a melee weapon
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int arg6 - non-zero if this is an attack using a melee weapon
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int ret1 - Either the damage to be used, if ret2 isn't given, or the new minimum damage if it is
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int ret2 - The new maximum damage
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@@ -432,7 +432,7 @@ NOTE: when replacing a previously wielded armor or weapon, the unwielding hook w
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If you need to rely on this, try checking if armor/weapon already equipped when wielding hook is executed.
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Critter arg1 - critter
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Obj arg2 - item being wielded or unwielded (weapon/armor), may be 0 when unwielding
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Obj arg2 - item being wielded or unwielded (weapon/armor), may be 0 when unwielding (object is valid only if the item is unwielded by move_obj_inven_to_obj() or rm_obj_from_inven())
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int arg3 - slot (INVEN_TYPE_*)
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int arg4 - 1 when wielding, 0 when unwielding
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@@ -72,7 +72,7 @@ arrays are created and manipulated with the xxx_array functions. An array must f
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NOTE: the above description only applies when "arraysBehavior" is set to 0 in ddraw.ini. Refer to "arrays.txt" for detailed description of new arrays behavior.
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force_aimed_shots and disable_aimed_shots allow overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) force_aimed_shots will allow a weapon to make aimed shots even if it normally couldn't, and disable_aimed_shots stops a weapon from making aimed shots even if it normally could. Both of these functions affect player and npcs alike. force_aimed_shots does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the functions once at each reload. Use a pid of 0 to represent unarmed.
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force_aimed_shots and disable_aimed_shots allow overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) force_aimed_shots will allow a weapon to make aimed shots even if it normally couldn't, and disable_aimed_shots stops a weapon from making aimed shots even if it normally could. Both of these functions affect player and NPCs alike. force_aimed_shots does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the functions once at each reload. Use a pid of 0 to represent unarmed.
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get/set_critter_skill_points will get/set the number of additional points a critter has in a skill, on top of whatever they have from their stats and other bonuses. Note that skill points are part of the proto, so calling set_skill_points on a critter will affect all critters that share the same proto.
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@@ -101,10 +101,10 @@ array - array ID to be used with array-related functions (actually an integer)
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- returns 1 the first time it is called after a new game or game load, and 0 any time after. It works on an individual basis for each script, so one script wont interfere with others. It's primary use is for global scripts, so that they know when to call set_global_script_repeat, but it can be called from normal scripts too.
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> void inc_npc_level(string npc)
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- takes an npc name as an argument. The npc must be in your party. This function ignores player level requirements and the minimum 3 player level delay between npc level gains. It also ignores the random element, regardless of sfall's NPCAutoLevel setting.
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- takes an NPC name as an argument. The NPC must be in your party. This function ignores player level requirements and the minimum 3 player level delay between NPC level gains. It also ignores the random element, regardless of sfall's NPCAutoLevel setting.
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> int get_npc_level(string npc)
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- also takes the npc name as an argument, and returns the npc's current level. Again, the npc needs to be in your party.
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- also takes the NPC name as an argument, and returns the NPC's current level. Again, the NPC needs to be in your party.
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> void set_car_current_town(int town)
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- changes the current town index for the player's car
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+5
-2
@@ -740,8 +740,11 @@ static void __declspec(naked) gdAddOptionStr_hack() {
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static DWORD __fastcall GetWeaponSlotMode(DWORD itemPtr, DWORD mode) {
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int slot = (mode > 0) ? 1 : 0;
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DWORD* itemButton = ptr_itemButtonItems;
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if (itemButton[slot * 6] == itemPtr && itemButton[(slot * 6) + 4] == 3) {
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mode++;
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if (itemButton[slot * 6] == itemPtr) {
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int slotMode = itemButton[(slot * 6) + 4];
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if (slotMode == 3 || slotMode == 4) {
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mode++;
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}
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}
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return mode;
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}
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