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Added the original Fallout 1 behavior to FastShotFix
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+3
-2
@@ -519,9 +519,10 @@ RemoveCriticalTimelimits=0
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;MainMenuBigFontColour=0x3C
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;Alternative behaviors to the Fast Shot trait
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;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons; no aimed shots for all attacks
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;1 - Haenlomal's fix: aimed shots are enabled for melee/unarmed weapons and HtH attacks
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;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons; aimed attacks are disabled
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;1 - Haenlomal's fix: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
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;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
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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 boost the maximum number of script names from 1450 to 10000
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+7
-1
@@ -1043,12 +1043,18 @@ static void FastShotTraitFix() {
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dlog("Applying Fast Shot trait patch. (Haenlomal's fix)", DL_INIT);
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MakeJump(0x478E79, item_w_called_shot_hack);
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goto fix;
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case 2:
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case 2: {
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dlog("Applying Fast Shot trait patch. (Alternative behavior)", DL_INIT);
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SafeWrite16(0x478C9F, 0x9090);
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const DWORD fastShotFixF1[] = {0x478BB8, 0x478BC7, 0x478BD6, 0x478BEA, 0x478BF9, 0x478C08, 0x478C2F};
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HookCalls((void*)0x478C7D, fastShotFixF1);
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goto done;
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}
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case 3:
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dlog("Applying Fast Shot trait patch. (Fallout 1 behavior)", DL_INIT);
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HookCall(0x478C97, (void*)item_hit_with_);
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SafeWrite16(0x478C9E, CODETYPE_JumpZ << 8); // ignore all unarmed attacks (cmp eax, 0; jz)
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goto done;
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default:
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dlog("Applying Fast Shot trait fix.", DL_INIT);
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fix:
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