Removed AdditionalWeaponAnims from ddraw.ini (always enabled)

Updated version number.
This commit is contained in:
NovaRain
2023-10-05 09:10:44 +08:00
parent 7c8d2d6269
commit 59f1ed0233
6 changed files with 9 additions and 8 deletions
+2 -1
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@@ -1,5 +1,5 @@
;sfall configuration settings
;v4.4
;v4.4.0.2
[Main]
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
@@ -402,6 +402,7 @@ SaveInCombatFix=1
;Set to 1 to enable additional weapon animation codes from 'o' to 't'
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
;This option is always enabled in 4.4.0.2/3.8.40.2 or later. The information is left for reference only
AdditionalWeaponAnims=1
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
+1 -1
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@@ -488,7 +488,7 @@
-1 - combat ends abruptly (by script or by pressing Enter during PC turn)
-2 - combat ends normally (hook always runs at the end of combat)
Critter arg1 - critter doing the turn
bool arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
int arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
int ret0 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat
```
+1 -1
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@@ -597,7 +597,7 @@ int arg0 - event type:
-1 - combat ends abruptly (by script or by pressing Enter during PC turn)
-2 - combat ends normally (hook always runs at the end of combat)
Critter arg1 - critter doing the turn
bool arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
int arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
int ret0 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat
```