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 ;sfall configuration settings
;v4.4 ;v4.4.0.2
[Main] [Main]
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash ;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' ;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 ;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' ;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 AdditionalWeaponAnims=1
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts ;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) -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) -2 - combat ends normally (hook always runs at the end of combat)
Critter arg1 - critter doing the turn 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 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) -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) -2 - combat ends normally (hook always runs at the end of combat)
Critter arg1 - critter doing the turn 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 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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@@ -120,7 +120,7 @@ DWORD __stdcall KeyDown(DWORD key) {
if ((key & 0x80000000) > 0) { // special flag to check by VK code directly if ((key & 0x80000000) > 0) { // special flag to check by VK code directly
return GetAsyncKeyState(key & 0xFFFF) & 0x8000; return GetAsyncKeyState(key & 0xFFFF) & 0x8000;
} }
key = key & 0xFFFF; key &= 0xFFFF;
// combined use of DINPUT states + confirmation from GetAsyncKeyState() // combined use of DINPUT states + confirmation from GetAsyncKeyState()
if (key < MAX_KEYS) { if (key < MAX_KEYS) {
if (keysDown[key]) { // confirm pressed state if (keysDown[key]) { // confirm pressed state
+2 -2
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@@ -477,14 +477,14 @@ static void __declspec(naked) text_object_create_hack() {
} }
static void AdditionalWeaponAnimsPatch() { static void AdditionalWeaponAnimsPatch() {
if (IniReader::GetConfigInt("Misc", "AdditionalWeaponAnims", 0)) { //if (IniReader::GetConfigInt("Misc", "AdditionalWeaponAnims", 1)) {
dlogr("Applying additional weapon animations patch.", DL_INIT); dlogr("Applying additional weapon animations patch.", DL_INIT);
SafeWrite8(0x419320, 18); // art_get_code_ SafeWrite8(0x419320, 18); // art_get_code_
HookCalls(WeaponAnimHook, { HookCalls(WeaponAnimHook, {
0x451648, 0x451671, // gsnd_build_character_sfx_name_ 0x451648, 0x451671, // gsnd_build_character_sfx_name_
0x4194CC // art_get_name_ 0x4194CC // art_get_name_
}); });
} //}
} }
static void SkilldexImagesPatch() { static void SkilldexImagesPatch() {
+2 -2
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@@ -25,6 +25,6 @@
#define VERSION_MAJOR 4 #define VERSION_MAJOR 4
#define VERSION_MINOR 4 #define VERSION_MINOR 4
#define VERSION_BUILD 0 #define VERSION_BUILD 0
#define VERSION_REV 1 #define VERSION_REV 2
#define VERSION_STRING "4.4.0.1" #define VERSION_STRING "4.4.0.2"