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https://github.com/sfall-team/sfall.git
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Removed AdditionalWeaponAnims from ddraw.ini (always enabled)
Updated version number.
This commit is contained in:
+2
-1
@@ -1,5 +1,5 @@
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;sfall configuration settings
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;sfall configuration settings
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;v4.4
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;v4.4.0.2
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[Main]
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[Main]
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;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
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;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
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@@ -402,6 +402,7 @@ SaveInCombatFix=1
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;Set to 1 to enable additional weapon animation codes from 'o' to 't'
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;Set to 1 to enable additional weapon animation codes from 'o' to 't'
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;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
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;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
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;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
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;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
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;This option is always enabled in 4.4.0.2/3.8.40.2 or later. The information is left for reference only
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AdditionalWeaponAnims=1
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AdditionalWeaponAnims=1
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;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
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;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
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@@ -488,7 +488,7 @@
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-1 - combat ends abruptly (by script or by pressing Enter during PC turn)
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-1 - combat ends abruptly (by script or by pressing Enter during PC turn)
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-2 - combat ends normally (hook always runs at the end of combat)
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-2 - combat ends normally (hook always runs at the end of combat)
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Critter arg1 - critter doing the turn
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Critter arg1 - critter doing the turn
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bool arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
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int arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
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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
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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
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```
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```
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@@ -597,7 +597,7 @@ int arg0 - event type:
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-1 - combat ends abruptly (by script or by pressing Enter during PC turn)
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-1 - combat ends abruptly (by script or by pressing Enter during PC turn)
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-2 - combat ends normally (hook always runs at the end of combat)
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-2 - combat ends normally (hook always runs at the end of combat)
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Critter arg1 - critter doing the turn
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Critter arg1 - critter doing the turn
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bool arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
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int arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
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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
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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
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```
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```
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@@ -120,7 +120,7 @@ DWORD __stdcall KeyDown(DWORD key) {
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if ((key & 0x80000000) > 0) { // special flag to check by VK code directly
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if ((key & 0x80000000) > 0) { // special flag to check by VK code directly
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return GetAsyncKeyState(key & 0xFFFF) & 0x8000;
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return GetAsyncKeyState(key & 0xFFFF) & 0x8000;
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}
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}
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key = key & 0xFFFF;
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key &= 0xFFFF;
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// combined use of DINPUT states + confirmation from GetAsyncKeyState()
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// combined use of DINPUT states + confirmation from GetAsyncKeyState()
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if (key < MAX_KEYS) {
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if (key < MAX_KEYS) {
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if (keysDown[key]) { // confirm pressed state
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if (keysDown[key]) { // confirm pressed state
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@@ -477,14 +477,14 @@ static void __declspec(naked) text_object_create_hack() {
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}
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}
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static void AdditionalWeaponAnimsPatch() {
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static void AdditionalWeaponAnimsPatch() {
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if (IniReader::GetConfigInt("Misc", "AdditionalWeaponAnims", 0)) {
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//if (IniReader::GetConfigInt("Misc", "AdditionalWeaponAnims", 1)) {
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dlogr("Applying additional weapon animations patch.", DL_INIT);
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dlogr("Applying additional weapon animations patch.", DL_INIT);
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SafeWrite8(0x419320, 18); // art_get_code_
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SafeWrite8(0x419320, 18); // art_get_code_
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HookCalls(WeaponAnimHook, {
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HookCalls(WeaponAnimHook, {
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0x451648, 0x451671, // gsnd_build_character_sfx_name_
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0x451648, 0x451671, // gsnd_build_character_sfx_name_
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0x4194CC // art_get_name_
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0x4194CC // art_get_name_
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});
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});
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}
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//}
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}
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}
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static void SkilldexImagesPatch() {
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static void SkilldexImagesPatch() {
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+2
-2
@@ -25,6 +25,6 @@
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#define VERSION_MAJOR 4
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#define VERSION_MAJOR 4
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#define VERSION_MINOR 4
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#define VERSION_MINOR 4
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#define VERSION_BUILD 0
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#define VERSION_BUILD 0
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#define VERSION_REV 1
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#define VERSION_REV 2
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#define VERSION_STRING "4.4.0.1"
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#define VERSION_STRING "4.4.0.2"
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