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Changed AttackSubType enum "GUNS" to "RANGED"
* to be in line with define_extra.h, the naming is from RE/CE. Minor textual edits to code.
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@@ -49,7 +49,7 @@
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#define WEAPON_2HAND 0x00000200 // 2Hnd (weapon is two-handed)
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#define WEAPON_ENERGY 0x00000400 // Energy Weapon (forces weapon to use Energy Weapons skill) [sfall 4.2/3.8.20]
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// The attack types returned by get_attack_type or as fifth argument of HOOK_ITEMDAMAGE
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// The attack types returned by get_attack_type or as the fifth argument of HOOK_ITEMDAMAGE
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#define ATKTYPE_LWEP1 (0)
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#define ATKTYPE_LWEP2 (1)
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#define ATKTYPE_RWEP1 (2)
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@@ -140,7 +140,7 @@
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#define MSGBOX_YESNO (0x10) // use YES/NO buttons instead of DONE
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#define MSGBOX_CLEAN (0x20) // no buttons
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// Some possible defines for the 4th argument to HOOK_REMOVEINVOBJ
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// Some possible defines for the fourth argument of HOOK_REMOVEINVENOBJ
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#define RMOBJ_ITEM_REMOVED_INVEN 4831349 // removing or destroying an item (obj_remove_from_inven_)
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#define RMOBJ_ITEM_REMOVED 4548572 // (op_rm_obj_from_inven_)
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#define RMOBJ_ITEM_REMOVED_MULTI 4563866 // (op_rm_mult_objs_from_inven_)
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@@ -507,8 +507,8 @@
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#define CRITICAL_VALUE_STAT_CHECK (2) // This makes a check against a (SPECIAL) stat. Values of 2 (endurance), 5 (agility), and 6 (luck) are used, but other stats will probably work as well. A value of -1 indicates that no check is to be made.
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#define CRITICAL_VALUE_STAT_MOD (3) // Affects the outcome of the stat check, if one is made. Positive values make it easier to pass the check, and negative ones make it harder.
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#define CRITICAL_VALUE_FAIL_EFFECT (4) // Another bit field, using the same values as EFFECTS. If the stat check is failed, these are applied in addition to the earlier ones.
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#define CRITICAL_VALUE_MSG (5) // The message to show when this critical occurs, taken from combat.msg .
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#define CRITICAL_VALUE_FAIL_MSG (6) // Shown instead of Message if the stat check is failed.
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#define CRITICAL_VALUE_MSG (5) // The message to show when this critical occurs, taken from combat.msg.
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#define CRITICAL_VALUE_FAIL_MSG (6) // This is shown instead of Message if the stat check fails.
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/* Playback mode defines for the soundplay function */
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