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Added "obj_under_cursor" script function (#207)
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@@ -255,6 +255,7 @@
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#define item_make_explosive(pid, aPid, min, max) sfall_func4("item_make_explosive", pid, aPid, min, max)
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#define item_weight(obj) sfall_func1("item_weight", obj)
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#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
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#define obj_under_cursor(crSwitch, inclDude) sfall_func2("obj_under_cursor", crSwitch, inclDude)
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#define outlined_object sfall_func0("outlined_object")
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#define real_dude_obj sfall_func0("real_dude_obj")
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#define set_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
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@@ -542,6 +542,11 @@ Some utility/math functions are available:
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> object sfall_func0("dialog_obj")
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- returns the object (critter) the player is having a conversation or bartering with
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> object sfall_func2("obj_under_cursor", int crSwitch, int inclDude)
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- returns the object under the cursor
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- crSwitch must be -1 or 1: -1 - checks items/critters/scenery/walls, 1 - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.)
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- passing 0 to the inclDude argument will ignore dude_obj
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------------------------
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------ MORE INFO -------
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------------------------
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