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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Updated FalloutStructs.h and some other files
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@@ -1,5 +1,6 @@
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#ifndef COMMAND_H
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#define COMMAND_H
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#define COMMAND_LITE_H
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#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) orElse \
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((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
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@@ -289,6 +289,7 @@
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#define CALIBER_7_62MM (18)
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// hidden perks
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#ifndef DEFINE_LITE_H
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#define PERK_add_nuka (53)
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#define PERK_add_buffout (54)
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#define PERK_add_mentats (55)
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@@ -309,6 +310,7 @@
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#define PERK_add_jet (70)
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#define PERK_add_tragic (71)
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#define PERK_armor_charisma (72)
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#endif
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#define WPN_ANIM_NONE (0x00) // (A)
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#define WPN_ANIM_KNIFE (0x01) // (D)
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@@ -4,6 +4,7 @@
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#ifndef DEFINE_H
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#define DEFINE_H
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#define DEFINE_LITE_H
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// This file holds all of the things that should be preprocessed.
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+52
-22
@@ -766,6 +766,36 @@ struct ScriptListInfoItem {
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long numLocalVars;
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};
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struct WinRegion { // sizeof = 0x88 (0x8C in the engine code)
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char name[32];
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long field_20;
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long field_24;
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long field_28;
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long field_2C;
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long field_30;
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long field_34;
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long field_38;
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long field_3C;
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long field_40;
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TProgram* procScript;
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long proc_48;
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long proc_4C;
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long procEnter;
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long procLeave;
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long field_58;
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long field_5C;
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long field_60;
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long field_64;
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long flags_68;
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long field_6C;
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long field_70;
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long field_74;
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void* func_78;
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void* func_7C;
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long field_80;
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long field_84;
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};
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//for holding window info
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struct WINinfo {
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long wID; // window position in the _window_index array
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@@ -788,45 +818,45 @@ struct WINinfo {
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};
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struct sWindow {
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char name[32];
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long wID; // window position in the _window_index array
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long width;
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long height;
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long region1;
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long region2;
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long region3;
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long region4;
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long *buttons;
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long numButtons;
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long setPositionX;
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long setPositionY;
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long clearColour;
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long flags;
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char name[32];
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long wID; // window position in the _window_index array
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long width;
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long height;
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WinRegion* regions;
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long region2;
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long countRegions;
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long region4;
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long* buttons;
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long numButtons;
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long setPositionX;
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long setPositionY;
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long clearColour;
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long flags;
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float randX;
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float randY;
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};
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struct LSData {
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char signature[24];
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char signature[24];
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short majorVer;
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short minorVer;
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char charR;
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char playerName[32];
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char comment[30];
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char unused1;
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char charR;
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char playerName[32];
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char comment[30];
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char unused1;
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short realMonth;
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short realDay;
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short realYear;
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short unused2;
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long realTime;
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long realTime;
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short gameMonth;
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short gameDay;
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short gameYear;
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short unused3;
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long gameTime;
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long gameTime;
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short mapElev;
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short mapNumber;
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char mapName[16];
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char mapName[16];
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};
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struct Queue {
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+7
-1
@@ -38,6 +38,12 @@ enum WinNameType {
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WINTYPE_Skilldex = 6,
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WINTYPE_EscMenu = 7, // escape menu
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WINTYPE_Automap = 8,
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// Inventory types
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WINTYPE_Inven = 50, // player inventory
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WINTYPE_Loot = 51,
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WINTYPE_Use = 53,
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WINTYPE_Barter = 54
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};
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WINinfo* Interface_GetWindow(long winType) {
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@@ -71,7 +77,7 @@ WINinfo* Interface_GetWindow(long winType) {
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if (GetLoopFlags() & AUTOMAP) winID = Interface_ActiveInterfaceWID();
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break;
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default:
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return (WINinfo*)(-1);
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return (WINinfo*)(-1); // unsupported type
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}
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return (winID > 0) ? fo_GNW_find(winID) : nullptr;
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}
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