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Simplified and formatted code in Perks.cpp (from Mr.Stalin)
Replaced some 'strcpy_s' usages to 'strncpy_s' in Perks.cpp.
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@@ -7,8 +7,8 @@
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; have an additional NoHardcode option in this file which can
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; be used to remove their hardcoded effects, and add new stat/skill effects
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;Name=The name of the perk
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;Desc=The description of the perk
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;Name=The name of the perk (max 63 characters)
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;Desc=The description of the perk (max 1023 characters)
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;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
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;Ranks=The number of perk levels
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;Level=The minimum required level
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@@ -40,6 +40,7 @@ WRAP_WATCOM_FUNC4(void, display_target_inventory, long, inventoryOffset, long, v
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WRAP_WATCOM_FUNC2(long, combat_turn, GameObject*, critter, long, isDudeTurn)
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WRAP_WATCOM_FUNC1(long, critter_is_dead, GameObject*, critter)
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WRAP_WATCOM_FUNC1(void, EndLoad, DbFile*, file)
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WRAP_WATCOM_FUNC1(long, folder_print_line, const char*, text)
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WRAP_WATCOM_FUNC1(long, game_get_global_var, long, globalVar)
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WRAP_WATCOM_FUNC1(void, gdialogDisplayMsg, const char*, message)
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WRAP_WATCOM_FUNC1(long, gmouse_3d_set_mode, long, mode)
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@@ -105,6 +106,7 @@ WRAP_WATCOM_FUNC1(long, register_object_must_erase, GameObject*, object)
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// WRAP_WATCOM_FUNC3(long, register_object_run_to_tile_, GameObject*, object;
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WRAP_WATCOM_FUNC3(long, register_object_take_out, GameObject*, object, long, holdFrameId, long, nothing)
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WRAP_WATCOM_FUNC3(long, register_object_turn_towards, GameObject*, object, long, tileNum, long, nothing)
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WRAP_WATCOM_FUNC2(long, stat_get_base_direct, GameObject*, critter, long, statID)
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// adds experience points to PC
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WRAP_WATCOM_FUNC1(void, stat_pc_add_experience, long, amount)
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// redraws the whole screen
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+237
-265
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