mirror of
https://github.com/sfall-team/sfall.git
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Added DL_FIX for logging
Edits to ddraw.ini and arrays.md.
This commit is contained in:
+8
-7
@@ -11,16 +11,15 @@ UseCommandLine=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[ExtraPatches]
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[ExtraPatches]
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;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
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;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
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;The priority of read files will be higher than the files in patchXXX.dat
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;If DataLoadOrderPatch is enabled, the data load order is:
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;If DataLoadOrderPatch is enabled, the data load order is:
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;master_patches > critter_patches > PatchFileXX > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
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;master_patches > critter_patches > PatchFile99..PatchFile0 > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
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;Paths to folders and Fallout .dat files are supported. The available range for PatchFile option names is from 0 to 99
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;Paths to folders and Fallout .dat files are supported
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;Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
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;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
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;PatchFile0=mods\RP_data
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;PatchFile0=mods\RP_data
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;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders)
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;Path to the folder in which the game will automatically search and load custom files (by *.dat mask, including folders)
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;The data load order of the files in the folder will be in reverse alphabetical order of the filenames
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;The data load order of the files in the folder will be in reverse alphabetical order of the filenames
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;The files placed in this folder will have higher priority than the PatchFileXX options
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;The files placed in this folder will have higher priority than the PatchFile## options
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;This option has no effect in 4.2.6 or later. The path is fixed to <GameRoot>\mods\
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;This option has no effect in 4.2.6 or later. The path is fixed to <GameRoot>\mods\
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;AutoSearchPath=mods
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;AutoSearchPath=mods
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@@ -853,10 +852,12 @@ Test_ForceFloats=0
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;These options control what output is saved in the debug log (sfall-log.txt)
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;These options control what output is saved in the debug log (sfall-log.txt)
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;Prints messages duing sfall initialization
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;Prints messages duing sfall initialization
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Init=0
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Init=1
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;Prints messages relating to hook scripts
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;Prints messages relating to hook scripts
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Hook=0
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Hook=0
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;Prints messages relating to scripting
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;Prints messages relating to scripting
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Script=0
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Script=0
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;Prints messages relating to the critical table
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;Prints messages relating to the critical table
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Criticals=0
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Criticals=1
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;Prints messages relating to engine fixes
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Fixes=1
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@@ -137,7 +137,7 @@ end
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procedure start begin
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procedure start begin
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if (game_loaded and sfall_ver_major >= 4) then begin
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if (game_loaded and sfall_ver_major >= 4) then begin
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variable configSection := "CombatControl";
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//variable configSection := "CombatControl";
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set_perk_ranks(PERK_gecko_skinning_perk, 1);
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set_perk_ranks(PERK_gecko_skinning_perk, 1);
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set_perk_level(PERK_gecko_skinning_perk, 999); // prevent it from appearing in the perk selection window
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set_perk_level(PERK_gecko_skinning_perk, 999); // prevent it from appearing in the perk selection window
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@@ -9,6 +9,12 @@ Arrays can be extremely useful for some more advanced scripting, in conjunction
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***
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***
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### ARRAYS CONCEPT
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### ARRAYS CONCEPT
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Arrays are created and manipulated with the array functions. An array must first be created with `create_array` or `temp_array`, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The ID returned by `create/temp_array` can then be used with the other array functions. Arrays are shared between all scripts (i.e. you can call `create_array` from one script, and then use the returned ID from another script). They are also saved across savegames.
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*You must remember to free any arrays you create with `create_array` when you are done with them, or you will leak memory.*
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Arrays created with `temp_array` will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad ID or trying to access out of range elements will not crash the script. `create_array` is the only function that returns a permanent array, all other functions which return arrays (`string_split`, `list_as_array`, etc,) all return temporary arrays. You can use `fix_array` to make a temporary array permanent.
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Array elements are accessed by index or key. For example:
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Array elements are accessed by index or key. For example:
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```js
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```js
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// this code puts some string in array "list" at index 5:
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// this code puts some string in array "list" at index 5:
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@@ -16,6 +22,7 @@ list[5] := "Value";
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```
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```
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There are 2 different types of arrays currently available:
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There are 2 different types of arrays currently available:
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* **Lists** - a set of values with specific size (number of elements), where all elements have numeric indexes starting from zero (0) up to array length minus one.
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* **Lists** - a set of values with specific size (number of elements), where all elements have numeric indexes starting from zero (0) up to array length minus one.
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For example:
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For example:
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@@ -86,6 +86,9 @@ void LoggingInit() {
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if (IniReader::GetIntDefaultConfig("Debugging", "Criticals", 0)) {
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if (IniReader::GetIntDefaultConfig("Debugging", "Criticals", 0)) {
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DebugTypes |= DL_CRITICALS;
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DebugTypes |= DL_CRITICALS;
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}
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}
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if (IniReader::GetIntDefaultConfig("Debugging", "Fixes", 0)) {
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DebugTypes |= DL_FIX;
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}
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}
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}
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}
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}
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+5
-4
@@ -17,10 +17,11 @@
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*/
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*/
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#define DL_MAIN (0)
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#define DL_MAIN (0)
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#define DL_INIT (1<<1)
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#define DL_INIT (0x1)
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#define DL_HOOK (1<<2)
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#define DL_HOOK (0x2)
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#define DL_SCRIPT (1<<3)
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#define DL_SCRIPT (0x4)
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#define DL_CRITICALS (1<<4)
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#define DL_CRITICALS (0x8)
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#define DL_FIX (0x10)
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#ifndef NO_SFALL_DEBUG
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#ifndef NO_SFALL_DEBUG
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#include <stdio.h>
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#include <stdio.h>
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+142
-139
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