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Fixed PlayIdleAnimOnReload causing critters to lose highlights in combat
* happens when the Target Highlight pref is set to "targeting only". (closes #528)
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@@ -45,6 +45,7 @@
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#define FO_VAR_colorTable 0x6A38D0
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#define FO_VAR_colorTable 0x6A38D0
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#define FO_VAR_combat_end_due_to_load 0x517F98
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#define FO_VAR_combat_end_due_to_load 0x517F98
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#define FO_VAR_combat_free_move 0x56D39C
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#define FO_VAR_combat_free_move 0x56D39C
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#define FO_VAR_combat_highlight 0x56D38C
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#define FO_VAR_combat_list 0x56D390
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#define FO_VAR_combat_list 0x56D390
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#define FO_VAR_combat_obj 0x51805C
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#define FO_VAR_combat_obj 0x51805C
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#define FO_VAR_combat_state 0x510944
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#define FO_VAR_combat_state 0x510944
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@@ -120,7 +120,10 @@ static void __declspec(naked) intface_item_reload_hook() {
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call fo::funcoffs::register_begin_;
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call fo::funcoffs::register_begin_;
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mov eax, dword ptr ds:[FO_VAR_obj_dude];
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mov eax, dword ptr ds:[FO_VAR_obj_dude];
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call fo::funcoffs::register_object_animate_;
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call fo::funcoffs::register_object_animate_;
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mov ecx, dword ptr ds:[FO_VAR_combat_highlight]; // backup setting
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mov dword ptr ds:[FO_VAR_combat_highlight], eax; // prevent calling combat_outline_off_ (eax is never 2)
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call fo::funcoffs::register_end_;
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call fo::funcoffs::register_end_;
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mov dword ptr ds:[FO_VAR_combat_highlight], ecx; // restore setting
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pop eax;
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pop eax;
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jmp fo::funcoffs::gsound_play_sfx_file_;
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jmp fo::funcoffs::gsound_play_sfx_file_;
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}
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}
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