From 7015db241456b2b4c5ddba1ffb2a499bf73f13f9 Mon Sep 17 00:00:00 2001 From: NovaRain Date: Thu, 9 Jun 2022 21:19:26 +0800 Subject: [PATCH] Changed HiResMode to not always be read from ddraw.ini Minor edits to Perks.ini (120 CPL) --- artifacts/config_files/Perks.ini | 29 +++++++++++++++++------------ artifacts/ddraw.ini | 3 +-- sfall/HRP/Init.cpp | 2 +- 3 files changed, 19 insertions(+), 15 deletions(-) diff --git a/artifacts/config_files/Perks.ini b/artifacts/config_files/Perks.ini index a0fc8a1f..0ff4861b 100644 --- a/artifacts/config_files/Perks.ini +++ b/artifacts/config_files/Perks.ini @@ -1,7 +1,7 @@ ;This file handles modifications to perks and traits -;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make modifications -; in this file, as some perks have hardcoded effects which may catch you out +;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make +; modifications in this file, as some perks have hardcoded effects which may catch you out ;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can ; be used to remove their hardcoded effects, and add new stat/skill effects @@ -64,25 +64,30 @@ Enable=0 ;Image: The line number (0-indexed) of the corresponding FRM in skilldex.lst ;Ranks: The number of perk levels ;Level: The minimum required level -;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both Skill1 and Skill2 +;Type: If 0, the perk checks only Skill1 for skill requirements; if 1, it checks Skill1 or Skill2; if 2, it checks both +; Skill1 and Skill2 ;Stat: The modified stat or -1 if you don't want to change any stats ;StatMag: The increased/decreased value to the modified stat -;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), it checks GVAR. -; For example, if Skill1=0x4000004, then the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value +;Skill1/Skill2: The first/second skill (or -1 for none) to check, but if you set a specific bit 0x4000000 (67108864), +; it checks the corresponding GVAR +; For example, if Skill1=0x4000004, the perk will check GVAR_BAD_MONSTER (0x4000000 + 4) on Skill1Mag value -;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative value is interpreted as the maximum requirement. -; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements, the perk will be available in the -; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available if player has big guns skill >= 120 +;Skill1Mag/Skill2Mag: Positive value is used as the minimum requirements of the first/second skill/GVAR, and a negative +; value is interpreted as the maximum requirement +; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill >= 100 and meets all other requirements, +; the perk will be available in the selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be available +; if player has big guns skill >= 120 -;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as maximum requirements. -; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not used as requirements -; but to add to corresponding SPECIAL stats +;STR-LCK: Positive values are used as minimum requirements of SPECIAL stats, and negative values are interpreted as +; maximum requirements +; For some special perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat), the values are not +; used as requirements but to add to corresponding SPECIAL stats ;If the value is set to -99999, the variable will be ignored (similar to comment out that line) ;You can add simple extra perks with ID numbers from 119 to 255 -; that do not require using scripting functions to change player stats, and can also be used for Armor perks +;The extra perks do not require using scripting functions to change player stats, and can also be used for Armor perks ;These parameters are only for extra perks ;Stat1/Stat2: same as Stat ;Stat1Mag/Stat2Mag: same as StatMag diff --git a/artifacts/ddraw.ini b/artifacts/ddraw.ini index b4012a85..9cf57ad3 100644 --- a/artifacts/ddraw.ini +++ b/artifacts/ddraw.ini @@ -4,7 +4,6 @@ [Main] ;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash ;The required settings will be read from the f2_res.ini configuration file of the original hi-res patch -;This option is always read from the main ddraw.ini file HiResMode=1 ;Set to 1 if you want to use command line arguments to tell sfall to use another ini file @@ -58,7 +57,7 @@ SpeedMultiInitial=100 ;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution) ;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders) ;Modes 1, 2 and 3 are no longer supported -;This option will always be read from the main ddraw.ini file when using the hi-res patch by Mash +;If using the hi-res patch by Mash, this option will always be read from the main ddraw.ini file Mode=0 ;If using a DX9 mode, this changes the resolution diff --git a/sfall/HRP/Init.cpp b/sfall/HRP/Init.cpp index cdc97f7b..db76cb28 100644 --- a/sfall/HRP/Init.cpp +++ b/sfall/HRP/Init.cpp @@ -167,7 +167,7 @@ static __declspec(naked) void GNW95_process_message_hack() { void Setting::init(const char* exeFileName, std::string &cmdline) { ViewMap::RedrawFix(); - bool hiResMode = sf::IniReader::GetIntDefaultConfig("Main", "HiResMode", 1) != 0; + bool hiResMode = sf::IniReader::GetConfigInt("Main", "HiResMode", 1) != 0; if (!Setting::ExternalEnabled() && !hiResMode) return; // vanilla game mode