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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Changed the debug editor to require sfall debugging mode.
Some minor code edits.
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+4
-3
@@ -165,8 +165,9 @@ ItemFastMoveKey=29
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;Requires ItemFastMoveKey to be enabled
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FastMoveFromContainer=0
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;A key to press to open a debug game editor (requires FalloutClient.exe from the modders pack)
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;A key to press to open a debug game editor
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;Set to 0 to disable, or a DX scancode otherwise
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;Requires sfall debugging mode and FalloutClient.exe from the modders pack
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DebugEditorKey=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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@@ -668,12 +669,12 @@ DebugMode=0
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SkipCompatModeCheck=0
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;Set to 1 to skip the executable file size check
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;Does not require enabling sfall debugging mode
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;Does not require sfall debugging mode
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SkipSizeCheck=0
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;If you're testing changes to the Fallout exe, you can override the CRC that sfall looks for here
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;You can use several hex values, separated by commas
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;Does not require enabling sfall debugging mode
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;Does not require sfall debugging mode
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;ExtraCRC=0x00000000,0x00000000
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;Set to 1 to stop Fallout from deleting non readonly protos at startup
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@@ -1134,7 +1134,7 @@ void _stdcall RegisterHook( DWORD script, DWORD id, DWORD procNum )
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}
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static void LoadHookScript(const char* name, int id) {
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if (id >= numHooks) return;
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if (id >= numHooks || isGameScript(name)) return;
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char filename[MAX_PATH];
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sprintf(filename, "scripts\\%s.int", name);
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@@ -1145,7 +1145,7 @@ static void LoadHookScript(const char* name, int id) {
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mov fileExist, al
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}
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if (fileExist && !isGameScript(name)) {
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if (fileExist) {
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sScriptProgram prog;
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dlog(">", DL_HOOK);
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dlog(name, DL_HOOK);
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@@ -1158,7 +1158,9 @@ static void LoadHookScript(const char* name, int id) {
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hook.isGlobalScript = false;
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hooks[id].push_back(hook);
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AddProgramToMap(prog);
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} else dlogr(" Error!", DL_HOOK);
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} else {
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dlogr(" Error!", DL_HOOK);
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}
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}
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}
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+1
-1
@@ -807,7 +807,7 @@ void InventoryInit() {
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// Move items out of bag/backpack and back into the main inventory list by dragging them to character's image
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// (similar to Fallout 1 behavior)
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HookCall(0x471457, &inven_pickup_hook);
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HookCall(0x471457, inven_pickup_hook);
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// Move items to player's main inventory instead of the opened bag/backpack when confirming a trade
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SafeWrite32(0x475CF2, _stack);
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@@ -254,7 +254,7 @@ static void __stdcall DisplayCantDoThat() {
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// 1 skip handler, -1 don't skip
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int __stdcall PartyControl_SwitchHandHook(TGameObj* item) {
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if (ItemGetType(item) == 3 && IsControllingNPC > 0) {
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if (IsControllingNPC > 0 && ItemGetType(item) == 3) {
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int canUse;
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/* check below uses AI packets and skills to check if weapon is usable
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__asm {
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+1
-1
@@ -424,7 +424,7 @@ HRESULT _stdcall FakeDirectInputCreate(HINSTANCE a, DWORD b, IDirectInputA** c,
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BackgroundKeyboard = GetPrivateProfileInt("Input", "BackgroundKeyboard", 0, ini) != 0;
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BackgroundMouse = GetPrivateProfileInt("Input", "BackgroundMouse", 0, ini) != 0;
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DebugEditorKey = GetPrivateProfileInt("Input", "DebugEditorKey", 0, ini);
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if (IsDebug) DebugEditorKey = GetPrivateProfileInt("Input", "DebugEditorKey", 0, ini);
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*c = (IDirectInputA*)new FakeDirectInput(*c);
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