mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Added "set_quest_failure_value" script function
This commit is contained in:
@@ -377,6 +377,7 @@
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#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
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#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
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#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
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#define set_quest_failure_value(gvar, threshold) sfall_func2("set_quest_failure_value", gvar, threshold)
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#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
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#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
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#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
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@@ -791,6 +791,11 @@ optional arguments:
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2 - clears the overlay area or the specified rectangle defined by the x, y, width, height arguments
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0 - destroys the created overlay surface (frees up the memory allocated to the surface)
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> void sfall_func2("set_quest_failure_value", int gvarNumber, int thresholdValue)
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- sets the threshold value (failure_threshold) for the quest at which the quest will be considered failed (its description in the pipboy will be crossed out and colored red)
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- gvarNumber: the number of the global variable controlling the quest
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- thresholdValue: the value of the global variable at which the quest is counted as a failure
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------------------------
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------ MORE INFO -------
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------------------------
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@@ -224,6 +224,7 @@
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#define FO_VAR_ptable 0x59E934
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#define FO_VAR_pud 0x59E960
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#define FO_VAR_quest_count 0x51C12C
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#define FO_VAR_quests 0x51C128
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#define FO_VAR_queue 0x6648C0
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#define FO_VAR_quick_done 0x5193BC
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#define FO_VAR_read_callback 0x51DEEC
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@@ -197,11 +197,13 @@ static void __fastcall game_init_databases_hook1() {
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static bool NormalizePath(std::string &path) {
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if (path.find(':') != std::string::npos) return false;
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int pos = 0;
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do { // replace all '/' char to '\'
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pos = path.find('/', pos);
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if (pos != std::string::npos) path[pos] = '\\';
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} while (pos != std::string::npos);
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if (path.find(".\\") != std::string::npos || path.find("..\\") != std::string::npos) return false;
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while (path.front() == '\\') path.erase(0, 1); // remove firsts '\'
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return true;
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@@ -434,18 +436,20 @@ artNotExist:
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}
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static void SfallResourceFile() {
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const char* sfallRes = "sfall.dat";
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WIN32_FIND_DATA findData;
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HANDLE hFind = FindFirstFile("sfall_???.dat", &findData); // example: sfall_ru.dat, sfall_cht.dat
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if (hFind != INVALID_HANDLE_VALUE) {
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dlog_f("Loading a localized sfall resource file: %s\n", DL_MAIN, findData.cFileName);
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patchFiles.push_back(findData.cFileName);
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FindClose(hFind);
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dlog_f("Loading a localized sfall resource file: %s\n", DL_MAIN, findData.cFileName);
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sfallRes = findData.cFileName;
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}
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if (patchFiles.empty()) patchFiles.push_back("sfall.dat");
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patchFiles.push_back(sfallRes);
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}
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void LoadOrder::init() {
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SfallResourceFile(); // Load external sfall resource file (load order is before patchXXX.dat)
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SfallResourceFile(); // Add external sfall resource file (load order is before patchXXX.dat)
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GetExtraPatches();
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MultiPatchesPatch();
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+69
-25
@@ -18,6 +18,7 @@
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#include "..\main.h"
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#include "..\FalloutEngine\Fallout2.h"
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#include "LoadGameHook.h"
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#include "QuestList.h"
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@@ -343,31 +344,17 @@ skip:
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}
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}
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static void RegisterButtonSoundFunc0() {
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static void RegisterButtonSound() {
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__asm {
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mov ebx, fo::funcoffs::gsound_red_butt_release_;
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mov edx, fo::funcoffs::gsound_red_butt_press_;
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call fo::funcoffs::win_register_button_sound_func_;
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call fo::funcoffs::win_register_button_sound_func_; // eax - register button
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}
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}
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static void __stdcall ArtButtonFunc(DWORD buttonKey, DWORD buttonMem, DWORD indexArt) {
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using namespace fo;
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__asm {
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xor ecx, ecx;
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xor ebx, ebx;
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mov edx, indexArt; // index from intrface.lst
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mov eax, OBJ_TYPE_INTRFACE;
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push ecx;
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call fo::funcoffs::art_id_;
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//
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mov ecx, buttonKey;
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xor ebx, ebx;
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xor edx, edx;
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call fo::funcoffs::art_ptr_lock_data_;
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mov ecx, buttonMem;
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mov dword ptr [ecx], eax; // first texture memory address
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}
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static void LoadArtButton(DWORD buttonKey, DWORD buttonMem, DWORD indexArt) { // indexArt - index from intrface.lst
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long artId = fo::func::art_id(fo::ArtType::OBJ_TYPE_INTRFACE, indexArt, 0, 0, 0);
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*(BYTE**)buttonMem = fo::func::art_ptr_lock_data(artId, 0, 0, (DWORD*)buttonKey); // first texture memory address
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}
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// Create buttons
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@@ -407,11 +394,11 @@ static void __declspec(naked) StartPipboy_hack() {
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// Load new texture for first (up) button. I used memory address for texture from buttons at chracter screen.
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// Everything fine, because this buttons can't use in one time, and they everytime recreating.
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// Down
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ArtButtonFunc(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp, indexUpArt0);
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ArtButtonFunc(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown, indexDownArt0);
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LoadArtButton(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp, indexUpArt0);
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LoadArtButton(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown, indexDownArt0);
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// Up
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ArtButtonFunc(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp1, indexUpArt1);
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ArtButtonFunc(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown1, indexDownArt1);
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LoadArtButton(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp1, indexUpArt1);
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LoadArtButton(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown1, indexDownArt1);
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xPos = questsScrollButtonsX;
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yPos = questsScrollButtonsY;
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@@ -421,13 +408,13 @@ static void __declspec(naked) StartPipboy_hack() {
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picDown = (BYTE*)fo::var::optionsButtonDown1;
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picUp = (BYTE*)fo::var::optionsButtonUp1;
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if (fo::func::win_register_button(winRef, xPos, yPos, width, height, -1, -1, -1, 0x300, picUp, picDown, 0, 32) != -1) {
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RegisterButtonSoundFunc0();
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RegisterButtonSound();
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}
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picDown = (BYTE*)fo::var::optionsButtonDown;
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picUp = (BYTE*)fo::var::optionsButtonUp;
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if (fo::func::win_register_button(winRef, xPos, yPos + height, width, height, -1, -1, -1, 0x301, picUp, picDown, 0, 32) != -1) {
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RegisterButtonSoundFunc0();
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RegisterButtonSound();
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}
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__asm {
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@@ -504,7 +491,64 @@ void QuestListPatch() {
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MakeCall(0x497A7D, pip_print_hack);
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}
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////////////////////////////////////////////////////////////////////////////////
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struct QuestFailure {
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long gvarNum;
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long failureVal;
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};
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std::vector<QuestFailure> questFailures;
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static long FindGVarQuestFailure(long globalVarNum) {
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for (size_t i = 0; i < questFailures.size(); i++) {
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if (questFailures[i].gvarNum == globalVarNum) return i;
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}
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return -1;
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}
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void QuestList::AddQuestFailureValue(long globalVarNum, long failureThreshold) {
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long index = FindGVarQuestFailure(globalVarNum);
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if (index == -1) {
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questFailures.push_back({ globalVarNum, failureThreshold });
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} else {
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questFailures[index].failureVal = failureThreshold;
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}
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}
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static BYTE __fastcall CheckQuestFailureState(fo::QuestData* quest, BYTE completeColor) {
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if (questFailures.empty()) return completeColor;
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const BYTE failureColor = 136; // dark red
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long index = FindGVarQuestFailure(quest->gvarIndex);
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return (index != -1 && fo::var::game_global_vars[quest->gvarIndex] >= questFailures[index].failureVal) ? failureColor : completeColor;
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}
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static void __declspec(naked) PipStatus_hack() {
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__asm {
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push eax;
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push ecx;
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mov dl, ds:[0x6A5B34]; // completeColor (dark green)
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mov ecx, ds:[FO_VAR_quests];
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add ecx, [esp + 0x4BC - 0x28 + 12];
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call CheckQuestFailureState;
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mov bl, al;
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pop ecx;
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pop eax;
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retn;
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}
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}
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static void ResetQuests() {
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questFailures.clear();
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}
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void QuestList::init() {
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LoadGameHook::OnGameReset() += ResetQuests;
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MakeCall(0x498222, PipStatus_hack, 1);
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questsButtonsType = GetConfigInt("Misc", "UseScrollingQuestsList", 0);
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if (questsButtonsType > 0) {
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dlog("Applying quests list patch.", DL_INIT);
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@@ -25,6 +25,8 @@ class QuestList : public Module {
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public:
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const char* name() { return "QuestList"; }
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void init();
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static void AddQuestFailureValue(long globalVarNum, long failureThreshold);
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};
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}
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@@ -136,6 +136,7 @@ static const SfallMetarule metarules[] = {
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{"set_map_enter_position", mf_set_map_enter_position, 3, 3, -1, {ARG_INT, ARG_INT, ARG_INT}},
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{"set_object_data", mf_set_object_data, 3, 3, -1, {ARG_OBJECT, ARG_INT, ARG_INT}},
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{"set_outline", mf_set_outline, 2, 2, -1, {ARG_OBJECT, ARG_INT}},
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{"set_quest_failure_value", mf_set_quest_failure_value, 2, 2, -1, {ARG_INT, ARG_INT}},
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{"set_rest_heal_time", mf_set_rest_heal_time, 1, 1, -1, {ARG_INT}},
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{"set_rest_mode", mf_set_rest_mode, 1, 1, -1, {ARG_INT}},
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{"set_selectable_perk_npc", mf_set_selectable_perk_npc, 5, 5, -1, {ARG_OBJECT, ARG_STRING, ARG_INT, ARG_INT, ARG_STRING}},
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@@ -27,6 +27,7 @@
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//#include "..\..\MiscPatches.h"
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#include "..\..\Movies.h"
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#include "..\..\PlayerModel.h"
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#include "..\..\QuestList.h"
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#include "..\..\ScriptExtender.h"
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#include "..\..\Sound.h"
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@@ -496,5 +497,9 @@ void mf_get_ini_section(OpcodeContext& ctx) {
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ctx.setReturn(arrayId);
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}
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void mf_set_quest_failure_value(OpcodeContext& ctx) {
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QuestList::AddQuestFailureValue(ctx.arg(0).rawValue(), ctx.arg(1).rawValue());
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}
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}
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}
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@@ -102,5 +102,7 @@ void mf_get_ini_sections(OpcodeContext&);
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void mf_get_ini_section(OpcodeContext&);
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void mf_set_quest_failure_value(OpcodeContext&);
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}
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}
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