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Added an additional '"Can't Use" flag to misc flags in item objects
* it makes the weapon object unusable in combat. Updated gl_npcarmor script. Edits to header files and hookscripts.md.
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@@ -120,26 +120,29 @@
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#define MSGBOX_YESNO (0x10) // use YES/NO buttons instead of DONE
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#define MSGBOX_CLEAN (0x20) // no buttons
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//remove inven obj defines
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#define RMOBJ_CONSUME_DRUG 4666772
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#define RMOBJ_CONTAINER 4683293 // same as RMOBJ_TRADE
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#define RMOBJ_USE_OBJ 4666865
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#define RMOBJ_EQUIP_ARMOR 4658121
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#define RMOBJ_EQUIP_WEAPON 4658675
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#define RMOBJ_UNLOAD_WEAPON 4667030
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//#define RMOBJ_LOAD_WEAPON 4831349 // same as RMOBJ_DROP
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#define RMOBJ_USE_DRUG_ON 4834866
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#define RMOBJ_STEAL_VIEW 4668206
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//#define RMOBJ_DROP_DYNAMITE 4666865 // same as USE_OBJ
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#define RMOBJ_ITEM_DESTROYED 4543215
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#define RMOBJ_ITEM_REMOVED 4548572
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#define RMOBJ_ARMOR_EQUIPED 4651961
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#define RMOBJ_LEFT_HAND_EQUIPED 4651899
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#define RMOBJ_RIGHT_HAND_EQUIPED 4651934
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#define RMOBJ_RM_MULT_OBJS 4563866
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#define RMOBJ_REPLACE_WEAPON 4658526
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#define RMOBJ_THROW 4266040
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#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory
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//remove inven obj defines for the 4th argument to hs_removeinvobj
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#define RMOBJ_CONSUME_DRUG 4666772 // (inven_action_cursor_)
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#define RMOBJ_CONTAINER 4683293 // same as RMOBJ_TRADE (item_move_func_)
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#define RMOBJ_USE_OBJ 4666865 // (inven_action_cursor_)
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#define RMOBJ_EQUIP_ARMOR 4658121 // (inven_pickup_)
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#define RMOBJ_EQUIP_WEAPON 4658675 // (switch_hand_)
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#define RMOBJ_UNLOAD_WEAPON 4667030 // (inven_action_cursor_)
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//#define RMOBJ_LOAD_WEAPON 4831349 // same as RMOBJ_DROP (obj_remove_from_inven_)
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#define RMOBJ_USE_DRUG_ON 4834866 // (obj_use_item_on_)
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#define RMOBJ_STEAL_VIEW 4668206 // (loot_container_)
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//#define RMOBJ_DROP_DYNAMITE 4666865 // same as RMOBJ_USE_OBJ
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#define RMOBJ_ITEM_DESTROYED 4543215 // (op_destroy_object_)
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#define RMOBJ_ITEM_REMOVED 4548572 // (op_rm_obj_from_inven_)
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#define RMOBJ_ARMOR_EQUIPED 4651961 // (setup_inventory_)
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#define RMOBJ_LEFT_HAND_EQUIPED 4651899 // (setup_inventory_)
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#define RMOBJ_RIGHT_HAND_EQUIPED 4651934 // (setup_inventory_)
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#define RMOBJ_RM_MULT_OBJS 4563866 // (op_rm_mult_objs_from_inven_)
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#define RMOBJ_REPLACE_WEAPON 4658526 // (switch_hand_)
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#define RMOBJ_THROW 4266040 // (action_ranged_)
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#define RMOBJ_SUB_CONTAINER 4683191 // search and remove the item from nested containers in the inventory (item_remove_mult_)
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#define RMOBJ_AI_USE_DRUG_ON 4359920 // remove before AI uses the drug in combat (ai_check_drugs_)
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//#define RMOBJ_AI_USE_DRUG_ON_1 4359639 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1/3.8.31)
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//#define RMOBJ_AI_USE_DRUG_ON_2 4360176 // same as RMOBJ_AI_USE_DRUG_ON (obsolete, use only for sfall before 4.3.1/3.8.31)
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// common prototype offsets for get/set_proto_data
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#define PROTO_PID (1)
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@@ -330,9 +333,11 @@
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#define OBJ_DATA_CUR_FRM (0x18) // current frame number
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#define OBJ_DATA_ROTATION (0x1C)
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#define OBJ_DATA_FID (0x20)
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//#define OBJ_DATA_FLAGS (0x24) // the same flags set in prototypes (PROTO_FLAG)
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#define OBJ_DATA_ELEVATION (0x28)
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#define OBJ_DATA_MISC_FLAGS (0x38)
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#define OBJ_DATA_PID (0x64)
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#define OBJ_DATA_CID (0x68) // combat ID, used for savegame
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#define OBJ_DATA_CID (0x68) // combat ID, used by critters in savegame (don't change while in combat)
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#define OBJ_DATA_SID (0x78) // script ID
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#define OBJ_DATA_SCRIPT_INDEX (0x80) // script index number in scripts.lst
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// items
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