Updated stdafx.h and other code/doc files

This commit is contained in:
NovaRain
2020-02-08 08:41:04 +08:00
parent 7848e1612b
commit 87c4dd34f1
9 changed files with 19 additions and 18 deletions
+1 -1
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@@ -585,7 +585,7 @@ StartGDialogFix=0
AttackComplexFix=0
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
;If you still want to perform the unsigned integer division, use the new 'div' operator
;Note: To perform the unsigned integer division, use the new 'div' operator
DivisionOperatorFix=1
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
+1 -1
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@@ -99,7 +99,7 @@
#define CFLG_SPECIAL 4096 // 0x00001000 - Special (has a special type of death)
#define CFLG_RANGED 8192 // 0x00002000 - Range (has extra hand-to-hand range)
#define CFLG_NOKNOCKBACK 16384 // 0x00004000 - Knock (cannot be knocked back)
#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // for old scripts
#define CFLG_NOKNOCKDOWN CFLG_NOKNOCKBACK // obsolete
/* Window flags */
#define WIN_FLAG_MOVEONTOP (0x4)
+1 -1
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@@ -714,7 +714,7 @@ optional argument:
> int sfall_func2("get_window_attribute", int winType, int attrType)
- returns the attribute of the specified interface window by the attrType argument
- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
- attrType: 0 - returns a value of 1 if the specified interface window is created by the game (same as without the argument)
- attrType: 0 - checks and returns a value of 1 if the specified interface window is created by the game (same as without the argument)
1 - X position, 2 - Y position (relative to the top-left corner of the game screen)
- returns -1 if the specified attribute cannot be obtained
+2 -2
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@@ -117,11 +117,11 @@ long GetCurrentAttackMode() {
long activeHand = fo::var::itemCurrentItem; // 0 - left, 1 - right
switch (fo::var::itemButtonItems[activeHand].mode) {
case 1:
case 2: // 2 - called shot
case 2: // called shot
hitMode = fo::var::itemButtonItems[activeHand].primaryAttack;
break;
case 3:
case 4: // 4 - called shot
case 4: // called shot
hitMode = fo::var::itemButtonItems[activeHand].secondaryAttack;
break;
case 5: // reload mode
+1 -1
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@@ -104,7 +104,7 @@ enum CritterFlags : long
Invulnerable = 0x400, // Is Invulnerable (cannot be hurt)
NoFlatten = 0x800, // Doesn't flatten on death (leaves no dead body)
SpecialDeath = 0x1000, // Has a special type of death
RangeHth = 0x2000, // Has extra hand-to-hand range
RangeHtH = 0x2000, // Has extra hand-to-hand range
NoKnockBack = 0x4000, // Can't be knocked back
};
+3 -3
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@@ -45,7 +45,7 @@ typedef IDirect3D9* (_stdcall *D3DCreateProc)(UINT version);
#define UNUSEDFUNCTION { DEBUGMESS("\n[SFALL] Unused function called: %s", __FUNCTION__); return DDERR_GENERIC; }
IDirectDrawSurface* primaryDDSurface = nullptr;
static IDirectDrawSurface* primaryDDSurface = nullptr;
static DWORD ResWidth;
static DWORD ResHeight;
@@ -552,7 +552,7 @@ void Graphics::SetHeadTex(IDirect3DTexture9* tex, int width, int height, int xof
// adjust head texture position for HRP 4.1.8
int h = GetGameHeightRes();
if (h > 480) yoff += ((h - 480) / 2) - 47;
if (h > 480) yoff += ((h - 480) / 2) - 47; // TODO: get dialog interface position
xoff += ((GetGameWidthRes() - 640) / 2);
size[0] = (126.0f + xoff + ((388 - width) / 2)) * rcpres[0];
@@ -617,7 +617,7 @@ public:
}
} else {
// X8B8G8R8 format
for (DWORD i = b; i < b + c; i++) { // swap color R <> B
for (DWORD i = b; i < b + c; i++) { // swap color B <> R
BYTE clr = *(BYTE*)((DWORD)&palette[i]); // B
*(BYTE*)((DWORD)&palette[i]) = *(BYTE*)((DWORD)&palette[i] + 2); // R
*(BYTE*)((DWORD)&palette[i] + 2) = clr;
-1
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@@ -1,7 +1,6 @@
#pragma once
#include <initializer_list>
#include <Windows.h>
#include "CheckAddress.h"
+1 -5
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@@ -17,16 +17,12 @@
*/
#pragma once
#pragma warning(disable:4996)
#ifdef NDEBUG
#pragma warning(disable:4414)
#endif
#include <assert.h>
//#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <cassert>
#include <string>
#include <vector>
#include <cstdint>
+8 -2
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@@ -1,8 +1,8 @@
#pragma once
#pragma message("Compiling precompiled headers.\n")
#define WINVER 0x0501
#define _WIN32_WINNT 0x0501
#define WINVER _WIN32_WINNT_WINXP
#define _WIN32_WINNT _WIN32_WINNT_WINXP
#include <algorithm>
#include <functional>
@@ -12,4 +12,10 @@
#include <unordered_map>
#include <map>
#include <string>
//#define WIN32_LEAN_AND_MEAN
#define NOCRYPT
#define NOSERVICE
#define NOMCX
#define NOIME
#include <Windows.h>