diff --git a/artifacts/ddraw.ini b/artifacts/ddraw.ini index fa8eb786..9c76261b 100644 --- a/artifacts/ddraw.ini +++ b/artifacts/ddraw.ini @@ -25,10 +25,6 @@ NumSoundBuffers=0 ;Set to 1 to allow attaching sound files to combat float messages AllowSoundForFloats=1 -;Set to 1 to force critters to display combat float messages -;Requires sfall debugging mode and AllowSoundForFloats to be enabled -Test_ForceFloats=0 - ;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm ;Set to 2 to play alternative music files even if original acm files are not present in the music folder ;This does not effect the play_sfall_sound and stop_sfall_sound script functions @@ -753,6 +749,10 @@ InjectAllGameHooks=0 ;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object HideObjIsNullMsg=0 +;Set to 1 to force critters to display combat float messages +;Requires AllowSoundForFloats to be enabled +Test_ForceFloats=0 + ;These options control what output is saved in the debug log (sfall-log.txt) ;Prints messages duing sfall initialization diff --git a/sfall/Modules/Sound.cpp b/sfall/Modules/Sound.cpp index 5ec64e89..fe7f57a7 100644 --- a/sfall/Modules/Sound.cpp +++ b/sfall/Modules/Sound.cpp @@ -64,7 +64,7 @@ void Sound::init() { HookCall(0x42B849, ai_print_msg_hook); //Yes, I did leave this in on purpose. Will be of use to anyone trying to add in the sound effects - if (isDebug && GetConfigInt("Sound", "Test_ForceFloats", 0)) { + if (isDebug && GetPrivateProfileIntA("Debugging", "Test_ForceFloats", 0, ::sfall::ddrawIni)) { SafeWrite8(0x42B6F5, 0xEB); // bypass chance } }