Moved Test_ForceFloats to [Debugging] section.

* Since it's never mentioned anywhere, should be OK moving it before
the formal release.
This commit is contained in:
NovaRain
2019-05-07 23:04:00 +08:00
parent 943cd5d2dc
commit 88cf6dcd32
2 changed files with 5 additions and 5 deletions
+4 -4
View File
@@ -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
+1 -1
View File
@@ -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
}
}