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Moved Test_ForceFloats to [Debugging] section.
* Since it's never mentioned anywhere, should be OK moving it before the formal release.
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+4
-4
@@ -25,10 +25,6 @@ NumSoundBuffers=0
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;Set to 1 to allow attaching sound files to combat float messages
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AllowSoundForFloats=1
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;Set to 1 to force critters to display combat float messages
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;Requires sfall debugging mode and AllowSoundForFloats to be enabled
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Test_ForceFloats=0
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;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
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;Set to 2 to play alternative music files even if original acm files are not present in the music folder
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;This does not effect the play_sfall_sound and stop_sfall_sound script functions
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@@ -753,6 +749,10 @@ InjectAllGameHooks=0
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;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
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HideObjIsNullMsg=0
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;Set to 1 to force critters to display combat float messages
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;Requires AllowSoundForFloats to be enabled
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Test_ForceFloats=0
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;These options control what output is saved in the debug log (sfall-log.txt)
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;Prints messages duing sfall initialization
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@@ -64,7 +64,7 @@ void Sound::init() {
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HookCall(0x42B849, ai_print_msg_hook);
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//Yes, I did leave this in on purpose. Will be of use to anyone trying to add in the sound effects
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if (isDebug && GetConfigInt("Sound", "Test_ForceFloats", 0)) {
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if (isDebug && GetPrivateProfileIntA("Debugging", "Test_ForceFloats", 0, ::sfall::ddrawIni)) {
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SafeWrite8(0x42B6F5, 0xEB); // bypass chance
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}
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}
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