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Expanded set_pipboy_available function for mode 2
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@@ -880,7 +880,7 @@
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opcode: 0x8177
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- name: set_pipboy_available
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detail: void set_pipboy_available(int available)
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doc: Will only accept 0 or 1 as an argument. Using any other value will cause the function to have no effect. Use 0 to disable the pipboy, and 1 to enable it.
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doc: Sets the availability of the pipboy in the game. Use 0 to disable the pipboy, and 1 or 2 to enable it (value 2 does not mark the `VSUIT_MOVIE` movie as "played").
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opcode: 0x818b
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- name: get_kill_counter
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detail: int get_kill_counter(int critterType)
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@@ -1845,7 +1845,7 @@
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opcode: 0x81f3
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doc: Accepts a pointer to an object and will remove the script from that object.
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- name: set_script
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detail: void set_script(ObjectPtr, int scriptid)
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detail: void set_script(ObjectPtr, int scriptID)
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opcode: 0x81f4
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doc: Accepts a pointer to an object and scriptID, and applies the given script to an object (scriptID accept the same values as `create_object_sid `from sfall 3.6). If used on an object that is already scripted, it will remove the existing script first; you cannot have multiple scripts attached to a single object. Calling `set_script` on `self_obj` will have all sorts of wacky side effects, and should be avoided. If you add 0x80000000 to the sid when calling `set_script`, `map_enter_p_proc` will be SKIPPED. The `start` proc will always be run.
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- name: get_script
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