Expanded set_pipboy_available function for mode 2

This commit is contained in:
NovaRain
2022-08-11 21:24:47 +08:00
parent 13cf81e151
commit 8b3a2bcead
5 changed files with 36 additions and 18 deletions
+2 -2
View File
@@ -880,7 +880,7 @@
opcode: 0x8177
- name: set_pipboy_available
detail: void set_pipboy_available(int available)
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.
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").
opcode: 0x818b
- name: get_kill_counter
detail: int get_kill_counter(int critterType)
@@ -1845,7 +1845,7 @@
opcode: 0x81f3
doc: Accepts a pointer to an object and will remove the script from that object.
- name: set_script
detail: void set_script(ObjectPtr, int scriptid)
detail: void set_script(ObjectPtr, int scriptID)
opcode: 0x81f4
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.
- name: get_script