Added a new example mod gl_auto_closebox

Updated gl_highlighting_lite example mod.
Updated engine structs.
This commit is contained in:
NovaRain
2021-01-20 10:21:48 +08:00
parent d2b3cac835
commit 8e66b82f76
10 changed files with 84 additions and 12 deletions
+1 -1
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@@ -638,8 +638,8 @@ PipboyTimeAnimDelay=50
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
ControlCombat=0
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
;ControlCombatPIDList=62,89,97,107,160,161
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
@@ -0,0 +1,33 @@
/*
Auto-Close Containers mod for Fallout 2 by Mr.Stalin
----------------------------------------------------
- automatically closes the container after looting
Requires sfall 4.2.2/3.8.29 or higher
*/
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
procedure start;
variable lootObject;
procedure start begin
if (game_loaded) then begin
register_hook_proc_spec(HOOK_GAMEMODECHANGE, start);
end else begin
variable mode := get_game_mode;
if (mode andAlso mode != INTFACELOOT) then return;
if (mode == INTFACELOOT) then begin
lootObject := loot_obj;
if (obj_type(lootObject) != OBJ_TYPE_ITEM) then lootObject = 0;
end else if (lootObject andAlso get_sfall_arg_at(1) == INTFACELOOT) then begin
obj_close(lootObject);
lootObject = 0;
end
end
end
@@ -0,0 +1,9 @@
Auto-Close Containers mod for Fallout 2 by Mr.Stalin
----------------------------------------------------
- automatically closes the container after looting
Requires sfall 4.2.2/3.8.29 or higher.
To use, copy gl_auto_closebox.int to your scripts folder.
+1 -1
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@@ -1,4 +1,4 @@
Auto Doors mod v1.1 for Fallout 2 by Mr.Stalin
Auto Doors mod v1.2 for Fallout 2 by Mr.Stalin
----------------------------------------------
- allows the player to automatically open/walk through unlocked doors when not in combat
@@ -100,8 +100,16 @@ procedure KeyPressHandler begin
end
end
// visual glitch fix - for 3.8.29+
procedure GameModeChangeHandler begin
if isHighlight and (get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin
isHighlight := false;
call ToggleHighlight(false);
end
end
procedure InventoryMoveHandler begin
// remove item outline when player picks up the item
// remove item outline when player picks up the item - for 3.8.18+
if (isHighlight and get_sfall_arg == 7) then set_outline(get_sfall_arg, 0);
end
@@ -121,6 +129,7 @@ procedure start begin
highlightFailMsg2 := Translate("HighlightFail2", "Your motion sensor is out of charge.");
register_hook_proc(HOOK_KEYPRESS, KeyPressHandler);
register_hook_proc(HOOK_GAMEMODECHANGE, GameModeChangeHandler);
register_hook_proc(HOOK_INVENTORYMOVE, InventoryMoveHandler);
end
end
@@ -4,6 +4,7 @@
#include "..\scripting\headers\sfall.h"
#include "..\scripting\headers\define_lite.h"
#include "..\scripting\headers\define_extra.h"
#include "..\scripting\headers\command_lite.h"
#include "..\scripting\headers\dik.h"
/*
#include "..\scripting\headers\lib.arrays.h"