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Changed sneak_success to call is_pc_sneak_working_ engine function, which takes player's current sneaking status into account as well, instead of only returning the result of last sneak attempt.
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@@ -299,8 +299,8 @@ Some utility/math functions are available:
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- Additional game msg files added by ExtraGameMsgFileList setting will have consecutive fileIds assigned beginning from 0x2000. (e.g. if you set ExtraGameMsgFileList=foo,bar in ddraw.ini, foo.msg will be associated with 0x2000 and bar.msg with 0x2001.)
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> int sneak_success
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- returns 1 if last sneak attempt (roll against skill) was successful, 0 otherwise
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- this is an internal engine variable wich is used to determine the perception range of critters (which you can override using HOOK_WITHINPERCEPTION)
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- returns 1 if the player is currently sneaking, and last sneak attempt (roll against skill) was successful; 0 otherwise
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- this calls an internal engine function which is used to determine the perception range of critters (which you can override using HOOK_WITHINPERCEPTION)
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> int tile_light(int elevation, int tileNum)
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- returns light intensity at the given tile in range from 0 to 65535
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@@ -41,6 +41,7 @@ WRAP_WATCOM_FUNC1(Window*, GNW_find, long, winRef)
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WRAP_WATCOM_FUNC0(long, intface_is_item_right_hand)
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WRAP_WATCOM_FUNC0(void, intface_toggle_item_state)
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WRAP_WATCOM_FUNC0(void, intface_use_item)
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WRAP_WATCOM_FUNC0(long, is_pc_sneak_working)
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WRAP_WATCOM_FUNC1(long, item_w_max_ammo, GameObject*, item)
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WRAP_WATCOM_FUNC1(long, item_w_curr_ammo, GameObject*, item)
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WRAP_WATCOM_FUNC1(long, item_weight, GameObject*, item)
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@@ -1708,7 +1708,7 @@ end:
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}
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void sf_sneak_success(OpcodeContext& ctx) {
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ctx.setReturn(static_cast<int>(fo::var::sneak_working));
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ctx.setReturn(fo::func::is_pc_sneak_working());
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}
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void sf_tile_light(OpcodeContext& ctx) {
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