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Added a blinking icon to force_encounter/with_flags functions
* currently an icon is always shown for scripted force encounters.
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@@ -11,7 +11,7 @@
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#define below_equal(a, b) (unsigned_comp(a, b) <= 0)
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procedure unsigned_comp(variable a, variable b) begin
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if (a bwxor b) then return 0;
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if ((a bwxor b) == 0) then return 0; // a == b
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if (b == 0) then return 1;
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return 1 if (a / b) else -1;
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end
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@@ -61,6 +61,7 @@
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//Valid flags for force_encounter_with_flags
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#define ENCOUNTER_FLAG_NO_CAR (1)
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#define ENCOUNTER_FLAG_LOCK (2) // block new forced encounter by the next function call until the current specified encounter occurs
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#define ENCOUNTER_FLAG_SPECIAL (4) // special blinking icon
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//The attack types returned by get_attack_type
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#define ATKTYPE_LWEP1 (0)
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@@ -137,7 +137,7 @@ array - array ID to be used with array-related functions (actually an integer)
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- The player will not get an outdoorsman skill check.
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> void force_encounter_with_flags(int map, int flags)
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- does the same thing as force_encounter, but allows the specification of some extra options.
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- does the same thing as force_encounter, but allows the specification of some extra options (see sfall.h for available flags).
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- Forcing a random encounter on a map that is not normally used for random encounters may cause the player to lose the car, if they have it.
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- In this case use force_encounter_with_flags with the ENCOUNTER_FLAG_NO_CAR flag set.
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