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Reverted item highlighting mod to the previous status (commit 90485a205a). #132
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@@ -10,12 +10,6 @@ Containers=0
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; Set to 1 to also highlight lootable corpses
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Corpses=0
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; Set to 1 to also highlight alive critters
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Critters=0
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; Set to 1 to ignore NO_HIGHLIGHT flag on objects and highlight them regardless
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IgnoreNoHighlight=0
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; Set to 1 to only highlight objects in the player's line-of-sight
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CheckLOS=0
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@@ -4,7 +4,7 @@
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Previously was part of sfall itself, now a separate mod.
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Features:
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- highlighting items on the ground, containers (optional), dead bodies (optional) and critters (optional)
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- highlighting items, containers (optional) and lootable corpses (optional) on the ground
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- configurable hotkey is used to trigger highlight
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- only objects in direct line-of-sight of player are highlighted (optional)
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- motion scanner is required to enable highlight (optional)
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@@ -29,8 +29,6 @@ variable configSection := "Highlighting";
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variable highlightKey;
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variable alsoContainer;
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variable alsoCorpse;
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variable alsoCritter;
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variable ignoreNoHighlight;
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variable checkLOS;
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variable outlineColor;
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variable motionScanner;
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@@ -39,7 +37,7 @@ variable highlightFailMsg2;
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procedure ToggleHighlightObject(variable obj, variable enable) begin
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if obj and (not enable or not checkLOS or not obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT)) then begin
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if (alsoContainer and obj_item_subtype(obj) == item_type_container) or (ignoreNoHighlight or not NO_HIGHLIGHT(obj)) then begin
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if (alsoContainer and obj_item_subtype(obj) == item_type_container) or (not NO_HIGHLIGHT(obj)) then begin
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if (enable) then set_outline(obj, outlineColor);
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else set_outline(obj, 0);
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end
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@@ -53,17 +51,12 @@ procedure ToggleHighlight(variable enable) begin
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call ToggleHighlightObject(obj, enable);
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end
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end
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foreach obj in list_as_array(LIST_CRITTERS) begin
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if (alsoCorpse) then begin
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foreach obj in list_as_array(LIST_CRITTERS) begin
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if critter_state(obj) == CRITTER_IS_DEAD and not NO_STEAL(obj) then begin
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call ToggleHighlightObject(obj, enable);
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end
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end
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if (alsoCritter) then begin
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if critter_state(obj) != CRITTER_IS_DEAD then begin
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call ToggleHighlightObject(obj, enable);
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end
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end
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end
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tile_refresh_display;
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end
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@@ -73,7 +66,7 @@ procedure KeyPressHandler begin
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scanCode := get_sfall_arg,
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scanner, charges;
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if scanCode == highlightKey and not (get_game_mode BWAND INTFACELOOT) then begin
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if scanCode == highlightKey then begin
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if pressed then begin
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if motionScanner then begin
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scanner := obj_carrying_pid_obj(dude_obj, PID_MOTION_SENSOR);
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@@ -109,8 +102,6 @@ procedure start begin
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highlightKey := GetConfig(configSection, "Key", 0);
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alsoContainer := GetConfig(configSection, "Containers", 0);
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alsoCorpse := GetConfig(configSection, "Corpses", 0);
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alsoCritter := GetConfig(configSection, "Critters", 0);
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ignoreNoHighlight := GetConfig(configSection, "IgnoreNoHighlight", 0);
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checkLOS := GetConfig(configSection, "CheckLOS", 0);
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outlineColor := GetConfig(configSection, "OutlineColor", 16);
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if (outlineColor < 1) then outlineColor := 64;
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