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Code edits to ProcessorIdle
* use proper QS_ALLINPUT as it includes QS_RAWINPUT for WinXP+. * set the option enabled by default.
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@@ -461,7 +461,7 @@ PlayIdleAnimOnReload=0
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CorpseDeleteTime=6
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;Set to 1 to allow the game to go idle during each input loop, preventing 100% CPU usage
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ProcessorIdle=0
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ProcessorIdle=1
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;Set to 1 if using the hero appearance mod
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;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
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@@ -961,7 +961,7 @@ void MiscPatches::init() {
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fo::var::idle_func = reinterpret_cast<void*>(Sleep);
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SafeWrite16(0x4C9F12, 0x7D6A); // push 125 (ms)
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if (idle <= 0) idle = IniReader::GetConfigInt("Misc", "ProcessorIdle", -1);
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if (idle <= 0) idle = IniReader::GetConfigInt("Misc", "ProcessorIdle", 1);
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if (idle > 0) MakeJump(0x4C9DA9, GNW95_process_message_hack, 3); // replace hack function from HRP by Mash
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BlockCall(0x4425E6); // Patch out ereg call
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@@ -52,7 +52,7 @@ void __stdcall WinProc::MessageWindow() {
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// Implementation from HRP by Mash
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void __stdcall WinProc::WaitMessageWindow() {
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MsgWaitForMultipleObjectsEx(0, 0, 1, 0xFF, 0);
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MsgWaitForMultipleObjectsEx(0, 0, 1, QS_ALLINPUT, 0);
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MessageWindow();
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}
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+2
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@@ -124,7 +124,6 @@ static void InitModules() {
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manager.add<EngineTweaks>();
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manager.add<Books>();
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manager.add<Criticals>();
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manager.add<Elevators>();
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manager.add<Animations>();
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@@ -142,6 +141,8 @@ static void InitModules() {
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manager.add<Unarmed>();
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manager.add<DamageMod>();
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manager.add<BurstMods>();
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manager.add<Combat>();
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manager.add<Criticals>();
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manager.add<Inventory>();
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manager.add<Objects>();
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@@ -152,7 +153,6 @@ static void InitModules() {
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manager.add<Skills>();
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manager.add<Drugs>(); // should be loaded before PartyControl
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manager.add<PartyControl>();
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manager.add<Combat>();
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manager.add<PlayerModel>();
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manager.add<Karma>();
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