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Added build instructions to readme
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@@ -21,7 +21,7 @@ Original description: A set of engine modifications for the classic game Fallout
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- Download `sfall_*.7z` from the [release archive](https://sourceforge.net/projects/sfall/files/).
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- Extract `ddraw.dll`, `ddraw.ini`, `sfall.dat`, and the `mods` folder to Fallout's base directory (i.e. the one that contains `fallout2.exe`). Also, remove `gl_highlighting.int` and `gl_partycontrol.int` from Fallout's `data\scripts\` directory if you have them.
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- Extract `ddraw.dll`, `ddraw.ini`, `sfall.dat`, and the `mods` folder to Fallout's base directory (i.e. the one that contains `fallout2.exe`). Also, remove `gl_highlighting.int` and `gl_partycontrol.int` from Fallout's `data\scripts\` directory if you are updating from an older version.
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- __Important Note:__\
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If you are using a mod that already included sfall (e.g. killap's [Unofficial Patch](https://github.com/BGforgeNet/Fallout2_Unofficial_Patch) or [Restoration Project](https://github.com/BGforgeNet/Fallout2_Restoration_Project)), then that mod has probably included a custom modified `ddraw.ini`. In that case, overwriting it with sfall's vanilla `ddraw.ini` will be likely break your game. Instead, only overwrite `ddraw.dll`, and keep the mod's existing copy of `ddraw.ini`. (Or, if you know what you're doing, you can merge them together by hand.)
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@@ -42,6 +42,20 @@ In a default installation using an unmodified copy of `ddraw.ini`, the middle mo
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For [__Wine__](https://www.winehq.org/) users:\
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You need to set DLL overrides for `ddraw.dll` to __"native, builtin"__ in `winecfg` or use `WINEDLLOVERRIDES="ddraw=n,b"` to run Fallout from the command line. If you want to play alternative sound files, you'll also need to install GStreamer Good 32-bit plugins.
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## Build Instructions
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### Prerequisites:
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* Visual Studio 2015 with **Windows XP support for C++** component. If you're using Visual Studio 2017/2019/2022, make sure to install **VS 2015 C++ build tools (v140)**.
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* [DirectX SDK (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=6812). You will also need `ddraw.lib` from DXSDK February 2010 and `dinput.lib` from DXSDK August 2007. Both files can be found in the [DirectX SDK Collection repo](https://github.com/NovaRain/DXSDK_Collection).
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* [DirectX Runtime (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=8109). You can also install it from DirectX SDK installer.
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### Steps:
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1. Set up a `postbuild.cmd` using the template from the repo.
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2. Open the solution file and build with the **ReleaseXP** configuration (this is the one used for sfall releases).
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3. If everything is set up correctly, you should have a new sfall `ddraw.dll` in your Fallout 2 directory.
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## Additional info
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* [Changelog](CHANGELOG.md)
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@@ -6,6 +6,6 @@
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#define obj_name_safe(obj) (obj_name(obj) if obj else "(null)")
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#define get_active_weapon(critter) critter_inven_obj(critter, (2 - active_hand) if critter == dude_obj else INVEN_TYPE_RIGHT_HAND)
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#define obj_can_hear_and_shoot_obj(critter,target) (obj_can_hear_obj(critter, target) and obj_blocking_line(critter, tile_num(target), BLOCKING_TYPE_SHOOT) == target)
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#define obj_can_hear_and_shoot_obj(critter, target) (obj_can_hear_obj(critter, target) and obj_blocking_line(critter, tile_num(target), BLOCKING_TYPE_SHOOT) == target)
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#endif
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