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Edited FalloutEngine using 4.x's EngineUtils & Variables_def as ref
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@@ -58,13 +58,6 @@
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#define LIST_SPATIAL (6)
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#define LIST_ALL (9)
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//Valid flags for force_encounter_with_flags
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#define ENCOUNTER_FLAG_NO_CAR (0x1)
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#define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
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#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
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#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
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#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
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//Valid window types for get_window_attribute
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#define WINTYPE_INVENTORY (0) // any inventory window
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#define WINTYPE_DIALOG (1)
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@@ -75,6 +68,13 @@
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#define WINTYPE_SKILLDEX (6)
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#define WINTYPE_ESCMENU (7) // escape menu
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//Valid flags for force_encounter_with_flags
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#define ENCOUNTER_FLAG_NO_CAR (0x1)
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#define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
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#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
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#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
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#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
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//The attack types returned by get_attack_type
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#define ATKTYPE_LWEP1 (0)
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#define ATKTYPE_LWEP2 (1)
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