Edited FalloutEngine using 4.x's EngineUtils & Variables_def as ref

This commit is contained in:
NovaRain
2020-01-25 18:01:55 +08:00
parent d13cd9267d
commit c9b1a1b583
7 changed files with 76 additions and 73 deletions
+7 -7
View File
@@ -58,13 +58,6 @@
#define LIST_SPATIAL (6)
#define LIST_ALL (9)
//Valid flags for force_encounter_with_flags
#define ENCOUNTER_FLAG_NO_CAR (0x1)
#define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
//Valid window types for get_window_attribute
#define WINTYPE_INVENTORY (0) // any inventory window
#define WINTYPE_DIALOG (1)
@@ -75,6 +68,13 @@
#define WINTYPE_SKILLDEX (6)
#define WINTYPE_ESCMENU (7) // escape menu
//Valid flags for force_encounter_with_flags
#define ENCOUNTER_FLAG_NO_CAR (0x1)
#define ENCOUNTER_FLAG_LOCK (0x2) // block new forced encounter by the next function call until the current specified encounter occurs
#define ENCOUNTER_FLAG_NO_ICON (0x4) // disable displaying the flashing icon
#define ENCOUNTER_FLAG_ICON_SP (0x8) // use special encounter icon
#define ENCOUNTER_FLAG_FADEOUT (0x10) // fade out the screen on encounter (Note: you yourself should restore the fade screen when entering the encounter)
//The attack types returned by get_attack_type
#define ATKTYPE_LWEP1 (0)
#define ATKTYPE_LWEP2 (1)