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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Changed the option name of grave containers fix
Edited the code of tile_num function wrapper. Reorganized the options in ddraw.ini. Updated web document.
This commit is contained in:
@@ -11,7 +11,7 @@ TagSkillBonus=20
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;Set to 3 to use both modes
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TagSkillMode=0
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;Set to 1 to base skill costs on spent points instead of current level
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;Set to 1 to base skill costs on the number of additional points in a skill instead of the current level
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BasedOnPoints=0
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;Examples
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+67
-63
@@ -384,7 +384,7 @@ SaveInCombatFix=1
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;Player's level is capped once the highest specified level is reached
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;XPTable=50,100,200
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;Set to 1 to enable additional weapon animation codes from o to t
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;Set to 1 to enable additional weapon animation codes from 'o' to 't'
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;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
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;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
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AdditionalWeaponAnims=1
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@@ -443,16 +443,6 @@ SkipOpeningMovies=0
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;Set to 0 to disable
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NPCsTryToSpendExtraAP=0
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;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
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;Note that enabling this option can affect the weapon of choice for some NPCs
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AIBestWeaponFix=1
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;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list when using drugs in their inventory
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;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
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;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
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;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
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AIDrugUsePerfFix=0
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;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
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;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
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;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
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@@ -569,7 +559,7 @@ BoostScriptDialogLimit=0
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;Add 4 to the mode to limit the weight check to used items only
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;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
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CritterInvSizeLimitMode=0
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CritterInvSizeLimit=100
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CritterInvSizeLimit=200
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;Some bit flags to alter behaviour of the motion sensor
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;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
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@@ -598,37 +588,6 @@ SuperStimExploitFix=0
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InventoryApCost=4
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QuickPocketsApCostReduction=2
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;Set to 1 to fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
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;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
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ObjCanSeeObj_ShootThru_Fix=0
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;Set to 1 to fix the broken obj_can_hear_obj script function
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ObjCanHearObjFix=0
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;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
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;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
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StartGDialogFix=0
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;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
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;New behavior of the arguments:
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;called_shot - additional damage when hitting the target
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;num_attacks - the number of free action points on the first turn only
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AttackComplexFix=0
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;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
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;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
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;Note that enabling this option may cause unexpected results with some existing game scripts
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CreateObjectSidFix=0
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;Set to 1 to fix the execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
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;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
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;Note that enabling this option will cause problems for existing grave scripts
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GraveUseProcFix=0
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;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
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;Note: To perform the unsigned integer division, use the new 'div' operator
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DivisionOperatorFix=1
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;Set to 1 to enable the balanced bullet distribution formula for burst attacks
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ComputeSprayMod=0
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@@ -694,7 +653,7 @@ EnableMusicInDialogue=0
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DontTurnOffSneakIfYouRun=0
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;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
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;Set to 0 to disable switching. (Default is 3)
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;Default is 3. Set to 0 to disable switching
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UseWalkDistance=3
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;Changes the displayed message when you recover from the negative effects of radiation exposure
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@@ -707,14 +666,6 @@ ActiveGeigerMsgs=1
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;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
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CanSellUsedGeiger=1
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;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
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;Set to 0 if another mod you're using has custom vehicles
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CarChargingFix=1
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;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
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;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
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CarPlacedTileFix=1
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;Set to 1 to skip weapon equip/unequip animations when performing various actions
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InstantWeaponEquip=0
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@@ -744,6 +695,70 @@ DisplaySwiftLearnerExp=1
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;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
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PartyMemberExtraInfo=0
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;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
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;Set to 2 to also skip loading the game/combat difficulty settings
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SkipLoadingGameSettings=0
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;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
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;The formula for the duration in ticks is: 10 * (value - 3 * EN)
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KnockoutTime=35
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;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
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CreditsAtBottom=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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; Critical modding options - the following options should be changed with caution
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
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;Set to 0 if another mod you're using has custom vehicles
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CarChargingFix=1
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;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
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;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
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CarPlacedTileFix=1
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;Set to 1 to fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
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;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
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ObjCanSeeObj_ShootThru_Fix=0
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;Set to 1 to fix the broken obj_can_hear_obj script function
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ObjCanHearObjFix=0
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;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
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;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
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StartGDialogFix=0
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;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
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;New behavior of the arguments:
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;called_shot - additional damage when hitting the target
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;num_attacks - the number of free action points on the first turn only
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AttackComplexFix=0
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;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
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;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
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;Note that enabling this option may cause unexpected results with some existing game scripts
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CreateObjectSidFix=0
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;Set to 1 to fix the execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
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;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
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;Note that enabling this option will cause problems for existing grave scripts
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GraveContainersFix=0
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;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
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;Note: To perform the unsigned integer division, use the new 'div' operator
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DivisionOperatorFix=1
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;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
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;Note that enabling this option can affect the weapon of choice for some NPCs
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AIBestWeaponFix=1
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;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list when using drugs in their inventory
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;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
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;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
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;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
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AIDrugUsePerfFix=0
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;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
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;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
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;the player is standing next to the party member
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@@ -751,10 +766,6 @@ PartyMemberExtraInfo=0
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;that overrides First Aid/Doctor functions has very limited usefulness
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PartyMemberSkillFix=0
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;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
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;Set to 2 to also skip loading the game/combat difficulty settings
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SkipLoadingGameSettings=0
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;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
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;Set to -1 to disable the special death message when the global variable is set
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SpecialDeathGVAR=491
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@@ -768,13 +779,6 @@ DisableSpecialMapIDs=0
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;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
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DisableSpecialAreas=0
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;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
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;The formula for the duration in ticks is: 10 * (value - 3 * EN)
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KnockoutTime=35
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;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
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CreditsAtBottom=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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; Configuration ini files
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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@@ -292,8 +292,8 @@
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id: HOOK_AMMOCOST
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doc: |
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Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent.
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By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations.
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To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg3), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini.
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By default, weapons can make attacks when at least 1 ammo is left, regardless of ammo cost calculations.
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To add proper check for ammo before attacking and proper calculation of the number of burst rounds (hook type 1 and 2 in arg3), set **CheckWeaponAmmoCost=1** in **Misc** section of ddraw.ini.
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```
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Item arg0 - The weapon
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