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Added "get_window_attribute" script function (#276)
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@@ -84,6 +84,16 @@
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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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#define WINTYPE_PIPBOY (2)
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#define WINTYPE_WORLDMAP (3)
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#define WINTYPE_MAINIFACE (4) // the interface bar
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#define WINTYPE_CHARACTER (5)
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#define WINTYPE_SKILLDEX (6)
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#define WINTYPE_ESCMENU (7) // escape menu
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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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@@ -277,6 +287,8 @@
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#define get_flags(obj) sfall_func1("get_flags", obj)
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#define get_ini_section(file, sect) sfall_func2("get_ini_section", file, sect)
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#define get_ini_sections(file) sfall_func1("get_ini_sections", file)
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#define get_interface_xpos(winType) sfall_func2("get_window_attribute", winType, 0)
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#define get_interface_ypos(winType) sfall_func2("get_window_attribute", winType, 1)
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#define get_inven_ap_cost sfall_func0("get_inven_ap_cost")
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#define get_map_enter_position sfall_func0("get_map_enter_position")
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#define get_metarule_table sfall_func0("get_metarule_table")
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