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Fixed the display after switching back in NPC combat control mod
* player's active "sneak" notification box wasn't shown when switching back after the combat. Replaced numbers with defines in item highlighting mod.
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@@ -1,13 +1,13 @@
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/**
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Item Highlight mod.
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Item Highlight mod
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Previously was part of sfall itself, now a separate mod.
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Features:
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- highlighting items, containers (optional) and lootable corpses (optional) on the ground
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- highlighting of critters using the same rules as combat mode highlighting (optional)
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- highlighting critters using the same rules as combat mode highlighting (optional)
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- configurable hotkey is used to trigger highlight
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- hotkey can be pressed and hold to continously update highlighted objects based on current position
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- hotkey can be pressed and held to continuously update highlighted objects based on current position
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- only objects in direct line-of-sight of player are highlighted (optional)
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- motion scanner is required to enable highlight (optional)
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- motion scanner charges are decreased on each use (optional)
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@@ -55,12 +55,12 @@ end
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procedure GetOutlineColor(variable obj, variable isCritter) begin
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if isCritter then begin
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if get_team(obj) == get_team(dude_obj) then return 8;
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if get_team(obj) == get_team(dude_obj) then return OUTLINE_GREEN_GLOW;
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if not DudeCanSee(obj) then begin
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if (DudeCanHear(obj)) then return 32;
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if (DudeCanHear(obj)) then return OUTLINE_DARK_YELLOW;
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return 0;
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end
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return 1;
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return OUTLINE_RED_GLOW;
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end
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if checkLOS and not DudeCanSee(obj) then
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return 0;
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@@ -106,7 +106,7 @@ procedure KeyPressHandler begin
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if scanCode == highlightKey and not(get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin
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if pressed then begin
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set_global_script_repeat(10);
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set_global_script_repeat(REPEAT_FRAMES);
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if motionScanner then begin
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scanner := obj_carrying_pid_obj(dude_obj, PID_MOTION_SENSOR);
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if scanner then begin
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