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@@ -1,13 +1,9 @@
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/*
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Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
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*/
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#ifndef COMMAND_H
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#define COMMAND_H
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#ifndef COMMAND_LITE_H
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#define COMMAND_LITE_H
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#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) or \
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#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) orElse \
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((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
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#define critter_weight(x) (100 + ((get_critter_stat(x,STAT_gender) == GENDER_MALE) * 50) + (get_critter_stat(x,STAT_st) * 5) - ((get_critter_stat(x,STAT_ag) + get_critter_stat(x,STAT_en))/3))
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#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
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@@ -21,15 +17,13 @@
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#define dude_iq (get_critter_stat(dude_obj,STAT_iq))
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#define dude_agility (get_critter_stat(dude_obj,STAT_ag))
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#define dude_luck (get_critter_stat(dude_obj,STAT_lu))
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#ifndef dude_level
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#define dude_level (get_pc_stat(PCSTAT_level))
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#endif
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#define dude_age (get_critter_stat(dude_obj,STAT_age))
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#define dude_weight critter_weight(dude_obj)
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#define dude_cur_carry who_carry_amount(dude_obj)
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#define dude_max_carry who_max_carry(dude_obj)
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#define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) and ((get_critter_stat(dude_obj,STAT_iq)) < 3) )
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#define dude_moron_not_vegetable (((get_critter_stat(dude_obj,STAT_iq)) > 1) andAlso ((get_critter_stat(dude_obj,STAT_iq)) < 3) )
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#define dude_is_male (dude_gender == GENDER_MALE)
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#define dude_is_female (dude_gender == GENDER_FEMALE)
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@@ -41,43 +35,50 @@
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(obj_is_carrying_obj_pid(dude_obj, PID_ADVANCED_POWER_ARMOR_MK2)) + \
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(obj_is_carrying_obj_pid(dude_obj, PID_HARDENED_POWER_ARMOR))) > 0)
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#define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE))
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#define dude_wielding_knife ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_KNIFE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_THROWING_KNIFE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_RIPPER) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_COMBAT_KNIFE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SWITCHBLADE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_SHIV) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_RIGHT_HAND)) == PID_WAKIZASHI_BLADE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_KNIFE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_THROWING_KNIFE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_RIPPER) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_COMBAT_KNIFE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SWITCHBLADE) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_SHIV) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_LIL_JESUS_WEAPON) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_LEFT_HAND)) == PID_WAKIZASHI_BLADE))
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#define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) or \
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#define dude_wearing_power_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_POWERED_ARMOR) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_ADVANCED_POWER_ARMOR_MK2) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_HARDENED_POWER_ARMOR))
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#define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) or \
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#define dude_wearing_leather_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_JACKET) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_LEATHER_ARMOR_MK_II) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_CURED_LEATHER_ARMOR))
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#define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) or \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) or \
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#define dude_wearing_combat_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_BROTHERHOOD_COMBAT_ARMOR) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_COMBAT_ARMOR_MK_II))
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#define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) or \
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#define dude_wearing_metal_armor ((obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR) orElse \
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(obj_pid(critter_inven_obj(dude_obj,INVEN_TYPE_WORN)) == PID_METAL_ARMOR_MK_II))
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#define dude_wearing_vault_suit COND019(1)
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#define dude_has_gambling_skills ((dude_iq > 3) and (has_skill(dude_obj, SKILL_GAMBLING) >= 25))
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#define dude_has_gambling_skills ((dude_iq > 3) andAlso (has_skill(dude_obj, SKILL_GAMBLING) >= 25))
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#define dude_is_sneaking (using_skill(dude_obj,SKILL_SNEAK))
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#define dude_is_walking (art_anim(obj_art_fid(dude_obj)) == ANIM_walk)
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#define dude_is_running (art_anim(obj_art_fid(dude_obj)) == ANIM_running)
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#define dude_is_poisoned (get_poison(dude_obj))
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#define dude_is_irradiated (get_critter_stat(dude_obj, STAT_current_rad))
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#define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) or \
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(critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) or \
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(critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) or \
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#define dude_is_crippled ((critter_state(dude_obj) bwand DAM_CRIP_LEG_LEFT) orElse \
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(critter_state(dude_obj) bwand DAM_CRIP_LEG_RIGHT) orElse \
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(critter_state(dude_obj) bwand DAM_CRIP_ARM_LEFT) orElse \
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(critter_state(dude_obj) bwand DAM_CRIP_ARM_RIGHT))
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#define dude_cur_rot (has_trait(TRAIT_OBJECT,dude_obj,OBJECT_CUR_ROT))
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@@ -101,8 +102,6 @@
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#define dude_has_car (global_var(GVAR_PLAYER_GOT_CAR))
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#define dude_is_pornstar dude_has_porn_star_rep
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#define dude_is_high drug_influence(dude_obj)
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#define dude_found_geck global_var(GVAR_VAULT13_FOUND_GECK)
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#define dude_stat_win(X,Y) ((do_check(dude_obj,X,Y)) > (do_check(self_obj,X,0)))
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#define dude_stat_lose(X,Y) ((do_check(dude_obj,X,Y)) < (do_check(self_obj,X,0)))
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@@ -114,7 +113,6 @@
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#define dude_is_addict (has_trait(TRAIT_TRAIT, dude_obj, TRAIT_drug_addict))
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#define self_name (obj_name(self_obj))
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#define self_gender (get_critter_stat(self_obj,STAT_gender))
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#define self_strength (get_critter_stat(self_obj,STAT_st))
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@@ -130,7 +128,7 @@
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#define self_is_armed critter_is_armed(self_obj)
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#define self_wearing_armor critter_wearing_armor(self_obj)
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#define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) or \
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#define self_carrying_laser_pistol ((obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND)) == PID_LASER_PISTOL) orElse \
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(obj_pid(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND)) == PID_LASER_PISTOL))
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#define self_is_sneaking (using_skill(self_obj,SKILL_SNEAK))
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@@ -171,23 +169,24 @@
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// some timer event macros
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#define check_set_obj_visiblility(the_obj, x) if (obj_is_visible_flag(the_obj) == x) then set_obj_visibility(the_obj, x)
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#define check_set_obj_visiblility(the_obj, x) if (obj_is_visible_flag(the_obj) == x) then set_obj_visibility(the_obj, x)
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#define flush_add_timer_event(obj, time, param) rm_fixed_timer_event(obj, param); \
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add_timer_event(obj, time, param)
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#define flush_add_timer_event_sec(obj, sec, param) flush_add_timer_event(obj, game_ticks(sec), param)
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/******************************************************************
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General commands getting information about time
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******************************************************************/
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#define morning ((game_time_hour >= 600) and (game_time_hour < 700))
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#define morning ((game_time_hour >= 600) andAlso (game_time_hour < 700))
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#ifndef day
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#define day ((game_time_hour >= 700) and (game_time_hour < 1800))
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#define day ((game_time_hour >= 700) andAlso (game_time_hour < 1800))
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#endif
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#define evening ((game_time_hour >= 1800) and (game_time_hour < 1900))
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#define evening ((game_time_hour >= 1800) andAlso (game_time_hour < 1900))
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#ifndef night
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#define night ((game_time_hour >= 1900) or (game_time_hour < 600))
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#define night ((game_time_hour >= 1900) orElse (game_time_hour < 600))
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#endif
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#define GAME_TIME_SUBSECOND_RESOLUTION (10)
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@@ -202,7 +201,6 @@
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#define GAME_TIME_IN_MINUTES (game_time / (GAME_TIME_SUBSECOND_RESOLUTION * SECONDS_PER_MINUTE))
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#define GAME_TIME_IN_SECONDS (game_time / GAME_TIME_SUBSECOND_RESOLUTION)
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#define ticks_til_hour(x) ((ONE_GAME_DAY * (game_time_hour > (x))) + ((((x)/100) - (game_time_hour/100)) * ONE_GAME_HOUR) + ((((x)%100) - (game_time_hour%100)) * ONE_GAME_MINUTE))
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#define game_time_advance_hour(x) game_time_advance(ticks_til_hour(x))
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@@ -221,9 +219,7 @@
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/***************************************************************
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**************** Dialogue Information ***********************
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***************************************************************/
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#ifndef floater
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#define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
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#endif
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#define floater(x) float_msg(self_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
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#define floater_rand(x,y) floater(random(x,y))
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#define dude_floater(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_NORMAL)
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@@ -231,7 +227,6 @@
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#define dude_floater_bad(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_BAD)
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#define dude_floater_sick(x) float_msg(dude_obj, message_str(NAME,x), FLOAT_COLOR_SICK)
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#define FLOAT_COLOR_NORMAL FLOAT_MSG_YELLOW
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#define FLOAT_COLOR_SICK FLOAT_MSG_GREEN
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#define FLOAT_COLOR_BAD FLOAT_MSG_RED
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@@ -337,9 +332,7 @@
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******************************************************************/
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#define critter_is_male (get_critter_stat(self_obj,STAT_gender) == GENDER_MALE)
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#define critter_is_female (get_critter_stat(self_obj,STAT_gender) == GENDER_FEMALE)
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/*#define critter_is_armed (((obj_item_subtype(critter_inven_obj(self_obj,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) \
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or ((obj_item_subtype(critter_inven_obj(self_obj,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
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*/
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/******************************************************************
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General commands setting and getting the map exit
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******************************************************************/
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@@ -387,59 +380,12 @@
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#define status_is_warned(status_var) (status_is(status_var, PERSON_WARNED))
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#define status_is_sex(status_var) (status_is(status_var, PERSON_SEX))
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#define status_is_alive(status_var) (not (status_is_killed(status_var) or status_is_assassinated(status_var) or status_is_dead(status_var)))
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#define status_is_alive(status_var) (not (status_is_killed(status_var) orElse status_is_assassinated(status_var) orElse status_is_dead(status_var)))
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/******************************************************************
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General commands getting information about cities
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******************************************************************/
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#define abbey_visible_on_map (town_known(AREA_ABBEY) != MARK_STATE_UNKNOWN)
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#define arroyo_visible_on_map (town_known(AREA_ARROYO) != MARK_STATE_UNKNOWN)
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#define broken_hills_visible_on_map (town_known(AREA_BROKEN_HILLS) != MARK_STATE_UNKNOWN)
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#define colusa_visible_on_map (town_known(AREA_NAVARRO) != MARK_STATE_UNKNOWN)
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#define den_visible_on_map (town_known(AREA_DEN) != MARK_STATE_UNKNOWN)
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#define enclave_visible_on_map (town_known(AREA_THE_ENCLAVE) != MARK_STATE_UNKNOWN)
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#define EPA_visible_on_map (town_known(AREA_EPA) != MARK_STATE_UNKNOWN)
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#define gecko_visible_on_map (town_known(AREA_GECKO) != MARK_STATE_UNKNOWN)
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#define klamath_visible_on_map (town_known(AREA_KLAMATH) != MARK_STATE_UNKNOWN)
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#define military_base_visible_on_map (town_known(AREA_MILITARY_BASE) != MARK_STATE_UNKNOWN)
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#define modoc_visible_on_map (town_known(AREA_MODOC) != MARK_STATE_UNKNOWN)
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#define new_CA_republic_visible_on_map (town_known(AREA_NCR) != MARK_STATE_UNKNOWN)
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#define primitive_tribe_visible_on_map (town_known(AREA_PRIMITIVE_TRIBE) != MARK_STATE_UNKNOWN)
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#define redding_visible_on_map (town_known(AREA_REDDING) != MARK_STATE_UNKNOWN)
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#define new_reno_visible_on_map (town_known(AREA_NEW_RENO) != MARK_STATE_UNKNOWN)
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#define san_francisco_visible_on_map (town_known(AREA_SAN_FRANCISCO) != MARK_STATE_UNKNOWN)
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#define sierra_army_base_visible_on_map (town_known(AREA_SIERRA_ARMY_BASE) != MARK_STATE_UNKNOWN)
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#define vault_13_visible_on_map (town_known(AREA_VAULT_13) != MARK_STATE_UNKNOWN)
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#define vault_15_visible_on_map (town_known(AREA_VAULT_15) != MARK_STATE_UNKNOWN)
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#define vault_city_visible_on_map (town_known(AREA_VAULT_CITY) != MARK_STATE_UNKNOWN)
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#define vault_fake_13A_visible_on_map (town_known(AREA_FAKE_VAULT_13A) != MARK_STATE_UNKNOWN)
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#define vault_fake_13B_visible_on_map (town_known(AREA_FAKE_VAULT_13B) != MARK_STATE_UNKNOWN)
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#define abbey_visit (town_known(AREA_ABBEY) == MARK_STATE_VISITED)
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#define arroyo_visit (town_known(AREA_ARROYO) == MARK_STATE_VISITED)
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#define broken_hills_visit (town_known(AREA_BROKEN_HILLS) == MARK_STATE_VISITED)
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#define colusa_visit (town_known(AREA_NAVARRO) == MARK_STATE_VISITED)
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#define den_visit (town_known(AREA_DEN) == MARK_STATE_VISITED)
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#define enclave_visit (town_known(AREA_THE_ENCLAVE) == MARK_STATE_VISITED)
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#define EPA_visit (town_known(AREA_EPA) == MARK_STATE_VISITED)
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#define gecko_visit (town_known(AREA_GECKO) == MARK_STATE_VISITED)
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#define klamath_visit (town_known(AREA_KLAMATH) == MARK_STATE_VISITED)
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#define military_base_visit (town_known(AREA_MILITARY_BASE) == MARK_STATE_VISITED)
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#define modoc_visit (town_known(AREA_MODOC) == MARK_STATE_VISITED)
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#define new_CA_republic_visit (town_known(AREA_NCR) == MARK_STATE_VISITED)
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#define primitive_tribe_visit (town_known(AREA_PRIMITIVE_TRIBE) == MARK_STATE_VISITED)
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#define redding_visit (town_known(AREA_REDDING) == MARK_STATE_VISITED)
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#define new_reno_visit (town_known(AREA_NEW_RENO) == MARK_STATE_VISITED)
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#define san_francisco_visit (town_known(AREA_SAN_FRANCISCO) == MARK_STATE_VISITED)
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#define sierra_army_base_visit (town_known(AREA_SIERRA_ARMY_BASE) == MARK_STATE_VISITED)
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#define vault_13_visit (town_known(AREA_VAULT_13) == MARK_STATE_VISITED)
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#define vault_15_visit (town_known(AREA_VAULT_15) == MARK_STATE_VISITED)
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#define vault_city_visit (town_known(AREA_VAULT_CITY) == MARK_STATE_VISITED)
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#define arroyo_destroyed_visit (town_known(AREA_ARROYO_DESTROYED) == MARK_STATE_VISITED)
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#define vault_fake_13A_visit (town_known(AREA_FAKE_VAULT_13A) == MARK_STATE_VISITED)
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#define vault_fake_13B_visit (town_known(AREA_FAKE_VAULT_13B) == MARK_STATE_VISITED)
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#define mark_on_map(x) if (town_known(x) == MARK_STATE_UNKNOWN) then begin \
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debug_msg(" mark_on_map("+x+")"); \
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mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_KNOWN); \
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@@ -450,63 +396,11 @@
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mark_area_known(MARK_TYPE_TOWN, x, MARK_STATE_UNKNOWN); \
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end
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#define mark_abbey_on_map mark_on_map(AREA_ABBEY)
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#define mark_arroyo_on_map mark_on_map(AREA_ARROYO)
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#define mark_broken_hills_on_map mark_on_map(AREA_BROKEN_HILLS)
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#define mark_colusa_on_map mark_on_map(AREA_NAVARRO)
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#define mark_navarro_on_map mark_on_map(AREA_NAVARRO)
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#define mark_den_on_map mark_on_map(AREA_DEN)
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#define mark_enclave_on_map mark_on_map(AREA_THE_ENCLAVE)
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#define mark_EPA_on_map mark_on_map(AREA_EPA)
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#define mark_gecko_on_map mark_on_map(AREA_GECKO)
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#define mark_klamath_on_map mark_on_map(AREA_KLAMATH)
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#define mark_military_base_on_map mark_on_map(AREA_MILITARY_BASE)
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#define mark_modoc_on_map mark_on_map(AREA_MODOC)
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#define mark_new_CA_republic_on_map mark_on_map(AREA_NCR)
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#define mark_primitive_tribe_on_map mark_on_map(AREA_PRIMITIVE_TRIBE)
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#define mark_redding_on_map mark_on_map(AREA_REDDING)
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#define mark_new_reno_on_map mark_on_map(AREA_NEW_RENO)
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#define mark_san_francisco_on_map mark_on_map(AREA_SAN_FRANCISCO)
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#define mark_sierra_army_base_on_map mark_on_map(AREA_SIERRA_ARMY_BASE)
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#define mark_vault_13_on_map mark_on_map(AREA_VAULT_13)
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#define mark_vault_15_on_map mark_on_map(AREA_VAULT_15)
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#define mark_vault_city_on_map mark_on_map(AREA_VAULT_CITY)
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#define mark_vault_fake_13A_on_map mark_on_map(AREA_FAKE_VAULT_13A)
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#define mark_vault_fake_13B_on_map mark_on_map(AREA_FAKE_VAULT_13B)
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#define unmark_vault_fake_13A_on_map unmark_on_map(AREA_FAKE_VAULT_13A)
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/*******************************************************************************************************************
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********** These represent the players acomplishments through the game *********************************************
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********** Note: these reflect the Fallout2 variable designers put in the scripts assuming we were *****************
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********** going to have a magic variable to keep track of the player stats throught the game **********************
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*******************************************************************************************************************/
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#define f2_state_v13_looking (0)
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#define f2_state_v13_known (1) // set -Chris H
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#define f2_state_v13_found (2) // set -Chris H
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#define f2_state_v13_entered (3) // set -Chris H
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#define f2_state_tribe_kidnapped (4) // ### state not set
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#define f2_state_fix_tanker (5) // didn't need to exist
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#define f2_state_tanker_fix_known (6) // set -Chris H
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#define f2_state_tanker_fixed (7) // set -Chris H
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#define f2_state_enclave_destroyed (8) // ### state not set
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#define set_f2(x) if (global_var(GVAR_FALLOUT_2) < x) then set_global_var(GVAR_FALLOUT_2, x)
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#define force_f2(x) set_global_var(GVAR_FALLOUT_2, x)
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#define get_f2(x) (global_var(GVAR_FALLOUT_2) == x)
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#define f2_flag_any (global_var(GVAR_FALLOUT_2))
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#define Fallout2_vault13_looking get_f2(f2_state_v13_looking)
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#define Fallout2_vault13_location_known get_f2(f2_state_v13_known)
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#define Fallout2_vault13_found get_f2(f2_state_v13_found)
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#define Fallout2_vault13_entered get_f2(f2_state_v13_entered)
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#define Fallout2_tribe_kidnapped get_f2(f2_state_tribe_kidnapped)
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#define Fallout2_fix_tanker get_f2(f2_state_fix_tanker)
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#define Fallout2_tanker_known get_f2(f2_state_tanker_fix_known)
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#define Fallout2_tanker_fixed get_f2(f2_state_tanker_fixed)
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#define Fallout2_enclave_destroyed get_f2(f2_state_enclave_destroyed)
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// Info relating to carry weight, how much something costs, and weights
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#define pid_weight(x) proto_data(x,it_weight)
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@@ -566,4 +460,4 @@
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#define set_is_click set_lvar_bit_off(LVAR_Flags, is_float_bit)
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#endif // COMMAND_LITE_H
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#endif // COMMAND_H
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