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Changed the implementation of HOOK_FINDTARGET so you don't have to specify all 4 targets to override normal sorting (from Mr.Stalin)
Added "loot_obj" script function.
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@@ -540,13 +540,16 @@ Some utility/math functions are available:
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- the can_rest_here values in maps.txt are ignored
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> object sfall_func0("dialog_obj")
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- returns the object (critter) the player is having a conversation or bartering with
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- returns a pointer to the object (critter) the player is having a conversation or bartering with
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> object sfall_func2("obj_under_cursor", bool crSwitch, bool inclDude)
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- returns the object under the cursor on the main game screen
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- crSwitch: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.), False - checks all objects (can't check critters under objects)
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- passing False to the inclDude argument will ignore dude_obj
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> object sfall_func0("loot_obj")
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- returns a pointer to the target object (container or critter) of the loot screen
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------------------------
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------ MORE INFO -------
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------------------------
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