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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Added "set_quest_failure_value" script function
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@@ -343,6 +343,7 @@
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#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
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#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
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#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
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#define set_quest_failure_value(gvar, threshold) sfall_func2("set_quest_failure_value", gvar, threshold)
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#define set_terrain_name(x, y, name) sfall_func3("set_terrain_name", x, y, name)
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#define set_town_title(areaID, title) sfall_func2("set_town_title", areaID, title)
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#define set_unique_id(obj) sfall_func1("set_unique_id", obj)
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@@ -737,6 +737,11 @@ optional arguments:
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2 - clears the overlay area or the specified rectangle defined by the x, y, width, height arguments
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0 - destroys the created overlay surface (frees up the memory allocated to the surface)
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> void sfall_func2("set_quest_failure_value", int gvarNumber, int thresholdValue)
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- sets the threshold value (failure_threshold) for the quest at which the quest will be considered failed (its description in the pipboy will be crossed out and colored red)
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- gvarNumber: the number of the global variable controlling the quest
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- thresholdValue: the value of the global variable at which the quest is counted as a failure
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------------------------
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------ MORE INFO -------
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------------------------
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@@ -238,6 +238,7 @@
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#define FO_VAR_ptable 0x59E934
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#define FO_VAR_pud 0x59E960
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#define FO_VAR_quest_count 0x51C12C
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#define FO_VAR_quests 0x51C128
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#define FO_VAR_queue 0x6648C0
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#define FO_VAR_quick_done 0x5193BC
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#define FO_VAR_read_callback 0x51DEEC
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@@ -42,6 +42,7 @@
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#include "Objects.h"
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#include "PartyControl.h"
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#include "Perks.h"
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#include "QuestList.h"
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#include "ScriptExtender.h"
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#include "Skills.h"
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#include "Sound.h"
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@@ -269,6 +270,7 @@ static bool __stdcall GameReset(DWORD isGameLoad) {
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Combat_OnGameLoad();
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Skills_OnGameLoad();
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FileSystemReset();
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ResetQuests();
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WipeSounds();
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InventoryReset();
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PartyControl_OnGameLoad();
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+67
-24
@@ -338,30 +338,17 @@ skip:
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}
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}
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static void RegisterButtonSoundFunc0() {
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static void RegisterButtonSound() {
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__asm {
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mov ebx, gsound_red_butt_release_;
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mov edx, gsound_red_butt_press_;
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call win_register_button_sound_func_;
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call win_register_button_sound_func_; // eax - register button
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}
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}
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static void __stdcall ArtButtonFunc(DWORD buttonKey, DWORD buttonMem, DWORD indexArt) {
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__asm {
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xor ecx, ecx;
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xor ebx, ebx;
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mov edx, indexArt; // index from intrface.lst
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mov eax, OBJ_TYPE_INTRFACE;
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push ecx;
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call art_id_;
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//
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mov ecx, buttonKey;
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xor ebx, ebx;
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xor edx, edx;
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call art_ptr_lock_data_;
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mov ecx, buttonMem;
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mov dword ptr [ecx], eax; // first texture memory address
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}
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static void LoadArtButton(DWORD buttonKey, DWORD buttonMem, DWORD indexArt) { // indexArt - index from intrface.lst
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long artId = fo_art_id(OBJ_TYPE_INTRFACE, indexArt, 0, 0, 0);
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*(BYTE**)buttonMem = fo_art_ptr_lock_data(artId, 0, 0, (DWORD*)buttonKey); // first texture memory address
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}
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// Create buttons
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@@ -401,11 +388,11 @@ static void __declspec(naked) StartPipboy_hack() {
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// Load new texture for first (up) button. I used memory address for texture from buttons at chracter screen.
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// Everything fine, because this buttons can't use in one time, and they everytime recreating.
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// Down
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ArtButtonFunc(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp, indexUpArt0);
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ArtButtonFunc(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown, indexDownArt0);
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LoadArtButton(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp, indexUpArt0);
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LoadArtButton(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown, indexDownArt0);
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// Up
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ArtButtonFunc(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp1, indexUpArt1);
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ArtButtonFunc(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown1, indexDownArt1);
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LoadArtButton(FO_VAR_optionsButtonUpKey, FO_VAR_optionsButtonUp1, indexUpArt1);
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LoadArtButton(FO_VAR_optionsButtonDownKey, FO_VAR_optionsButtonDown1, indexDownArt1);
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xPos = questsScrollButtonsX;
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yPos = questsScrollButtonsY;
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@@ -415,13 +402,13 @@ static void __declspec(naked) StartPipboy_hack() {
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picDown = (BYTE*)*ptr_optionsButtonDown1;
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picUp = (BYTE*)*ptr_optionsButtonUp1;
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if (fo_win_register_button(winRef, xPos, yPos, width, height, -1, -1, -1, 0x300, picUp, picDown, 0, 32) != -1) {
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RegisterButtonSoundFunc0();
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RegisterButtonSound();
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}
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picDown = (BYTE*)*ptr_optionsButtonDown;
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picUp = (BYTE*)*ptr_optionsButtonUp;
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if (fo_win_register_button(winRef, xPos, yPos + height, width, height, -1, -1, -1, 0x301, picUp, picDown, 0, 32) != -1) {
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RegisterButtonSoundFunc0();
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RegisterButtonSound();
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}
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__asm {
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@@ -498,7 +485,63 @@ void QuestListPatch() {
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MakeCall(0x497A7D, pip_print_hack);
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}
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////////////////////////////////////////////////////////////////////////////////
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struct QuestFailure {
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long gvarNum;
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long failureVal;
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};
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std::vector<QuestFailure> questFailures;
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static long FindGVarQuestFailure(long globalVarNum) {
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for (size_t i = 0; i < questFailures.size(); i++) {
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if (questFailures[i].gvarNum == globalVarNum) return i;
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}
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return -1;
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}
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void __stdcall QuestList_AddQuestFailureValue(long globalVarNum, long failureThreshold) {
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long index = FindGVarQuestFailure(globalVarNum);
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if (index == -1) {
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QuestFailure qf = { globalVarNum, failureThreshold };
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questFailures.push_back(qf);
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} else {
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questFailures[index].failureVal = failureThreshold;
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}
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}
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static BYTE __fastcall CheckQuestFailureState(QuestData* quest, BYTE completeColor) {
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if (questFailures.empty()) return completeColor;
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const BYTE failureColor = 137; // dark red
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long index = FindGVarQuestFailure(quest->gvarIndex);
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return (index != -1 && (*ptr_game_global_vars)[quest->gvarIndex] >= questFailures[index].failureVal) ? failureColor : completeColor;
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}
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static void __declspec(naked) PipStatus_hack() {
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__asm {
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push eax;
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push ecx;
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mov dl, ds:[0x6A5B34]; // completeColor (dark green)
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mov ecx, ds:[FO_VAR_quests];
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add ecx, [esp + 0x4BC - 0x28 + 12];
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call CheckQuestFailureState;
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mov bl, al;
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pop ecx;
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pop eax;
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retn;
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}
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}
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void ResetQuests() {
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questFailures.clear();
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}
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void QuestList_Init() {
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MakeCall(0x498222, PipStatus_hack, 1);
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questsButtonsType = GetConfigInt("Misc", "UseScrollingQuestsList", 0);
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if (questsButtonsType > 0) {
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dlog("Applying quests list patch.", DL_INIT);
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@@ -19,3 +19,6 @@
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#pragma once
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void QuestList_Init();
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void ResetQuests();
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void __stdcall QuestList_AddQuestFailureValue(long globalVarNum, long failureThreshold);
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@@ -599,6 +599,7 @@ static const SfallOpcodeMetadata opcodeMetaArray[] = {
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{mf_set_map_enter_position, "set_map_enter_position", {DATATYPE_MASK_INT, DATATYPE_MASK_INT, DATATYPE_MASK_INT}},
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{mf_set_object_data, "set_object_data", {DATATYPE_MASK_VALID_OBJ, DATATYPE_MASK_INT, DATATYPE_MASK_INT}},
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{mf_set_outline, "set_outline", {DATATYPE_MASK_VALID_OBJ, DATATYPE_MASK_INT}},
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{mf_set_quest_failure_value, "set_quest_failure_value", {DATATYPE_MASK_INT, DATATYPE_MASK_INT}},
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{mf_set_terrain_name, "set_terrain_name", {DATATYPE_MASK_INT, DATATYPE_MASK_INT, DATATYPE_MASK_STR}},
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{mf_set_town_title, "set_town_title", {DATATYPE_MASK_INT, DATATYPE_MASK_STR}},
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{mf_set_unique_id, "set_unique_id", {DATATYPE_MASK_VALID_OBJ, DATATYPE_MASK_INT}},
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@@ -174,6 +174,7 @@ static const SfallMetarule metaruleArray[] = {
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{"set_map_enter_position", mf_set_map_enter_position, 3, 3},
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{"set_object_data", mf_set_object_data, 3, 3},
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{"set_outline", mf_set_outline, 2, 2},
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{"set_quest_failure_value", mf_set_quest_failure_value, 2, 2},
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{"set_terrain_name", mf_set_terrain_name, 3, 3},
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{"set_town_title", mf_set_town_title, 2, 2},
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{"set_unique_id", mf_set_unique_id, 1, 2},
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@@ -26,6 +26,7 @@
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#include "HeroAppearance.h"
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#include "Movies.h"
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#include "PlayerModel.h"
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#include "QuestList.h"
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#include "ScriptExtender.h"
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#include "Sound.h"
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@@ -673,3 +674,7 @@ static void mf_get_ini_section() {
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}
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opHandler.setReturn(arrayId);
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}
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static void mf_set_quest_failure_value() {
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QuestList_AddQuestFailureValue(opHandler.arg(0).rawValue(), opHandler.arg(1).rawValue());
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}
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