mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Rewrote get/set_proto_data functions in C++ and added an auto-extend mechanism for proto loading limit (from Mr.Stalin)
Replaced ProtoProcessingLimit with LoadProtoMaxLimit option. Added more definitions to define_extra.h and reformatted sfall.h a bit.
This commit is contained in:
+4
-4
@@ -347,6 +347,10 @@ CorpseLineOfFireFix=0
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;Set to 1 (or some higher number if needed, the maximum is 127) to prevent 100% CPU use
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ProcessorIdle=-1
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;Set a number of how many protos of a type can be loaded into memory at once (valid range: 512..4096)
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;Set to -1 to let set_proto_data script function automatically increase the limit when needed
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LoadProtoMaxLimit=-1
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;Set to 1 if using the hero appearance mod
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EnableHeroAppearanceMod=0
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@@ -549,10 +553,6 @@ ExplosionsEmitLight=0
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;MovieTimer_artimer3=270
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;MovieTimer_artimer4=360
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;Uncomment the next line to change how many protos the engine can process at once (valid range: 512..16384)
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;Set to 1024 or some higher number to avoid some glitches with scripts that will process a large number of protos
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;ProtoProcessingLimit=512
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;Set to 1 to enable the new arrays behavior
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;Set to 0 for backward compatibility with pre-3.4 scripts
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arraysBehavior=1
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@@ -10,6 +10,12 @@
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#define OBJ_TYPE_MISC (5)
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#define OBJ_TYPE_SPATIAL (6)
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#define WEAPON_TYPE_NONE (0)
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#define WEAPON_TYPE_UNARMED (1)
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#define WEAPON_TYPE_MELEE (2)
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#define WEAPON_TYPE_THROWN (3)
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#define WEAPON_TYPE_GUNS (4)
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/* Item Common Flags */
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#define HIDDEN_ITEM 134217728 // 0x08000000 - Hidden Item
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@@ -21,14 +27,14 @@
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#define WEAPON_2HAND 512 // 0x00000200 - 2Hnd (weapon is two-handed)
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#define ATKMODE_PRI_NONE 0
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#define ATKMODE_PRI_PUNCH 1
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#define ATKMODE_PRI_KICK 2
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#define ATKMODE_PRI_SWING 3
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#define ATKMODE_PRI_THRUST 4
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#define ATKMODE_PRI_THROW 5
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#define ATKMODE_PRI_SINGLE 6
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#define ATKMODE_PRI_BURST 7
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#define ATKMODE_PRI_FLAME 8
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#define ATKMODE_PRI_PUNCH 1 // 0001
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#define ATKMODE_PRI_KICK 2 // 0010
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#define ATKMODE_PRI_SWING 3 // 0011
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#define ATKMODE_PRI_THRUST 4 // 0100
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#define ATKMODE_PRI_THROW 5 // 0101
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#define ATKMODE_PRI_SINGLE 6 // 0110
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#define ATKMODE_PRI_BURST 7 // 0111
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#define ATKMODE_PRI_FLAME 8 // 1000
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#define ATKMODE_SEC_NONE 0
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#define ATKMODE_SEC_PUNCH 16 // 0x00000010
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#define ATKMODE_SEC_KICK 32 // 0x00000020
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@@ -101,15 +107,21 @@
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// offsets for get_proto_data
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#define PROTO_PID (1)
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#define PROTO_TEXTID (4)
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#define PROTO_FID (8)
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// items
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#define PROTO_IT_LDIST (12)
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#define PROTO_IT_LINT (16)
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#define PROTO_IT_FLAG (20)
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#define PROTO_IT_FLAGS (24)
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#define PROTO_IT_SCRIPTID (28)
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#define PROTO_IT_TYPE (32)
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#define PROTO_IT_MATERIAL (108)
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#define PROTO_IT_SIZE (112)
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#define PROTO_IT_WEIGHT (116)
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#define PROTO_IT_COST (120)
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#define PROTO_IT_INV_FID (124)
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#define PROTO_IT_SOUND (128) // byte
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// weapons
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#define PROTO_WP_ANIM (36)
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@@ -187,7 +199,11 @@
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#define PROTO_DR_ADDICT_DELAY (100)
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// critters
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#define PROTO_CR_FLAGS (32)
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#define PROTO_CR_LDIST (20)
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#define PROTO_CR_LINT (24)
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#define PROTO_CR_FLAG (28)
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#define PROTO_CR_FLAGS (32) // Critter Flags
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#define PROTO_CR_SCRIPTID (36)
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#define PROTO_CR_HEAD_FID (40)
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#define PROTO_CR_AI_PACKET (44)
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#define PROTO_CR_TEAM_NUM (48)
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@@ -221,45 +221,45 @@
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#define party_member_list_all party_member_list(1)
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#define attack_is_aimed sfall_func0("attack_is_aimed")
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#define car_gas_amount sfall_func0("car_gas_amount")
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#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
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#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
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#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
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#define dialog_message(text) sfall_func1("dialog_message", text)
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#define display_stats sfall_func0("display_stats")
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#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
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#define floor2(value) sfall_func1("floor2", value)
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#define get_can_rest_on_map(map, elev) sfall_func2("get_can_rest_on_map", map, elev)
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#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
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#define get_cursor_mode sfall_func0("get_cursor_mode")
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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_map_enter_position sfall_func0("get_map_enter_position")
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#define get_outline(obj) sfall_func1("get_outline", obj)
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#define get_string_pointer(text) sfall_func1("get_string_pointer", text)
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#define intface_hide sfall_func0("intface_hide")
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#define intface_is_hidden sfall_func0("intface_is_hidden")
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#define intface_redraw sfall_func0("intface_redraw")
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#define intface_show sfall_func0("intface_show")
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#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
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#define item_weight(obj) sfall_func1("item_weight", obj)
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#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
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#define outlined_object sfall_func0("outlined_object")
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#define real_dude_obj sfall_func0("real_dude_obj")
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#define set_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
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#define set_car_intface_art(artIndex) sfall_func1("set_car_intface_art", artIndex)
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#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
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#define set_dude_obj(critter) sfall_func1("set_dude_obj", critter)
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#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
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#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
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#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
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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_outline(obj, color) sfall_func2("set_outline", obj, color)
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#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
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#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
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#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
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#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
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#define tile_refresh_display sfall_func0("tile_refresh_display")
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#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
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#define attack_is_aimed sfall_func0("attack_is_aimed")
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#define car_gas_amount sfall_func0("car_gas_amount")
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#define create_win(winName, x, y, w, h) sfall_func5("create_win", winName, x, y, w, h)
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#define create_win_flag(winName, x, y, w, h, flag) sfall_func6("create_win", winName, x, y, w, h, flag)
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#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
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#define dialog_message(text) sfall_func1("dialog_message", text)
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#define display_stats sfall_func0("display_stats")
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#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
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#define floor2(value) sfall_func1("floor2", value)
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#define get_can_rest_on_map(map, elev) sfall_func2("get_can_rest_on_map", map, elev)
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#define get_current_inven_size(obj) sfall_func1("get_current_inven_size", obj)
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#define get_cursor_mode sfall_func0("get_cursor_mode")
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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_map_enter_position sfall_func0("get_map_enter_position")
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#define get_outline(obj) sfall_func1("get_outline", obj)
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#define get_string_pointer(text) sfall_func1("get_string_pointer", text)
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#define intface_hide sfall_func0("intface_hide")
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#define intface_is_hidden sfall_func0("intface_is_hidden")
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#define intface_redraw sfall_func0("intface_redraw")
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#define intface_show sfall_func0("intface_show")
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#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
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#define item_weight(obj) sfall_func1("item_weight", obj)
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#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
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#define outlined_object sfall_func0("outlined_object")
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#define real_dude_obj sfall_func0("real_dude_obj")
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#define set_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
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#define set_car_intface_art(artIndex) sfall_func1("set_car_intface_art", artIndex)
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#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
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#define set_dude_obj(critter) sfall_func1("set_dude_obj", critter)
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#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
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#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
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#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
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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_outline(obj, color) sfall_func2("set_outline", obj, color)
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#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
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#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
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#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
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#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
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#define tile_refresh_display sfall_func0("tile_refresh_display")
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#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
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