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Updated gl_compute_damage example script to work as 1:1 reflection of vanilla damage formula
- In hope that this will make it easier for someone to write his own damage formula
This commit is contained in:
@@ -1,28 +1,61 @@
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/*
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Example algorithm of how the game engine calculates combat damage
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This script re-implements damage calculation of the original game.
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Use it to implement your own damage formula!
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*/
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#include "..\headers\define.h"
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#include "..\headers\command.h"
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#include "..\headers\sfall\sfall.h"
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#include "..\headers\sfall\define_extra.h"
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#include "../sfall/define_lite.h"
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#include "../sfall/define_extra.h"
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#include "../sfall/sfall.h"
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procedure start;
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procedure compute_damage_F2;
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procedure item_w_damage_hook;
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procedure combatdamage_handler;
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procedure itemdamage_handler;
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procedure item_w_subtype(variable weapon, variable hit_mode);
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procedure get_ammo_value(variable weapon, variable param);
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variable item_w_damage;
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variable
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item_damage_min,
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item_damage_max,
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item_damage_weapon,
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item_damage_attacker;
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procedure start begin
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if game_loaded then begin
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register_hook_proc(HOOK_COMBATDAMAGE, compute_damage_F2);
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register_hook_proc(HOOK_ITEMDAMAGE, item_w_damage_hook);
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register_hook_proc(HOOK_COMBATDAMAGE, combatdamage_handler);
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register_hook_proc(HOOK_ITEMDAMAGE, itemdamage_handler);
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end
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end
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procedure compute_damage_F2 begin
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/**
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HOOK_COMBATDAMAGE
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Runs when:
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Game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). This happens BEFORE the actual attack animation.
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AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies.
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Does not run for misses, or non-combat damage like dynamite explosions.
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Critter arg0 - The target
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Critter arg1 - The attacker
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int arg2 - The amount of damage to the target
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int arg3 - The amount of damage to the attacker
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int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags)
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int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags)
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int arg6 - The weapon used in the attack
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int arg7 - The bodypart that was struck
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int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled)
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int arg9 - Number of bullets actually hit the target (1 for melee attacks)
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int arg10 - The amount of knockback to the target
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int arg11 - Attack Type (see ATKTYPE_* constants)
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mixed arg12 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
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int ret0 - The damage to the target
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int ret1 - The damage to the attacker
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int ret2 - The special effect flags for the target
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int ret3 - The special effect flags for the attacker
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int ret4 - The amount of knockback to the target
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*/
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procedure combatdamage_handler begin
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variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
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variable target, flags, knockback, amount;
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@@ -40,6 +73,11 @@ procedure compute_damage_F2 begin
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amountKnockback := get_sfall_arg,
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hit_mode := get_sfall_arg;
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if (ctdSource != item_damage_attacker or weapon != item_damage_weapon) then begin
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debug_msg("! ERROR ! compute_damage: Expected attacker and weapon differs!");
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return;
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end
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if (flagsSource bwand DAM_HIT) then begin
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target := ctdTarget;
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flags := flagsTarget;
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@@ -77,7 +115,7 @@ procedure compute_damage_F2 begin
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end
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weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
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if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_GUNS) then
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if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_RANGED) then
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bonus_ranged := 0;
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else
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bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
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@@ -100,7 +138,7 @@ procedure compute_damage_F2 begin
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dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
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for (i := 1; i <= rounds; i++) begin
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damage := (item_w_damage + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
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damage := (random(item_damage_min, item_damage_max) + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
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if dmg_div then damage /= dmg_div;
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damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
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@@ -156,38 +194,46 @@ procedure compute_damage_F2 begin
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set_sfall_return(amountKnockback);
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end
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procedure item_w_damage_hook begin
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variable
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item_w_damage_min := get_sfall_arg,
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item_w_damage_max := get_sfall_arg;
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//weapon := get_sfall_arg,
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//source := get_sfall_arg,
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/*
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HOOK_ITEMDAMAGE
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Runs when retrieving the damage rating of the player's used weapon. (Which may be their fists.)
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int arg0 - The default min damage
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int arg1 - The default max damage
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Item arg2 - The weapon used (0 if unarmed)
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Critter arg3 - The critter doing the attacking
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int arg4 - The type of attack
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int arg5 - non-zero if this is an attack using a melee weapon
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int ret0 - Either the damage to be used, if ret1 isn't given, or the new minimum damage if it is
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int ret1 - The new maximum damage
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*/
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procedure itemdamage_handler begin
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item_damage_min := get_sfall_arg;
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item_damage_max := get_sfall_arg;
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item_damage_weapon := get_sfall_arg;
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item_damage_attacker := get_sfall_arg;
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//hit_mode := get_sfall_arg,
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//isMelee := get_sfall_arg;
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item_w_damage := (item_w_damage_min + (item_w_damage_max - item_w_damage_min) / 2);
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display_msg("item_w_damage_ = " + item_w_damage);
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set_sfall_return(item_w_damage);
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display_msg("itemdamage: " + item_damage_min + "-" + item_damage_max);
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end
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procedure item_w_subtype(variable weapon, variable hit_mode) begin
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variable attack_mode, type := WEAPON_TYPE_UNARMED;
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if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
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attack_mode := (get_proto_data(obj_pid(weapon), PROTO_IT_FLAGS));
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attack_mode := weapon_attack_mode(obj_pid(weapon), hit_mode);
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if (hit_mode == ATKTYPE_LWEP2) or (hit_mode == ATKTYPE_RWEP2) then
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attack_mode := (attack_mode bwand 0xF0) / 16; // shift 4 bits to the right
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else
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attack_mode := (attack_mode bwand 0x0F);
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if (attack_mode > ATKMODE_PRI_THROW) then
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type := WEAPON_TYPE_GUNS;
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else if (attack_mode == ATKMODE_PRI_THROW) then
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if (attack_mode >= ATTACK_MODE_SINGLE) then
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type := WEAPON_TYPE_RANGED;
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else if (attack_mode == ATTACK_MODE_THROW) then
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type := WEAPON_TYPE_THROWN;
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else if (attack_mode > ATKMODE_PRI_KICK) then
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else if (attack_mode >= ATTACK_MODE_SWING) then
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type := WEAPON_TYPE_MELEE;
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else if (attack_mode == ATTACK_MODE_NONE) then
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type := WEAPON_TYPE_NONE;
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end
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return type;
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@@ -35,7 +35,7 @@
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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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#define WEAPON_TYPE_RANGED (4)
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/* Item Flags (FlagsExt in proto) */
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#define HEALING_ITEM 0x04000000 // Healing Item (item will be used by NPCs for healing in combat) [sfall 4.3.1/3.8.31]
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@@ -502,6 +502,15 @@
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#define C_ATTACK_KNOCKBACK_VALUE5 (0xB0)
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#define C_ATTACK_KNOCKBACK_VALUE6 (0xB4)
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#define CRITICAL_VALUE_MULT (0) // This is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage.
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#define CRITICAL_VALUE_EFFECTS (1) // This is a flag bit field (DAM_*) controlling what effects the critical causes.
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#define CRITICAL_VALUE_STAT_CHECK (2) // This makes a check against a (SPECIAL) stat. Values of 2 (endurance), 5 (agility), and 6 (luck) are used, but other stats will probably work as well. A value of -1 indicates that no check is to be made.
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#define CRITICAL_VALUE_STAT_MOD (3) // Affects the outcome of the stat check, if one is made. Positive values make it easier to pass the check, and negative ones make it harder.
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#define CRITICAL_VALUE_FAIL_EFFECT (4) // Another bit field, using the same values as EFFECTS. If the stat check is failed, these are applied in addition to the earlier ones.
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#define CRITICAL_VALUE_MSG (5) // The message to show when this critical occurs, taken from combat.msg .
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#define CRITICAL_VALUE_FAIL_MSG (6) // Shown instead of Message if the stat check is failed.
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/* Playback mode defines for the soundplay function */
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#define soundraw (0x80000000) // sfall flag
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#define Stereo8bit (soundstereo)
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@@ -273,6 +273,7 @@
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#define weapon_attack_mode1(pid) (get_proto_data(pid, PROTO_FLAG_EXT) bwand 0x0000000F)
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#define weapon_attack_mode2(pid) ((get_proto_data(pid, PROTO_FLAG_EXT) bwand 0x000000F0) / 0x10)
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#define weapon_attack_mode(pid, attackType) (weapon_attack_mode1(pid) if attackType == ATKTYPE_LWEP1 or attackType == ATKTYPE_RWEP1 else weapon_attack_mode2(pid))
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/* SFALL_FUNCX MACROS */
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