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https://github.com/sfall-team/sfall.git
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Added a new hook: HOOK_STDPROCEDURE_END
* as an extension to HOOK_STDPROCEDURE hook script. Updated documents.
This commit is contained in:
@@ -63,6 +63,7 @@
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#define HOOK_SETLIGHTING (38)
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#define HOOK_SNEAK (39)
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#define HOOK_STDPROCEDURE (40)
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#define HOOK_STDPROCEDURE_END (41)
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//Valid arguments to list_begin
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#define LIST_CRITTERS (0)
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@@ -249,9 +250,9 @@
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// sfall_funcX macros
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#define add_extra_msg_file(name) sfall_func1("add_extra_msg_file", name)
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#define add_global_timer_event(time, param) sfall_func2("add_g_timer_event", time, param)
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#define add_global_timer_event(time, fixedParam) sfall_func2("add_g_timer_event", time, fixedParam)
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#define add_iface_tag sfall_func0("add_iface_tag")
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#define add_trait(traitId) sfall_func1("add_trait", traitId)
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#define add_trait(traitID) sfall_func1("add_trait", traitID)
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#define art_cache_clear sfall_func0("art_cache_clear")
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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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@@ -287,17 +288,17 @@
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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_make_explosive(pid, aPid, min, max) sfall_func4("item_make_explosive", pid, aPid, min, max)
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#define item_make_explosive(pid, activePid, min, max) sfall_func4("item_make_explosive", pid, activePid, min, max)
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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 loot_obj sfall_func0("loot_obj")
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#define metarule_exist(metarule) sfall_func1("metarule_exist", metarule)
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#define metarule_exist(metaruleName) sfall_func1("metarule_exist", metaruleName)
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#define npc_engine_level_up(toggle) sfall_func1("npc_engine_level_up", toggle)
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#define obj_under_cursor(crSwitch, inclDude) sfall_func2("obj_under_cursor", crSwitch, inclDude)
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#define obj_under_cursor(onlyCritter, includeDude) sfall_func2("obj_under_cursor", onlyCritter, includeDude)
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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 remove_all_timer_events sfall_func0("remove_timer_event")
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#define remove_timer_event(param) sfall_func1("remove_timer_event", param)
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#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
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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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@@ -286,10 +286,10 @@ int ret1 - the new AP cost
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-------------------------------------------
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(DEPRECATED)
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hs_hexmoveblocking.int
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hs_hexaiblocking.int
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hs_hexshootblocking.int
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hs_hexsightblocking.int
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HOOK_HEXMOVEBLOCKING (hs_hexmoveblocking.int)
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HOOK_HEXAIBLOCKING (hs_hexaiblocking.int)
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HOOK_HEXSHOOTBLOCKING (hs_hexshootblocking.int)
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HOOK_HEXSIGHTBLOCKING (hs_hexsightblocking.int)
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Runs when checking to see if a hex blocks movement or shooting. (or ai-ing, presumably...)
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@@ -636,13 +636,14 @@ int ret2 - overrides the duration time for the current result
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-------------------------------------------
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HOOK_STDPROCEDURE (hs_stdprocedure.int)
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HOOK_STDPROCEDURE, HOOK_STDPROCEDURE_END (hs_stdprocedure.int)
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Runs before Fallout executes a standard procedure (handler) in any script of any object.
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Runs before or after Fallout engine executes a standard procedure (handler) in any script of any object.
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NOTE: this hook will not be executed for "start", critter_p_proc, timed_event_p_proc, and map_update_p_proc procedures.
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int arg1 - the number of the standard script handler (see define.h)
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Obj arg2 - the object that owns this handler (self_obj)
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Obj arg3 - the object that called this handler (source_obj, can be 0)
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int arg4 - 1 after procedure execution (for HOOK_STDPROCEDURE_END), 0 otherwise
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int ret1 - pass -1 to cancel the execution of the handler
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int ret1 - pass -1 to cancel the execution of the handler (only for HOOK_STDPROCEDURE)
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@@ -520,7 +520,7 @@ Some utility/math functions are available:
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> void sfall_func0("inventory_redraw")
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> void sfall_func1("inventory_redraw", int invSide)
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- redraws inventory list in the inventory/use inventory item on/loot/barter screens
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- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides
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- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as without argument)
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> void sfall_func3("item_make_explosive", int pid, int activePid, int damage)
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> void sfall_func4("item_make_explosive", int pid, int activePid, int min, int max)
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@@ -559,10 +559,11 @@ Some utility/math functions are available:
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> object sfall_func0("dialog_obj")
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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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> object sfall_func2("obj_under_cursor", bool onlyCritter, bool includeDude)
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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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- onlyCritter: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.)
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False - checks all objects (can't check critters under objects)
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- passing False to the includeDude 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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@@ -631,29 +632,29 @@ optional argument:
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- can take off player's equipped item when the inventory is opened, or the player is in the barter screen
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- slot: 0 - armor slot, 1 - right slot, 2 - left slot (see INVEN_TYPE_* in define.h)
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> void sfall_func1("add_trait", int traitId)
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> void sfall_func1("add_trait", int traitID)
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- adds the specified trait to the player
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> int sfall_func0("get_inven_ap_cost")
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- returns the current AP cost to access the inventory in combat
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> void sfall_func2("add_g_timer_event", int time, int param)
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> void sfall_func2("add_g_timer_event", int time, int fixedParam)
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- adds a timer event that calls the timed_event_p_proc procedure in the current global script
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- time: the number of ticks after which the event timer is triggered
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- param: the value that is passed to the timed_event_p_proc procedure for the fixed_param function
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- fixedParam: the value that is passed to the timed_event_p_proc procedure for the fixed_param function
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> void sfall_func0("remove_timer_event")
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- clears all set timer events for the current global script
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> void sfall_func1("remove_timer_event", int param)
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- removes all timer events with the specified 'param' value for the current global script
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> void sfall_func1("remove_timer_event", int fixedParam)
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- removes all timer events with the specified 'fixedParam' value for the current global script
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> mixed sfall_func1("get_sfall_arg_at", int argNum)
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- gets the value of hook argument with the specified argument number (argNum, first argument starts from 0)
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- gets the value of hook argument with the specified argument number (argNum, first argument of hook starts from 0)
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> void sfall_func0("hide_window")
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> void sfall_func1("hide_window", string winName)
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- hides the specified or currently selected/active script window
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- hides the specified or currently active (selected) script window
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- winName: the window name, assigned to the window by the CreateWin/create_win function
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> void sfall_func0("show_window")
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@@ -664,7 +665,7 @@ optional argument:
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> void sfall_func3("set_window_flag", string/int winName/winID, int flag, bool value)
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- changes the specified flag for the created script or game interface window
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- winName: the window name, assigned to the window by the CreateWin/create_win function
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- winID: the ID number of the interface or script window obtained with the get_window_under_mouse function
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- winID: the ID number of the interface or script window obtained with the get_window_under_mouse function, or 0 for the current game interface
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- flag: the flag to change (see WIN_FLAG_* constants in define_extra.h)
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- value: true - set the flag, false - unset the flag
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