Reordered sfall modules to fix the issue #235

Unified the directory separator in documents.
Updated version number.
This commit is contained in:
NovaRain
2019-04-30 06:45:22 +08:00
parent 1b1b85c3b4
commit f788246283
6 changed files with 22 additions and 19 deletions
+8 -8
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@@ -1,12 +1,12 @@
;sfall configuration settings
;v4.1.7
;v4.1.8
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine=0
;Uncomment and point to a file to get alternate translations for some sfall messages
;TranslationsINI=./Translations.ini
;TranslationsINI=.\Translations.ini
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[ExtraPatches]
@@ -79,7 +79,7 @@ GraphicsHeight=0
GPUBlt=0
;Set to 1 to allow using 32-bit textures for talking heads
;The texture files should be placed in art/heads/<name of the talking head FRM file>/ (w/o extension)
;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
;The files in the folder should be numbered according to the number of frames in the talking head FRM file (0.png, 1.png, etc.)
;See the text file in the modders pack for a detailed description
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
@@ -218,8 +218,8 @@ UseFileSystemOverride=0
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
DataLoadOrderPatch=0
;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
;Set to 2 to also load subtitle files from text/language/cuts_female/ for female PC
;Set to 1 to enable loading alternative dialog msg files from text\<language>\dialog_female\ for female PC
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
FemaleDialogMsgs=0
;To change the default and starting player models, uncomment the next four lines.
@@ -371,7 +371,7 @@ ProcessorIdle=-1
LoadProtoMaxLimit=-1
;Set to 1 if using the hero appearance mod
;You can add AppChCrt.frm and AppChEdt.frm files to art/intrface/ to set a custom background for the character screen
;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
EnableHeroAppearanceMod=0
;Set to 1 to skip the 3 opening movies
@@ -391,7 +391,7 @@ AIDrugUsePerfFix=0
;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
;Set to 1 to check all tiles on started (slow)
;Set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
AllowLargeTiles=0
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
@@ -693,7 +693,7 @@ CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single slash \ as directory separator
;Only use single backslash \ as the directory separator
;Paths outside of scripts folder are supported
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
+1 -1
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@@ -317,7 +317,7 @@ Some utility/math functions are available:
- see "hookscripts.txt" for more details
> string message_str_game(int fileId, int messageId)
- works exactly the same as message_str, except you get messages from files in "text/english/game" folder
- works exactly the same as message_str, except you get messages from files in "text\<language>\game\" directory
- use GAME_MSG_* defines or mstr_* macros from sfall.h to use specific msg file
- Additional game msg files added by ExtraGameMsgFileList setting will have consecutive fileIds assigned beginning from 0x2000. (e.g. if you set ExtraGameMsgFileList=foo,bar in ddraw.ini, foo.msg will be associated with 0x2000 and bar.msg with 0x2001.)
- if a file has a specific number assigned in ExtraGameMsgFileList, its fileId will be (0x2000 + assigned number). (e.g. with ExtraGameMsgFileList=foo,bar:2,foobar in ddraw.ini, bar.msg will be associated with 0x2002 and foobar.msg with 0x2003.)
+1 -1
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@@ -69,7 +69,7 @@
Returns the value to the script
eax register must contain the script_ptr
edx register must contain the returned value
rscript - name register for temporary save script_ptr
rscript - register name for temporarily saving script_ptr
*/
#define _RET_VAL_INT(rscript) __asm { \
__asm mov rscript, eax \
+3 -3
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@@ -35,10 +35,10 @@ static const DWORD extraKillTypesCountAddr[] = {
0x4344E4, // Change char sheet to loop through the extra kill types
};
static int usingExtraKillTypes = 0;
static bool usingExtraKillTypes = false;
bool UsingExtraKillTypes() {
return usingExtraKillTypes != 0;
return usingExtraKillTypes;
}
static DWORD __declspec(naked) ReadKillCounter() {
@@ -57,7 +57,7 @@ static void __declspec(naked) IncKillCounter() {
}
static void KillCounterInit() {
usingExtraKillTypes = 1;
usingExtraKillTypes = true;
// Overwrite the critter_kill_count_ function that reads the kill counter
MakeCall(0x42D8B5, ReadKillCounter, 2);
+7 -4
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@@ -138,16 +138,14 @@ static void InitModules() {
manager.add<SpeedPatch>();
manager.add<Graphics>();
manager.add<Input>();
manager.add<LoadGameHook>();
manager.add<MainLoopHook>();
manager.add<Movies>();
manager.add<Objects>();
manager.add<PlayerModel>();
manager.add<Worldmap>();
manager.add<Stats>();
manager.add<Criticals>();
manager.add<ScriptExtender>();
manager.add<HookScripts>();
manager.add<LoadGameHook>();
manager.add<MainLoopHook>();
manager.add<Perks>();
manager.add<Combat>();
manager.add<Skills>();
@@ -180,6 +178,11 @@ static void InitModules() {
manager.add<HeroAppearance>();
manager.add<MiscPatches>();
manager.add<TalkingHeads>();
// all built-in events(delegates) of modules should be executed before running the script handlers
manager.add<HookScripts>();
manager.add<ScriptExtender>();
manager.add<DebugEditor>();
manager.initAll();
+2 -2
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@@ -24,10 +24,10 @@
#define VERSION_MAJOR 4
#define VERSION_MINOR 1
#define VERSION_BUILD 7
#define VERSION_BUILD 8
#define VERSION_REV 0
#define VERSION_STRING "4.1.7"
#define VERSION_STRING "4.1.8"
//#define CHECK_VAL (4)