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Reordered sfall modules to fix the issue #235
Unified the directory separator in documents. Updated version number.
This commit is contained in:
+8
-8
@@ -1,12 +1,12 @@
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;sfall configuration settings
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;v4.1.7
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;v4.1.8
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[Main]
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;Change to 1 if you want to use command line args to tell sfall to use another ini file.
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UseCommandLine=0
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;Uncomment and point to a file to get alternate translations for some sfall messages
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;TranslationsINI=./Translations.ini
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;TranslationsINI=.\Translations.ini
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[ExtraPatches]
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@@ -79,7 +79,7 @@ GraphicsHeight=0
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GPUBlt=0
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;Set to 1 to allow using 32-bit textures for talking heads
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;The texture files should be placed in art/heads/<name of the talking head FRM file>/ (w/o extension)
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;The texture files should be placed in art\heads\<name of the talking head FRM file>\ (w/o extension)
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;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.)
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;See the text file in the modders pack for a detailed description
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;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
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@@ -218,8 +218,8 @@ UseFileSystemOverride=0
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;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
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DataLoadOrderPatch=0
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;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
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;Set to 2 to also load subtitle files from text/language/cuts_female/ for female PC
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;Set to 1 to enable loading alternative dialog msg files from text\<language>\dialog_female\ for female PC
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;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
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FemaleDialogMsgs=0
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;To change the default and starting player models, uncomment the next four lines.
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@@ -371,7 +371,7 @@ ProcessorIdle=-1
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LoadProtoMaxLimit=-1
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;Set to 1 if using the hero appearance mod
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;You can add AppChCrt.frm and AppChEdt.frm files to art/intrface/ to set a custom background for the character screen
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;You can add AppChCrt.frm and AppChEdt.frm files to art\intrface\ to set a custom background for the character screen
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EnableHeroAppearanceMod=0
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;Set to 1 to skip the 3 opening movies
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@@ -391,7 +391,7 @@ AIDrugUsePerfFix=0
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;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
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;Set to 1 to check all tiles on started (slow)
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;Set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
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;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
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AllowLargeTiles=0
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;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
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@@ -693,7 +693,7 @@ CreditsAtBottom=0
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;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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[Scripts]
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;Comma-separated list of masked paths to load global scripts from
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;Only use single slash \ as directory separator
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;Only use single backslash \ as the directory separator
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;Paths outside of scripts folder are supported
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GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
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@@ -317,7 +317,7 @@ Some utility/math functions are available:
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- see "hookscripts.txt" for more details
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> string message_str_game(int fileId, int messageId)
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- works exactly the same as message_str, except you get messages from files in "text/english/game" folder
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- works exactly the same as message_str, except you get messages from files in "text\<language>\game\" directory
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- use GAME_MSG_* defines or mstr_* macros from sfall.h to use specific msg file
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- 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.)
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- 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.)
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@@ -69,7 +69,7 @@
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Returns the value to the script
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eax register must contain the script_ptr
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edx register must contain the returned value
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rscript - name register for temporary save script_ptr
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rscript - register name for temporarily saving script_ptr
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*/
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#define _RET_VAL_INT(rscript) __asm { \
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__asm mov rscript, eax \
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@@ -35,10 +35,10 @@ static const DWORD extraKillTypesCountAddr[] = {
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0x4344E4, // Change char sheet to loop through the extra kill types
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};
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static int usingExtraKillTypes = 0;
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static bool usingExtraKillTypes = false;
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bool UsingExtraKillTypes() {
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return usingExtraKillTypes != 0;
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return usingExtraKillTypes;
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}
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static DWORD __declspec(naked) ReadKillCounter() {
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@@ -57,7 +57,7 @@ static void __declspec(naked) IncKillCounter() {
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}
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static void KillCounterInit() {
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usingExtraKillTypes = 1;
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usingExtraKillTypes = true;
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// Overwrite the critter_kill_count_ function that reads the kill counter
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MakeCall(0x42D8B5, ReadKillCounter, 2);
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+7
-4
@@ -138,16 +138,14 @@ static void InitModules() {
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manager.add<SpeedPatch>();
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manager.add<Graphics>();
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manager.add<Input>();
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manager.add<LoadGameHook>();
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manager.add<MainLoopHook>();
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manager.add<Movies>();
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manager.add<Objects>();
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manager.add<PlayerModel>();
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manager.add<Worldmap>();
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manager.add<Stats>();
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manager.add<Criticals>();
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manager.add<ScriptExtender>();
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manager.add<HookScripts>();
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manager.add<LoadGameHook>();
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manager.add<MainLoopHook>();
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manager.add<Perks>();
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manager.add<Combat>();
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manager.add<Skills>();
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@@ -180,6 +178,11 @@ static void InitModules() {
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manager.add<HeroAppearance>();
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manager.add<MiscPatches>();
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manager.add<TalkingHeads>();
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// all built-in events(delegates) of modules should be executed before running the script handlers
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manager.add<HookScripts>();
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manager.add<ScriptExtender>();
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manager.add<DebugEditor>();
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manager.initAll();
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+2
-2
@@ -24,10 +24,10 @@
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#define VERSION_MAJOR 4
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#define VERSION_MINOR 1
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#define VERSION_BUILD 7
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#define VERSION_BUILD 8
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#define VERSION_REV 0
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#define VERSION_STRING "4.1.7"
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#define VERSION_STRING "4.1.8"
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//#define CHECK_VAL (4)
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