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@@ -0,0 +1 @@
|
||||
*.ssl linguist-language=Pascal
|
||||
@@ -0,0 +1,12 @@
|
||||
# https://docs.github.com/en/code-security/dependabot/dependabot-version-updates/configuration-options-for-the-dependabot.yml-file
|
||||
|
||||
version: 2
|
||||
updates:
|
||||
|
||||
- package-ecosystem: "github-actions"
|
||||
directory: "/"
|
||||
schedule:
|
||||
interval: "monthly"
|
||||
target-branch: "develop"
|
||||
labels:
|
||||
- "dependencies"
|
||||
@@ -13,11 +13,11 @@ on:
|
||||
jobs:
|
||||
Build:
|
||||
name: sfall
|
||||
runs-on: windows-latest
|
||||
runs-on: windows-2019
|
||||
steps:
|
||||
|
||||
- name: Clone sfall
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
|
||||
# Action is used twice for self-testing only
|
||||
# DevXP build results are intentionally *not* included in artifact
|
||||
|
||||
@@ -10,7 +10,7 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Setup Python
|
||||
uses: actions/setup-python@v2
|
||||
|
||||
+1
-1
@@ -55,7 +55,7 @@ nb-configuration.xml
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Dd]evXP
|
||||
[Dd]evXP/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
[Rr]eleaseXP/
|
||||
|
||||
Generated
+8
@@ -23,6 +23,7 @@
|
||||
/// the contents of this method with the code editor.
|
||||
/// </summary>
|
||||
private void InitializeComponent() {
|
||||
this.components = new System.ComponentModel.Container();
|
||||
this.dataGridView1 = new System.Windows.Forms.DataGridView();
|
||||
this.Column0 = new System.Windows.Forms.DataGridViewTextBoxColumn();
|
||||
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
|
||||
@@ -34,6 +35,7 @@
|
||||
this.bSGlobals = new System.Windows.Forms.Button();
|
||||
this.bArrays = new System.Windows.Forms.Button();
|
||||
this.bEdit = new System.Windows.Forms.Button();
|
||||
this.redrawTimer = new System.Windows.Forms.Timer(this.components);
|
||||
this.bCrittersLvar = new System.Windows.Forms.Button();
|
||||
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit();
|
||||
this.SuspendLayout();
|
||||
@@ -154,6 +156,11 @@
|
||||
this.bEdit.UseVisualStyleBackColor = true;
|
||||
this.bEdit.Click += new System.EventHandler(this.bEdit_Click);
|
||||
//
|
||||
// redrawTimer
|
||||
//
|
||||
this.redrawTimer.Interval = 200;
|
||||
this.redrawTimer.Tick += new System.EventHandler(this.timer1_Tick);
|
||||
//
|
||||
// bCrittersLvar
|
||||
//
|
||||
this.bCrittersLvar.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
|
||||
@@ -202,6 +209,7 @@
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column1;
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column2;
|
||||
private System.Windows.Forms.DataGridViewTextBoxColumn Column3;
|
||||
internal System.Windows.Forms.Timer redrawTimer;
|
||||
private System.Windows.Forms.Button bCrittersLvar;
|
||||
|
||||
}
|
||||
|
||||
@@ -137,6 +137,7 @@ namespace FalloutClient {
|
||||
sr.Close();
|
||||
}
|
||||
Redraw();
|
||||
redrawTimer.Start();
|
||||
}
|
||||
|
||||
private void DebugEditor_FormClosing(object sender, FormClosingEventArgs e) {
|
||||
@@ -188,6 +189,7 @@ namespace FalloutClient {
|
||||
default:
|
||||
return;
|
||||
}
|
||||
redrawTimer.Stop();
|
||||
if (e.ColumnIndex == 2) {
|
||||
string str = dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value.ToString();
|
||||
int val;
|
||||
@@ -211,11 +213,13 @@ namespace FalloutClient {
|
||||
connection.WriteInt(converter.GetAsInt(val));
|
||||
}
|
||||
}
|
||||
redrawTimer.Start();
|
||||
}
|
||||
|
||||
private void bEdit_Click(object sender, EventArgs e) {
|
||||
if (dataGridView1.SelectedRows.Count == 0) return;
|
||||
int i = (int)dataGridView1.SelectedRows[0].Tag;
|
||||
redrawTimer.Stop();
|
||||
switch (mode) {
|
||||
case Mode.Arrays: {
|
||||
DataType[] types = new DataType[connection.ArrayLengths[i]];
|
||||
@@ -333,6 +337,7 @@ namespace FalloutClient {
|
||||
}
|
||||
break;
|
||||
}
|
||||
redrawTimer.Start();
|
||||
}
|
||||
|
||||
private void bCrittersLvar_Click(object sender, EventArgs e) {
|
||||
@@ -381,5 +386,9 @@ namespace FalloutClient {
|
||||
private void dataGridView1_RowsAdded(object sender, DataGridViewRowsAddedEventArgs e) {
|
||||
dataGridView1.Rows[e.RowIndex].Tag = e.RowIndex;
|
||||
}
|
||||
|
||||
private void timer1_Tick(object sender, EventArgs e) {
|
||||
connection.WriteDataType(DataTypeSend.RedrawGame);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -129,4 +129,7 @@
|
||||
<metadata name="Column3.UserAddedColumn" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>True</value>
|
||||
</metadata>
|
||||
<metadata name="redrawTimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
|
||||
<value>17, 17</value>
|
||||
</metadata>
|
||||
</root>
|
||||
@@ -48,8 +48,10 @@ namespace FalloutClient {
|
||||
}
|
||||
|
||||
public static string[] ShowEditor(DebugEditor form, string[] names, DataType[] types, string[] values, bool isMap = false) {
|
||||
form.redrawTimer.Start();
|
||||
EditorWindow editor = new EditorWindow(names, types, values, isMap);
|
||||
editor.ShowDialog();
|
||||
form.redrawTimer.Stop();
|
||||
if (editor.save) {
|
||||
if (valueInHex) editor.ConvertValues(false);
|
||||
return editor.values;
|
||||
@@ -70,8 +72,10 @@ namespace FalloutClient {
|
||||
}
|
||||
|
||||
public static string[] ShowEditor(DebugEditor form, string[] lvalues) {
|
||||
form.redrawTimer.Start();
|
||||
EditorWindow editor = new EditorWindow(lvalues);
|
||||
editor.ShowDialog();
|
||||
form.redrawTimer.Stop();
|
||||
if (editor.save) {
|
||||
if (valueInHex) editor.ConvertValues(false);
|
||||
return editor.values;
|
||||
|
||||
@@ -32,6 +32,7 @@ namespace FalloutClient {
|
||||
SetArray = 10,
|
||||
GetLocal = 11,
|
||||
SetLocal = 12,
|
||||
Exit = 254
|
||||
Exit = 254,
|
||||
RedrawGame = 255
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ using System.Runtime.InteropServices;
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("sfall")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2019")]
|
||||
[assembly: AssemblyCopyright("Copyright (C) 2022")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
[assembly: AssemblyVersion("4.1.9.0")]
|
||||
[assembly: AssemblyFileVersion("4.1.9.0")]
|
||||
[assembly: AssemblyVersion("4.1.9.1")]
|
||||
[assembly: AssemblyFileVersion("4.1.9.1")]
|
||||
|
||||
@@ -1,7 +1,10 @@
|
||||
# sfall
|
||||
[](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
|
||||
|
||||
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
|
||||
[](https://www.gnu.org/licenses/gpl-3.0)
|
||||
[](https://github.com/phobos2077/sfall/actions/workflows/build.yml)
|
||||
[](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
|
||||
|
||||
A set of engine modifications for the classic game Fallout 2 in the form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
|
||||
|
||||
**Engine modifications include:**
|
||||
- Better support for modern operating systems
|
||||
@@ -11,7 +14,11 @@ A set of engine modifications for the classic game Fallout 2 in form of a DLL, w
|
||||
- Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions)
|
||||
|
||||
|
||||
Original author: timeslip
|
||||
Original author: **Timeslip**
|
||||
|
||||
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
|
||||
|
||||
---
|
||||
#### Fallout Engine IDA Database
|
||||
[Download for IDA Pro 6.8](https://www.dropbox.com/s/tm0nyx0lnk4yui0/Fallout_1_and_2_IDA68.rar?dl=1 "Download from Dropbox")
|
||||
| [Download for IDA Pro 7.0](https://www.dropbox.com/s/61srq09pn8grfpu/Fallout_1_and_2_IDA70.rar?dl=1 "Download from Dropbox") (comments are in Russian)
|
||||
|
||||
@@ -78,6 +78,7 @@ runs:
|
||||
#
|
||||
git clone --quiet https://github.com/NovaRain/DXSDK_Collection.git "$DXSDK_DIR"
|
||||
cp "$DXSDK_DIR/DXSDK_Aug2007/Lib/x86/dinput.lib" "$DXSDK_DIR/DXSDK_Jun2010/Lib/x86/"
|
||||
cp "$DXSDK_DIR/DXSDK_Feb2010/Lib/x86/ddraw.lib" "$DXSDK_DIR/DXSDK_Jun2010/Lib/x86/"
|
||||
#
|
||||
echo "::endgroup::"
|
||||
fi
|
||||
|
||||
@@ -16,6 +16,8 @@ PartyOrderAttackHuman=I'll take care of it.|Okay, I got it.|Sounds like a plan.
|
||||
PartyOrderAttackCreature=::Growl::
|
||||
PartyOrderAttackRobot=::Beep::
|
||||
|
||||
HiResInfo=This version of sfall has its own integrated High Resolution Patch mode, which is compatible with the settings of the High Resolution Patch by Mash.\n\nIf you want to continue using the Hi-Res Patch by Mash without seeing this message, disable the 'HiResMode' option in ddraw.ini.\nOr you can disable the external Hi-Res Patch to get new graphics improvements from sfall.\n\nDo you want to disable the High Resolution Patch by Mash?
|
||||
|
||||
[AppearanceMod]
|
||||
RaceText=Race
|
||||
StyleText=Style
|
||||
|
||||
@@ -4,10 +4,10 @@
|
||||
Key=42
|
||||
|
||||
; Set to 1 to also highlight containers
|
||||
Containers=1
|
||||
Containers=0
|
||||
|
||||
; Set to 1 to also highlight lootable corpses
|
||||
Corpses=1
|
||||
Corpses=0
|
||||
|
||||
; Set to 1 to only highlight objects in the player's line-of-sight
|
||||
CheckLOS=0
|
||||
|
||||
+27
-36
@@ -1,8 +1,13 @@
|
||||
;sfall configuration settings
|
||||
;v4.3.3
|
||||
;v4.3.5
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file
|
||||
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
|
||||
;The required settings will be read from the f2_res.ini configuration file of the original hi-res patch
|
||||
;This option is always read from the main ddraw.ini file
|
||||
HiResMode=1
|
||||
|
||||
;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
|
||||
;This option is always enabled in 4.3.3/3.8.33 or later. The information is left for reference only
|
||||
UseCommandLine=0
|
||||
|
||||
@@ -14,7 +19,7 @@ UseCommandLine=0
|
||||
[ExtraPatches]
|
||||
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
|
||||
;If DataLoadOrderPatch is enabled, the data load order is:
|
||||
;master_patches > critter_patches > PatchFile99..PatchFile0 > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
;master_patches > critter_patches > [extra patches] > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
;Paths to folders and Fallout .dat files are supported
|
||||
;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
|
||||
;PatchFile0=mods\RP_data
|
||||
@@ -53,6 +58,7 @@ SpeedMultiInitial=100
|
||||
;Set to 6 for DX9 fullscreen windowed (the resolution in f2_res.ini should be set to the same aspect ratio as your desktop resolution)
|
||||
;A DX9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
|
||||
;Modes 1, 2 and 3 are no longer supported
|
||||
;This option will always be read from the main ddraw.ini file when using the hi-res patch by Mash
|
||||
Mode=0
|
||||
|
||||
;If using a DX9 mode, this changes the resolution
|
||||
@@ -91,6 +97,7 @@ Use32BitHeadGraphics=0
|
||||
;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
|
||||
;Set to 2 to force AVI videos to fit the screen width
|
||||
;Requires DX9 graphics mode
|
||||
;The recommended video codec is Xvid
|
||||
AllowDShowMovies=0
|
||||
|
||||
;Fade effect time percentage modifier
|
||||
@@ -108,7 +115,7 @@ ActionPointsBar=0
|
||||
;Set to 2 to skip correcting the position of entrance markers on town maps
|
||||
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
|
||||
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
|
||||
;The resolution of hi-res patch must be set to at least 890x720
|
||||
;The resolution of the hi-res patch must be set to at least 890x720
|
||||
ExpandWorldMap=0
|
||||
|
||||
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
|
||||
@@ -129,9 +136,6 @@ WorldMapTerrainInfo=0
|
||||
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
|
||||
NumSoundBuffers=0
|
||||
|
||||
;Set to 1 to enable fade effects for background music when stopping and starting the playback
|
||||
FadeBackgroundMusic=1
|
||||
|
||||
;Set to 1 to allow attaching sound files to combat float messages
|
||||
AllowSoundForFloats=0
|
||||
|
||||
@@ -185,7 +189,7 @@ BackgroundMouse=0
|
||||
SpeedModKey=-1
|
||||
|
||||
;A key to press to toggle the speed tweak on or off
|
||||
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
|
||||
;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
|
||||
SpeedToggleKey=0
|
||||
|
||||
;The keys corresponding to the 10 speed slots
|
||||
@@ -255,8 +259,8 @@ WorldMapEncounterFix=0
|
||||
WorldMapEncounterRate=5
|
||||
|
||||
;The number of slots available in the locations list panel of the world map
|
||||
;Set to 0 to leave unchanged. 17 is default.
|
||||
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
|
||||
;Set to 0 to leave the default unchanged (i.e. 17). The maximum is 127
|
||||
;Setting this greater than 17 requires a replacement WMTABS.frm file in art\intrface\, or you'll get glitched graphics
|
||||
WorldMapSlots=0
|
||||
|
||||
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
|
||||
@@ -327,7 +331,7 @@ Movie17=credits.mve
|
||||
|
||||
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
|
||||
;Defaults are 480 in the x direction and 400 in the y direction.
|
||||
;Not compatible with the res patch!
|
||||
;Does not work with the hi-res patch by Mash!
|
||||
;LocalMapXLimit=480
|
||||
;LocalMapYLimit=400
|
||||
|
||||
@@ -462,9 +466,6 @@ Doctor=293
|
||||
Science=293
|
||||
Repair=293
|
||||
|
||||
;Set to 1 to remove window position rounding for script-created windows
|
||||
RemoveWindowRounding=1
|
||||
|
||||
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
|
||||
;Set to 2 to use a different set of scroll buttons
|
||||
UseScrollingQuestsList=1
|
||||
@@ -589,15 +590,12 @@ SuperStimExploitFix=0
|
||||
InventoryApCost=4
|
||||
QuickPocketsApCostReduction=2
|
||||
|
||||
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
|
||||
ComputeSprayMod=0
|
||||
|
||||
;These options modify the bullet distribution of burst attacks if ComputeSprayMod is 1
|
||||
;All the bullets are divided into three groups: central, left and right
|
||||
;These three groups will then travel along three parallel tracks, trying to hit targets on the way
|
||||
;CenterMult/Div set the ratio of how many bullets go to the central group, and remaining bullets are divided equally to left and right sides
|
||||
;TargetMult/Div set the ratio of how many bullets in the central group will attack the primary target directly
|
||||
;Multipliers are capped at divisor values
|
||||
;These options modify the bullet distribution of burst attacks
|
||||
;All the bullets are divided into three groups: center, left, and right
|
||||
;These groups will then travel along three parallel tracks, trying to hit targets on the way
|
||||
;CenterMult/Div set the ratio of how many bullets go to the center group, and the remaining are divided equally to the left and right sides
|
||||
;TargetMult/Div set the ratio of how many bullets in the center group will attack the primary target directly
|
||||
;Multiplier values are capped at divisor values
|
||||
ComputeSpray_CenterMult=1
|
||||
ComputeSpray_CenterDiv=3
|
||||
ComputeSpray_TargetMult=1
|
||||
@@ -618,10 +616,6 @@ ExplosionsEmitLight=0
|
||||
;MovieTimer_artimer3=270
|
||||
;MovieTimer_artimer4=360
|
||||
|
||||
;Set to 1 to enable the new arrays behavior (default behavior)
|
||||
;Set to 0 for backward compatibility with pre-3.4 scripts
|
||||
ArraysBehavior=1
|
||||
|
||||
;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
|
||||
;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
|
||||
;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
|
||||
@@ -746,10 +740,6 @@ CreateObjectSidFix=0
|
||||
;Note that enabling this option will cause problems for existing grave scripts
|
||||
GraveContainersFix=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
;Note: To perform the unsigned integer division, use the new 'div' operator
|
||||
DivisionOperatorFix=1
|
||||
|
||||
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
|
||||
;Note that enabling this option can affect the weapon of choice for some NPCs
|
||||
AIBestWeaponFix=1
|
||||
@@ -833,7 +823,7 @@ GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Debugging]
|
||||
;Extra sfall configuration settings that can be used by modders
|
||||
;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini
|
||||
;This section is not affected by the 'UseCommandLine' option. It will always be read from the main ddraw.ini file
|
||||
|
||||
;Set to 1 to enable sfall debugging mode
|
||||
Enable=0
|
||||
@@ -848,11 +838,8 @@ AllowUnsafeScripting=0
|
||||
;Does not require sfall debugging mode
|
||||
;ExtraCRC=0x00000000,0x00000000
|
||||
|
||||
;Set to 1 to skip the executable file size check
|
||||
;Set to 1 to skip the compatibility mode check
|
||||
;Does not require sfall debugging mode
|
||||
SkipSizeCheck=0
|
||||
|
||||
;Change to 1 to skip the compatibility mode check
|
||||
SkipCompatModeCheck=0
|
||||
|
||||
;Fallout 2 Debug Patch
|
||||
@@ -875,6 +862,10 @@ DebugMode=0
|
||||
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
|
||||
HideObjIsNullMsg=0
|
||||
|
||||
;A key to press to toggle the display of the hex grid on the map on or off
|
||||
;Set to 0 to disable, or a DX scancode otherwise
|
||||
MapGridToggleKey=0
|
||||
|
||||
;Set to 1 to stop Fallout from deleting non read-only protos at startup
|
||||
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
|
||||
DontDeleteProtos=0
|
||||
|
||||
Binary file not shown.
@@ -1,14 +1,14 @@
|
||||
/*
|
||||
|
||||
Ammo INI Loader mod for Fallout 2 by NovaRain
|
||||
---------------------------------------------
|
||||
Ammo INI Loader mod v1.1 for Fallout 2 by NovaRain
|
||||
--------------------------------------------------
|
||||
|
||||
- modifies ammo protos with data from an INI file:
|
||||
* AmmoGlovz.ini if DamageFormula=1 or 2 in ddraw.ini
|
||||
* AmmoYAAM.ini if DamageFormula=5 in ddraw.ini
|
||||
* AmmoMod.ini if not using any bulit-in damage formula
|
||||
|
||||
Requires sfall 3.5 or higher
|
||||
Requires sfall 4.0/3.8.29 or higher
|
||||
|
||||
*/
|
||||
|
||||
@@ -23,7 +23,7 @@ variable ammoData;
|
||||
variable enabled;
|
||||
|
||||
procedure start begin
|
||||
variable i := 1, ammo, ammoPid, dmgMod;
|
||||
variable i := 1, ammo, ammoSection, dmgMod;
|
||||
if game_loaded then begin
|
||||
enabled := get_ini_setting("ddraw.ini|Misc|DamageFormula");
|
||||
if (enabled == 1 or enabled == 2) then
|
||||
@@ -37,19 +37,19 @@ procedure start begin
|
||||
if (enabled <= 0) then return;
|
||||
|
||||
ammoData := create_array_map;
|
||||
ammoPid := enabled; // pid from the first section
|
||||
while (ammoPid > 0) do begin
|
||||
ammoSection := get_ini_section(ammoIni, "" + i);
|
||||
while (ammoSection.pid > 0) do begin
|
||||
ammo := create_array_map; // create permanent arrays
|
||||
ammo.ac_adjust := get_ini_setting(ammoIni + "|" + i + "|ac_adjust");
|
||||
ammo.dr_adjust := get_ini_setting(ammoIni + "|" + i + "|dr_adjust");
|
||||
ammo.ac_adjust := atoi(ammoSection.ac_adjust);
|
||||
ammo.dr_adjust := atoi(ammoSection.dr_adjust);
|
||||
// dam_mult and dam_div must be positive integers
|
||||
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
|
||||
dmgMod := atoi(ammoSection.dam_mult);
|
||||
ammo.dam_mult := dmgMod if (dmgMod > 0) else 1;
|
||||
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
|
||||
dmgMod := atoi(ammoSection.dam_div);
|
||||
ammo.dam_div := dmgMod if (dmgMod > 0) else 1;
|
||||
ammoData[ammoPid] := ammo;
|
||||
ammoData[atoi(ammoSection.pid)] := ammo;
|
||||
i++;
|
||||
ammoPid := get_ini_setting(ammoIni + "|" + i + "|pid");
|
||||
ammoSection := get_ini_section(ammoIni, "" + i);
|
||||
end
|
||||
call map_enter_p_proc;
|
||||
debug_msg("Ammo INI Loader mod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
Ammo INI Loader mod for Fallout 2 by NovaRain
|
||||
---------------------------------------------
|
||||
Ammo INI Loader mod v1.1 for Fallout 2 by NovaRain
|
||||
--------------------------------------------------
|
||||
|
||||
- modifies ammo protos with data from an INI file:
|
||||
* AmmoGlovz.ini if DamageFormula=1 or 2 in ddraw.ini
|
||||
@@ -7,6 +7,6 @@ Ammo INI Loader mod for Fallout 2 by NovaRain
|
||||
* AmmoMod.ini if not using any bulit-in damage formula
|
||||
|
||||
|
||||
Requires sfall 3.5 or higher.
|
||||
Requires sfall 4.0/3.8.29 or higher.
|
||||
|
||||
To use, copy gl_ammomod.int to your scripts folder, and copy the INI files to the same directory as sfall.
|
||||
|
||||
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user