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324 Commits
Author SHA1 Message Date
NovaRain ba3ad33587 Fixed a bug that broke the calculation of the skill point cost for increasing skill levels (#226)
Updated version number for hot fix.
2019-01-14 09:34:19 +08:00
NovaRain 6e74c3166a Refactored ASM code in Sound.cpp (from Mr.Stalin)
Minor fix for "path_find_to" script function.
Changed the two wrapper functions in ObjectsOps.hpp using dev branch as ref.
Changed some code in ObjectsOps.hpp for edited wrapper functions.
Moved obj_under_cursor to ObjectsOps.hpp.
Reformatted Karma/Worldmap related code in main.cpp as in dev branch.
2019-01-08 13:28:00 +08:00
NovaRain e320acce0b Expanded create/temp_array functions to allow creating a new "lookup" type of associative array (from Mr.Stalin) 2019-01-08 06:52:00 +08:00
NovaRain 4f48926105 Added support for sorting associative arrays by keys or values (from Mr.Stalin) 2019-01-07 15:13:22 +08:00
NovaRain 5611931063 Fixed a crash bug when using sorting functions on an associative array(map) (from Mr.Stalin) 2019-01-06 11:59:09 +08:00
NovaRain f00022fed6 Moved ModifiedIni to main.cpp. 2019-01-04 21:08:30 +08:00
NovaRain 78815425e2 Refactored ASM code in KillCounter.cpp.
Reformatted and tweaked code in Explosions.cpp.
2019-01-03 11:07:57 +08:00
NovaRain 9ddddcc120 Changed INVENTORYMOVE hook to be called before displaying the 'Move Items' window for drag and drop ammo on weapons. 2019-01-03 09:35:26 +08:00
NovaRain 11c15cec93 Refactored some ASM code in BurstMods.cpp, Inventory.cpp, Credits.cpp, AnimationsAtOnceLimit.cpp. 2019-01-01 10:27:40 +08:00
NovaRain f36bd6fb61 Improved the functionality of ElevatorsFile to allow to change the FRM images of the elevator panel and create new elevator types (from Mr.Stalin) 2018-12-31 10:10:06 +08:00
NovaRain 26ab38c6c3 Changed critical table to be loaded before global scripts.
Removed redundant ClearGlobals() in LoadGameHook.cpp (already run in ResetState(1) above)
Updated version number and year.
2018-12-30 10:08:47 +08:00
NovaRain 9b50e6be1e Added UseWalkDistance option (from Mr.Stalin) (#46) 2018-12-28 20:06:55 +08:00
NovaRain 2427634ee8 Added a fix to the following script functions to ensure they set the correct object: (from Mr.Stalin)
set_critter_burst_disable, set_critter_pickpocket_mod, set_critter_skill_mod, set_critter_hit_chance_mod, set_*_knockback
2018-12-28 10:04:22 +08:00
NovaRain 36d1d0a5fc Refactored HeroAppearance.cpp (from Mr.Stalin) 2018-12-27 16:03:13 +08:00
NovaRain 486f00cdf4 Refactored assembler code in Skills.cpp. 2018-12-26 10:23:21 +08:00
NovaRain b6fd424665 Added missing return values for HOOK_INVENWIELD. 2018-12-25 10:02:39 +08:00
NovaRain 3d679db758 Added a fix to prevent sfall from loading global scripts with an extension that exceeds three characters (from Mr.Stalin)
Replaced some pushad/popad opcodes with pushadc/popadc ASM macros.
2018-12-25 01:25:37 +08:00
NovaRain 92e1f919d9 Refactored SafeWrite.cpp. 2018-12-20 09:37:47 +08:00
NovaRain d259e8c903 Formatted code in HeroAppearance.cpp. 2018-12-18 07:54:19 +08:00
NovaRain dea0e596c3 Minor code edit on main.cpp. 2018-12-17 09:44:36 +08:00
NovaRain 90b39f3dde Replaced some values with constants in Perks.cpp. 2018-12-16 11:39:56 +08:00
NovaRain c80224f661 Simplified and reformatted code in Perks.cpp (from Mr.Stalin)
Replaced some 'strcpy_s' usages to 'strncpy_s' in Perks.cpp.
2018-12-15 18:55:40 +08:00
NovaRain d7d8de5e1a Added "get/set_object_data" script functions (from Mr.Stalin)
Changed read_byte, read_short, read_int, and read_string functions to not require AllowUnsafeScripting.
2018-12-05 10:17:26 +08:00
NovaRain 0a21e4abfa Fixed a bug in the hero appearance mod that caused the player to disappear after saving the game when player's base FID is greater than 255.
Replaced old SafeWrite usages with corresponding Hook/MakeCall functions in HeroAppearance.cpp.
2018-12-04 09:45:55 +08:00
NovaRain 1340eeb0d3 Fixed the return values of a hook getting corrupted if another hook was called during the execution of the current hook (from Mr.Stalin)
Added a fix to prevent hook scripts from being executed when the depth limit is exceeded.
2018-12-03 20:43:03 +08:00
NovaRain a350fed4d1 Added a fix for unable to sell/give items in barter screen when the player/party member is overloaded (from Mr.Stalin)
Added a variant of MakeCall/Jump with 3 arguments to replace some SafeWrite 0x90 code for trailing NOPs.
2018-11-30 11:35:14 +08:00
NovaRain 402d4f40f2 Changed some MakeJump usages to MakeCall in Stats.cpp, Knockback.cpp, and main.cpp.
(see Mr.Stalin's comments in commit c990b6701d)
2018-11-29 09:56:41 +08:00
NovaRain 0f49c7f68d Refactored the code in Knockback.cpp.
Edited part of HookScripts.cpp (ref. commit 0a3745f8f5)
Minor edits to some code files.
2018-11-28 21:35:47 +08:00
NovaRain deb0299776 Added an option to fix AI not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory (from Mr.Stalin)
Minor edits to some code files.
2018-11-26 09:59:14 +08:00
NovaRain 4bb3fa0275 Merged two Glovz's fix functions and reorganized Glovz's/YAAM code layout a bit.
Fixed a bug in Stats.cpp that caused critical hits to ignore critical table roll value and only have the lowest level effect.
Minor edits to MainMenu.cpp.
2018-11-20 23:44:27 +08:00
NovaRain da31455cef Fixed missing AC/DR mod stats when examining ammo in barter screen.
Added an option to display full item description for weapon/ammo in barter screen.
Minor code correction in ScriptExtender.cpp.
Minor edits to document.
Updated version number.
2018-11-20 07:23:25 +08:00
NovaRain 4da10e2fdb Fixed the missing return value of -1 for HOOK_USEOBJON. 2018-11-16 06:34:47 +08:00
NovaRain 5426d043c1 Fixed unable to click the pop-up message box when death from radiation was triggered during resting. 2018-11-14 07:14:39 +08:00
NovaRain 719cec74d1 Added a fix to display a pop-up message box about death from radiation. 2018-11-13 21:37:48 +08:00
NovaRain 627fe11c29 Fixed determine_to_hit_func_ engine function taking distance into account when called from determine_to_hit_no_range_ (from Mr.Stalin) 2018-11-12 13:14:07 +08:00
NovaRain dcca405b89 Added an additional mode to SpeedInterfaceCounterAnims (from Mr.Stalin)
Refactored the code of Stats.cpp.
Unified stat_level_ usages in Inventory.cpp, LoadGameHook.cpp and skills.cpp.
2018-11-10 10:08:08 +08:00
NovaRain cce9437d19 Removed the pop-up message box about not finding the original ddraw.dll, now the error is reported in the log file.
Added a note about setting a custom background for the character screen to the hero appearance mod.
2018-11-09 10:01:10 +08:00
NovaRain 09b3bf3aed Added DisplaySwiftLearnerExp option (from Crafty)
Minor edits to some documents/code.
2018-11-07 09:39:11 +08:00
NovaRain 08a891a0fc Added "obj_under_cursor" script function.
Backported some script functions from 4.0: lock_is_jammed, unjam_lock.
2018-11-04 09:14:02 +08:00
NovaRain e9df81ac78 Changed PartyMemberExtraInfo to not show "Addict" text (in dark green) on the combat control panel if the party member is not addicted to drugs. 2018-11-02 22:49:14 +08:00
NovaRain 3e982be4b6 Removed RemoveWindowRounding option because it doesn't affect anything. 2018-11-01 09:54:37 +08:00
NovaRain 8a888f387d Adjusted the position of ExtraSaveSlots page buttons a bit. 2018-10-31 07:16:17 +08:00
NovaRain 712b4de5f7 Changed the debug editor to require sfall debugging mode.
Some minor code edits.
2018-10-29 11:14:30 +08:00
NovaRain a3b456cf0a Added a new return value to HOOK_KEYPRESS to override the pressed key (from Crafty)
Added check for map being loaded to KeyPress/MouseClick hooks.
2018-10-28 08:51:01 +08:00
NovaRain 9f689863d7 Added a new setting to DebugMode to send debug output to both the screen and the debug log (from Crafty)
Simplified the code for ObjCanSeeObj_ShootThru_Fix a bit (from Mr.Stalin)
Changed sfall to not to create sfallfs.sav when UseFileSystemOverride is disabled.
2018-10-27 09:46:35 +08:00
NovaRain b5306406b3 Replaced some __cdecl calling conventions with __fastcall.
(from Mr.Stalin - Reason: The compiler can use the arguments for its own purposes, which can spoil the stored value on the stack.)
Added extra notes for some options to ddraw.ini.
2018-10-26 06:51:52 +08:00
NovaRain ce3b9c172c Minor edit to the fade patch. 2018-10-24 12:00:52 +08:00
NovaRain b8a77d77fb Added missing functions from the source library ddraw.dll to export from sfall (from Mr.Stalin)
Simplified the code in SuperSave.cpp.
Minor edits to ddraw.ini.
2018-10-23 11:50:55 +08:00
NovaRain a01da656c7 Fixed showing game movies and subtitles for DX9 mode when not using the hi-res patch, and added logging messages for DX9 mode (from Mr.Stalin)
Changed DisplayNPCExtraInfo to PartyMemberExtraInfo.
2018-10-19 11:07:30 +08:00
NovaRain 5eda8dd7a0 Backported a new mode of metarule2_explosions from 4.0. 2018-10-17 22:30:07 +08:00
NovaRain c05babeda7 Added DisplayNPCExtraInfo option to ddraw.ini for previous commit. 2018-10-17 09:34:14 +08:00
NovaRain cc2b95d64e Added displaying party member's current level & AC & addict flag info to the combat control panel (from Mr.Stalin)
Added additional notes to HOOK_COMBATDAMAGE in hookscripts.txt (#204)
2018-10-16 10:14:32 +08:00
NovaRain fb62bd51b5 Simplified some byte writing in a few options. 2018-10-15 09:57:55 +08:00
NovaRain f4d7ccef40 Fixed typo in the previous commit. 2018-10-14 10:15:02 +08:00
NovaRain 85bb34377c Added missing argument validation to refactored fs_* opcodes.
Minor edits to Criticals.cpp.
2018-10-14 10:06:06 +08:00
NovaRain af24c6eae4 Fixed the exploit that allows you to gain excessive skill points from Tag! perk before leaving the character screen (from Mr.Stalin) 2018-10-12 19:27:04 +08:00
NovaRain 930f463000 Backported expanded is_iface_tag_active function from 4.0, and refactored show/hide_iface_tag functions as well.
Minor edits to a couple of documents.
2018-10-11 23:56:11 +08:00
NovaRain e1aefcc1ed Refactored BonusHtHDamageFix/DisplayBonusDamage code in AmmoMod.cpp (from Mr.Stalin)
Fixed DisplayBonusDamage not being applied on Melee Damage stat in the character screen when BonusHtHDamageFix is enabled.
Reimplemented INTFACEUSE/INTFACELOOT/BARTER game mode flags, and backported inventory_redraw script function from 4.0.
2018-10-11 11:19:22 +08:00
NovaRain 25554ff0b2 Added FastMoveFromContainer as the auxiliary option for ItemFastMoveKey (from Mr.Stalin)
Refactored the code of StackEmptyWeapons.
Added missing argument validation for backported script functions.
2018-10-10 18:27:54 +08:00
NovaRain dad0860d6e Changed implementation of StartGDialogFix, additionally fixed the game crash if calling start_gdialog function outside of talk_p_proc procedure for talking heads.
Fixed "Heave Ho!" perk increasing strength stat above 10 when determining the max range of thrown weapons.
Moved SpecialUnarmedAttacksFix to BugFixes.cpp and simplified the code.
Added comments to old ApplyHeaveHoFix in Perks.cpp.
Backported some non-hook related script functions from 4.0: item_weight, get/set_outline, get/set_flags, tile_refresh_display, outlined_object, get/set_cursor_mode, display_stats, get/set_map_enter_position, attack_is_aimed.
2018-10-10 17:24:05 +08:00
NovaRain a7e492a80f Backported get/set_proto_data changes and LoadProtoMaxLimit option from the develop branch.
Added more definitions to define_extra.h.
2018-10-08 21:45:16 +08:00
NovaRain d9b748c261 Backported UseScrollingQuestsList imporvements from 4.1.
Added sound effect to ExtraSaveSlots page buttons (from Mr.Stalin)
2018-10-06 23:18:07 +08:00
NovaRain 0aad511e3e Refactored ASM code in ScriptExtender.cpp according to the develop branch, and edited the code style.
Moved NegateFix to Bugs.cpp and simplified its code.
2018-10-05 10:13:01 +08:00
NovaRain d117296990 Backported "create_win" script function and InterfaceDontMoveOnTop option from the developt branch.
Updated version number.
2018-10-02 12:15:48 +08:00
NovaRain e672db53c7 Backported AllowDShowSound improvements from the develop branch:
* Added volume control support for alternative sound files.
* Added mode 2 to play alternative music files even if original acm files are not present in the music folder.
* Added AllowDShowMovies option to separate avi files playback from enabling DX9 mode.
* Fixed initialization bug when DX9 mode is disabled.
* Small refactoring on ASM code.

Added missing FadeMultiplier option to ddraw.ini.
2018-10-01 12:16:42 +08:00
NovaRain 25bbd91fc5 Fixed the mood argument of start_gdialog function being ignored for talking heads (from Crafty)
Fixed the broken obj_can_hear_obj script function (from Mr.Stalin)
Simplified the code of disabling losing unused perks.
2018-09-30 16:31:29 +08:00
NovaRain 8db528330b Fixed the max text width of player name in inventory.
Added an 8 lines limit to the underline position fix.
Some minor ASM code edits.
Minor edit to document.
2018-09-25 14:17:45 +08:00
NovaRain f761f7834e Refactored fs_* opcodes with ASM macros and opcode handlers. 2018-09-25 12:29:33 +08:00
NovaRain f6c4e5133c Fixed ai_retrieve_object_ engine function not returning the requested object when there are different objects with the same ID (from Mr.Stalin)
Added info about map_*_p_proc procedures to the global script section in notes.txt.
2018-09-23 08:15:52 +08:00
NovaRain 2e30c86467 Added "get_current_inven_size" script function. 2018-09-21 19:27:57 +08:00
NovaRain 1679f7c59d Backported CritterInvSizeLimitMode related fixes/improvements from the develop branch:
* Changed item_total_weight/item_c_curr_size engine functions to return the weight and size of equipped(hidden) items on NPCs when exchanging/bartering items.
* Fixed CritterInvSizeLimitMode not properly checking the weight of equipped items when mode is set to 4+.
* Added inventory size check to "Take All" button.
* Added additional note to CritterInvSizeLimitMode in ddraw.ini, and changed CritterInvSizeLimit to its default value.
2018-09-20 09:48:27 +08:00
NovaRain 9a4cbd4fa9 Excluded inventory size features for NPCs when CritterInvSizeLimitMode is set to PC only. 2018-09-16 10:25:45 +08:00
NovaRain 0c561ba677 Backported refactored CritterInvSizeLimitMode option from the develop branch (from Mr.Stalin)
Added party member's current/max inventory size info to the combat control panel.
Removed redundant functions from FalloutEngine.cpp.
2018-09-15 11:41:46 +08:00
NovaRain 20ccdacee8 Fixed the underline position in the inventory display window when the item name is longer than one line (from Mr.Stalin)
Simplified the code of SuperStimExploitFix and corrected the return value for the change.
2018-09-12 22:45:58 +08:00
NovaRain d44663ce76 Backported two bug fixes from the develop branch:
* Fixed broken get/reset_critical_table functions (from Mr.Stalin)
* Fixed the encounter description being displayed in two lines instead of one (from Crafty)
2018-09-11 16:15:25 +08:00
NovaRain a196160258 Changed the fix for multihex critter moving in combat to a more proper one (from Mr.Stalin)
Added AIBestWeaponFix option to ddraw.ini.
2018-09-02 18:07:05 +08:00
NovaRain 55a97a5793 Fixed multihex critters moving too close and overlapping their targets in combat (from Crafty)
Fixed critters not checking weapon perks properly when searching for the best weapon (from Mr.Stalin)
2018-08-21 07:18:35 +08:00
NovaRain 3eaa64ee16 Added extra comment for CarChargingFix to ddraw.ini. 2018-08-14 23:57:29 +08:00
NovaRain aa9257ab1c Fixed obj_can_see_obj not checking if source and target objects are on the same elevation before calling is_within_perception_ (from Mr.Stalin) 2018-08-10 22:37:55 +08:00
NovaRain 81a8fd4863 Added a fix for the display issue in the pipboy when a quest list is too long with UseScrollingQuestsList diabled (from Mr.Stalin)
Added a fix for the clickability issue of holodisk list in the pipboy (from Mr.Stalin)
2018-08-06 21:10:09 +08:00
NovaRain ed260ad7e5 Minor edit to the description of CityRepsList in ddraw.ini, to avoid misunderstanding.
Updated version number.
2018-07-28 22:33:28 +08:00
NovaRain 9dce3c8d62 Fixed an issue with file IDs of additional game msg files being shifted when a file in ExtraGameMsgFileList is missing. 2018-07-24 09:39:26 +08:00
NovaRain f28a179c78 Added more info to the comments of various keys in [Input] section in ddraw.ini. 2018-06-12 20:53:03 +08:00
NovaRain 540abbe273 Fixed a bug in DisplaySecondWeaponRange that didn't display correct weapon range when the secondary mode is aimed (e.g. spear and throwing knife)
Added more info about unwielding in HOKK_INVENWIELD to hookscripts.txt.
2018-06-11 13:47:20 +08:00
NovaRain 8dda3940d0 Added ItemFastMoveKey and ItemCounterDefaultMax options from 4.0 develop branch (commit aaa76cb3d1)
Set ReloadReserve to be disabled by default.
2018-06-06 06:54:55 +08:00
NovaRain 44b9b24490 Minor edits to documents. 2018-06-04 21:28:05 +08:00
NovaRain dafbc357b2 Added more detail to the comment of previous commit. 2018-06-02 18:13:33 +08:00
Mr.StalinandNovaRain 02572a5193 Fix bug "walking dead" for critters in combat mode after their death. (#160) 2018-06-02 18:10:49 +08:00
NovaRain cab19b5ca0 Fixed the backported code in commit d6952a0c93 not working when enabling AnimationsAtOnceLimit.
Reorganized the layout of AnimationsAtOnceLimit.cpp to be more in-line with 4.0 code.
2018-06-02 08:21:19 +08:00
NovaRain d6952a0c93 Backported the fix for the crash when the critter goes through a door with animation trigger from commit 56945c7437. 2018-06-01 23:42:52 +08:00
NovaRain b996867d65 Minor edit to the code in Explosions.cpp. 2018-05-30 21:21:23 +08:00
NovaRain bd18c240f9 Simplified the ASM code of get_mouse_buttons() a bit. 2018-05-30 09:37:58 +08:00
NovaRain 2ad28e3086 Added WorldMapFontPatch option to use Fallout's normal text font instead of DOS-like font on the world map. (#48) 2018-05-30 09:33:40 +08:00
NovaRain ef5ff4e90f Expanded get_mouse_buttons function to return a value for the middle mouse button (from Mr.Stalin) 2018-05-29 09:32:16 +08:00
NovaRain 0a672c1e10 Added MoreTiles option to increase the limit of FRM images for tiles from 4096 to 16383 (from Crafty)
Added sfall log messages to both options in Tiles.cpp and edited the code style.
2018-05-28 10:15:02 +08:00
NovaRain 01214633f4 Simplified the code in BarBoxes.cpp.
Updated version number.
Fixed a minor typo in function notes.txt.
2018-05-27 16:42:34 +08:00
NovaRain 334e98c4c1 Backported DisplaySecondWeaponRange option from 'develop' branch.
Improved DisablePipboyAlarm so that when the player press Z key they won't see a blank Pipboy screen.
Simplified the HookCall usages in TimeLimit option.
2018-05-27 16:09:21 +08:00
NovaRain 78a29ad556 Simplified the code from commit 716bfd4156. 2018-05-15 20:23:34 +08:00
NovaRain e5d14ff845 Minor edit to FixCharScrnBack() in HeroAppearance.cpp. 2018-05-14 21:16:44 +08:00
mr.StalinandNovaRain 716bfd4156 Hero Appearance mod: Loads the custom background frm for the character windows. (#150)
AppChCrt.frm (for the character creation) and AppChEdt.frm (for the character screen) should be placed in art/intrface, and the image size must be 640x480.
2018-05-14 09:56:56 +08:00
NovaRain 9b67db7208 Fixed broken get_attack_type function (from Mr.Stalin and Crafty)
Replaced some SafeWriteX usages with SafeMemSet for writing serial NOPs.
Minor edits to documents.
2018-05-08 15:39:39 +08:00
NovaRain e92ded34e4 Added "floor2" script function to work with ceil (#109)
Added the missing description of ceil to notes.txt.
Disabled ceil marco in lib.math.h.
Removed duplications in Utils.h.
2018-04-28 11:16:10 +08:00
NovaRain 1689542165 Fixed the last additional notification boxes to the interface being missing (#140) 2018-04-26 10:11:22 +08:00
NovaRain 2c86201db9 Updated README.txt for info about additional headers/libraries.
(cherry picked from commit e474ba1660)
2018-04-21 09:19:20 +08:00
NovaRain d7c9acf713 Added set_ini_setting to documents, and updated info for get_ini_setting.
Updated credits.
Replacing a couple of strcpy usages with strcpy_s.
2018-04-21 08:49:56 +08:00
mr.StalinandNovaRain 399da0d322 Scripting function "set_ini_setting" for FuncX [sfall v3.8] (#139)
* Added new script function "set_ini_setting" for FuncX (#85)

* Small fix for sf_set_ini_setting function.

* Refactoring code for set/get_ini* functions.
2018-04-21 08:42:12 +08:00
NovaRain 774adaa3b0 Revert "Fixed a bug when using HOOK_ITEMDAMAGE and calling item_w_damage_ engine function at the same time. It would result in player self-damaging when attacking targets."
This reverts commit b4d174d91b.
2018-04-13 20:43:33 +08:00
NovaRain b4d174d91b Fixed a bug when using HOOK_ITEMDAMAGE and calling item_w_damage_ engine function at the same time. It would result in player self-damaging when attacking targets.
Set DataLoadOrderPatch to be enabled by default, for preventing partial of a game crash issue due to unusual game folders setup. #136
2018-04-13 11:09:37 +08:00
NovaRain 3291f6fe17 Added a fix for being at incorrect hex after map change when the exit hex in source map is at the same position as some exit hex in destination map (from Crafty) #134 2018-04-02 23:22:46 +08:00
NovaRain 84f442ca08 Rewrote the fix for player's base EMP DR as an engine-level fix (from Crafty) 2018-04-01 12:48:13 +08:00
NovaRain f5c35eb639 Fixed typos in hookscripts.txt. 2018-03-23 23:10:17 +08:00
NovaRain 514894ed59 Fixed typos in sfall function notes.txt. 2018-03-23 22:06:02 +08:00
NovaRain 204810d067 Fixed the long existing slotdat.ini function in ExtraSaveSlots.
Reduced duplication in ExtraSaveSlots code.
Unified the indent style in ExtraSaveSlots.cpp.
Updated version number.
2018-03-16 12:49:39 +08:00
NovaRain ec4ba13a28 Fixed add_mult_objs_to_inven only adding 500 of an object when the value of "count" argument is over 99999. #129 2018-01-17 07:37:03 +08:00
NovaRain 14a6ef7fc6 Made sure the value of player's base EMP DR is set correctly. 2018-01-02 23:25:27 +08:00
NovaRain c3a74070ca Updated version number and the year.
Set the copyright string in the same way as 4.0 build.
2018-01-02 10:26:32 +08:00
NovaRain 302fd4bb51 Condensed the code in ApplyHeaveHoFix a bit. 2018-01-02 10:02:04 +08:00
NovaRain c7520c71cf Fixed player's base EMP DR isn't properly initialized when creating a new character and then starting the game. 2017-12-15 07:34:10 +08:00
NovaRain 45632d6887 Changed sneak_success to call is_pc_sneak_working_ engine function, which takes player's current sneaking status into account as well, instead of only returning the result of last sneak attempt. 2017-12-05 10:25:11 +08:00
NovaRain 866c9165c0 Replaced hex values with proper VAR_TYPE_* defines for code readability. 2017-12-03 23:29:28 +08:00
NovaRain 813abbf452 Added missing entry of block_combat script function in opcode list. 2017-12-03 02:40:36 +08:00
NovaRain c6864e01f6 Added the damage type offset of weapon proto to define_extra.h.
Fixed a typo in hookscripts.txt.
Added a new example mod gl_autodoors (by Mr.Stalin) to modderspack. #19
2017-11-28 00:30:29 +08:00
NovaRain 0eab48932a Tweaked the way DebugMode works, now only DebugMode=2 sends debug output to a debug.log file. Any other non-0 value sends debug output to the screen. #123 2017-11-07 10:44:57 +08:00
NovaRain 6c3efc5b84 Replaced some SafeWrite* usages in old code with corresponding HookCall/MakeCall/MakeJump for code readability.
Edited code style in Perks.cpp.
2017-11-06 15:21:08 +08:00
NovaRain cb8d7dc94a Enabled mouse scroll control in barter and loot screens when the cursor is hovering over other lists, also enabled scrolling through the display monitor (from Crafty) #120
Rearraged the code style in dinput.cpp.
Updated version number.
2017-10-25 11:40:46 +08:00
NovaRain 5786cfb267 Fix crash when calling partyMemberGetCurLevel_ on a critter that has no data in party.txt.
Updated version number.
2017-10-18 14:56:38 +08:00
NovaRain 78dfb530a9 Moved LoadHeroAppearance() from MainMenuHook to NewGame2. No reason to run it on the main menu where player appearance can't display. 2017-09-19 15:27:08 +08:00
NovaRain d588f2e691 Edited code style in HeroAppearance.cpp/h, also removed some redundant blank lines. 2017-09-19 10:43:31 +08:00
NovaRain daf7a82997 Added descriptions for the variables in Perks.ini.
(cherry picked from commit 848f29b468)
2017-09-12 15:39:39 +08:00
NovaRain 9ad2b19e1a Removed the redundant LoadHeroAppearance calling.
(now it's called during LoadGame_, which is earlier than LoadGame2_After)
2017-09-09 18:59:21 +08:00
NovaRain 4b66dd3682 Reverted LoadGame to previous revision, but also kept EndLoadHook and changed it to only call LoadHeroAppearance.
(attempted to fix issue #117 and #94)
2017-09-05 09:21:22 +08:00
NovaRain 4899aeece1 Changed new function names in the previous commit to PascalCase style. 2017-09-01 09:45:33 +08:00
NovaRainandGitHub 946266e367 Merge pull request #107 from FakelsHub/crafty_features/combat_proc
Added calls to unimplemented script procedures: combat_is_starting_p_proc/combat_is_over_p_proc (from Crafty)
2017-09-01 09:40:47 +08:00
NovaRain 438ea071fc Removed the backported new modes for get_game_mode in commit a93ad5a9ba. 2017-08-24 21:46:42 +08:00
NovaRain 89760235c7 Removed unimplemented HEROWIN game mode from header files.
Cleared some obsoleted/unused code from main.cpp & LoadGameHook.cpp.
2017-08-23 13:42:58 +08:00
NovaRain 321f1c6034 Fixed the double damage effect of Silent Death perk not being applied to critical hits (from Crafty) 2017-08-21 23:18:32 +08:00
NovaRain 513338f160 Fixed incorrect argument description for get/set_proto_data in sfall opcode list.txt.
Removed incorrect PROTO_CR_FLAGS value in define_extra.h (was actually critter's IN), and renamed PROTO_CR_ACTION_FLAGS to its correct name #112

(cherry picked from commit ad17773ace)
2017-08-21 11:33:37 +08:00
NovaRain 08b92542f4 Fixed the incorrect description in HOOK_COMBATDAMAGE.
(cherry picked from commit 85cdd8973e)
2017-08-19 08:49:56 +08:00
NovaRain 46013c94b0 Added SSL library files and define_lite.h (from 4.0 development branch) 2017-08-18 15:52:14 +08:00
NovaRain 7a4ab59089 Added missing description for set_car_current_town.
Removed trailing spaces in MetaruleOp.hpp.
2017-08-13 11:38:18 +08:00
NovaRain e505e204cb Two bug fixes from Crafty:
1. Fixed the displayed message when the attack randomly hits a target that is not a critter and has a script attached.
2. Fixed damage_p_proc being called for misses if the target is not a critter.
2017-08-07 13:24:11 +08:00
NovaRain 7343754d53 Fixed Bonus Move APs being replenished when you save and load the game in combat (from Crafty)
Replaced all usages of MakeCall with 3 arguments with either MakeJump or MakeCall (2 arguments) to improve code readability (ref. commit 96fa2668cc)
2017-07-26 23:13:40 +08:00
NovaRain ae1e17d359 Added a note for argnum in set_sfall_arg().
Fixed incorrect set_sfall_arg usage in the example.
Removed a redundant line in sfall opcode list.txt.
2017-07-25 23:14:50 +08:00
NovaRain 32dbe5581d Replaced hs_*.int scripts in example mods with normal global scripts with register_hook.
(cherry picked from commit e7e286013f)
2017-07-06 21:04:51 +08:00
NovaRain a93ad5a9ba Added new modes for get_game_mode to match Crafty's (backported from 4.0 development branch, commit c32dc7664e) 2017-06-22 09:41:05 +08:00
NovaRain 874b047ce1 Added Attack Type argument for HOOK_COMBATDAMAGE (from Crafty) #100 2017-06-14 12:45:13 +08:00
NovaRain afa590c5a8 Minor edits to ddraw.ini. 2017-06-02 11:49:02 +08:00
NovaRain b89c52fcec Added DontTurnOffSneakIfYouRun option to prevent the player from running while sneaking without Silent Running perk (from Crafty)
Added sfall log text for DisablePipboyAlarm.
2017-05-26 10:10:16 +08:00
NovaRain ec2d323f75 Changed LoadGame2_After to be called before LoadGame state is ended (backported from 4.0 development branch, commit c2e6d743a3)
Updated version number.
Minor edits to scripting documents.
2017-05-23 21:05:04 +08:00
Mr.Stalin 586679b07f Added scripting procedure handlers combat_is_starting_p_proc/combat_is_over_p_proc from Crafry. 2017-05-12 18:28:46 +03:00
NovaRain 31834fdfea Added OutlineColor option to set the color of outlines for items/containers. 2017-05-07 20:27:30 +08:00
NovaRain 7405e3cb52 Updated version number in ddraw.ini. 2017-05-07 01:22:00 +08:00
NovaRain 771230f9b4 Fixed a crash when calling destroy_object or destroy_mult_objs.
Updated some structs, using commit 75c7ab647f as the reference.
Updated version number.
2017-05-07 01:08:28 +08:00
VladislavKolosovsky 7b333ca458 Fixed hero appearance style and race not being loaded properly from savegames #94 2017-04-24 16:10:20 +07:00
NovaRain e7d03fc60a Fixed a bug that caused the game to crash upon entering combat mode if AnimationsAtOnceLimit is set to negative values by accident.
Used static const for the value of animation record size.
2017-03-23 13:03:20 +08:00
NovaRainandGitHub 61615930b6 Merge pull request #75 from FakelsHub/3.8-anim_fix
Fixed the game hanging in the combat mode when using reg_anim_animate() inside damage_p_proc (from Crafty, #75)
2017-03-23 07:43:57 +08:00
NovaRainandGitHub 62e5559aea Merge branch '3.8-maintenance' into 3.8-anim_fix 2017-03-23 07:30:36 +08:00
NovaRain 50c91db5ea Moved part of AnimationsAtOnceInit code from main.cpp to AnimationsAtOnceLimit.cpp.
Changed the if condition for ProcessorIdle to make sure out-of-bounds values not resulting in unexpected but valid values.
2017-03-21 21:05:44 +08:00
NovaRain b1624e5acf Fixed vanilla to-hit calculation being broken by the previous TOHIT hook commit. 2017-03-20 13:57:11 +08:00
NovaRain 024b1dbf6f Backported the fix for TOHIT hook from 4.0 development branch (commit 7bbe84feef)
Updated credits.
2017-03-19 08:29:27 +08:00
NovaRain 659da227f4 Fixed incorrect "\r\r\n" being printed in sfall-log.txt.
Simplified Jet Antidote fix.
Unified the wording of some log entries.
Changed sprintf to _snprintf_s for SimplePatch.
2017-03-18 22:42:19 +08:00
phobos2077andNovaRain b48549b524 Fixed 0 prices in all shops when not using barter mods
(cherry picked from commit 2d278bf4c7)
2017-03-18 10:34:01 +08:00
NovaRain bf61051887 Updated documentation on hook scripts.
Minor edits to missing d3dx9 dll message.
2017-03-16 22:03:33 +08:00
NovaRain 158234438b Fixed inconsistent behavior of motion sensor flag 2; now motion sensor truly does not require any charges to work. 2017-03-14 22:56:19 +08:00
NovaRain eb4998ced6 Fixed an error in the previous commit. 2017-03-14 22:02:52 +08:00
NovaRain 9631e08db4 ExplosionEmitLight: Skip setting light level if object was already lit #78 (from commit b0dc6ff182) 2017-03-14 14:07:26 +08:00
NovaRain 52072e29c0 Removed the obsolete WorldMapFPS, ForceLowResolutionTimer, and WorldMapDelay.
Fixed global scripts not running on the world map (mode 2) when disabling the world map speed patch.
2017-03-13 13:37:46 +08:00
NovaRain 28c18c1925 Updated hook script document for new arguments of hs_barterprice.
Changed BarterPriceHook() to be in line with the version in 4.0 branch.
Fixed incorrect GlobalVar struct size leading to load game crashes and corrupted saves (from 4.0 development branch)
2017-03-13 13:08:15 +08:00
NovaRain 77349cbaec Fixed Sequence stat value not being printed correctly when using "print to file" option.
Updated credits.
2017-03-13 10:33:31 +08:00
VladandGitHub 85845a2d80 Merge pull request #76 from FakelsHub/3.8-barterhook
New arguments to hook_barterprice.
2017-03-13 00:05:57 +07:00
NovaRain d8e2e6f1ca Added a missing function to prevent the player starting the game with zero or negative SPECIAL values (from Crafty)
Added a log entry for the bag/backpack fix.
2017-03-12 21:02:19 +08:00
NovaRainandGitHub dd00e130a9 Merge pull request #80 from FakelsHub/3.8-PCStat_fix
Fixed bugs for negative SPECIAL values in character creation (from Crafty)
2017-03-12 20:53:53 +08:00
Mr.Stalin 6cb8700df5 Correcting bug for negative values SPECIAL parameters. (from Crafty) 2017-03-12 00:38:23 +03:00
NovaRain ec0baf3065 Greatly increased compilation speed using precompiled header (from 4.0 development branch)
Changed SkipSizeCheck and ExtraCRC to not require enabling sfall debugging mode.
2017-03-11 20:14:25 +08:00
Mr.Stalin 5265100425 Combat animation fix: fixes a hang in the handler damage_p_proc after the animation completes in the combat mode. (from Crafty) 2017-03-09 21:59:16 +03:00
Mr.Stalin c095e54b62 Add new get arguments(arg7/arg8/arg9) to HOOK_BARTERPRICE (from Crafty) 2017-03-09 19:26:13 +03:00
NovaRain 229a5516e0 Unified the style of merged code. 2017-03-09 10:18:16 +08:00
NovaRainandGitHub f056c53739 Merge pull request #73 from FakelsHub/3.8-inventory-fix
Fix a crash when clicking on empty space in the inventory list opened by "Use Inventory Item On" (backpack) action icon (from Crafty)
2017-03-09 10:11:13 +08:00
NovaRain cb84700bfc Fixed metarule2_explosions not being reset properly. 2017-03-09 09:10:21 +08:00
Mr.Stalin 0f722a50fd Fix crash when clicking on empty space in the inventory with the cursor using an item from the backpack (from Crafty) 2017-03-08 19:27:29 +03:00
NovaRain 6b7a10130d Improved the functionality of ScrollMod: now the minimum is scrolling 1 inventory slot per click; before setting ScrollMod too high or negative values will result in scrolling not working. 2017-03-08 22:56:48 +08:00
NovaRain 061302585b Updated version number. 2017-03-06 00:43:39 +08:00
NovaRain c3acd1af3e Changed ExtraGameMsgFileList to read its setting from generic INI file, which can be set by UseCommandLine, instead of the fixed ddraw.ini.
Added a comment to karma frm options to explain things better.
2017-03-05 00:31:35 +08:00
NovaRain 411c0a6e98 Backported the fix for a crash when pressing reload weapon key while in the main menu from 4.0 development branch (commit 5b10d9e786) 2017-03-03 11:45:06 +08:00
NovaRain 4cc1235dbc Backported the fix for bug #70 from 4.0 development branch (commit 72bde84d92)
Fixed a minro typo in Inventory.cpp.
2017-02-28 21:22:00 +08:00
phobos2077andNovaRain 70a742db81 Added note about possible issue when using hs_invenwield incorrectly
(cherry picked from commit df5c81164f)
2017-02-24 15:48:06 +08:00
NovaRain 00d4e188d6 Fixed a crash if calling reg_anim_obj_run_to_tile after reg_anim_combat_check.
Implemented some changes of Explosions.cpp from commit ce21fdab79 to make the code a bit more understandable.
2017-02-24 15:47:37 +08:00
phobos2077 a30464cfae Fixed bug in metarule2_explosions, possible fix for #67 2017-02-24 01:32:32 +07:00
NovaRain 38438d1e9c More minor edits to ddraw.ini. 2017-02-21 23:15:26 +08:00
NovaRain 94e4a2043a Some minor edits to ddraw.ini. 2017-02-21 23:01:21 +08:00
NovaRain 42f70f920e Removed unused code in LoadGame().
Revert the change of OverrideArtCacheSize.
2017-02-21 14:37:18 +08:00
NovaRain f56af79c16 Set the valid range of NPCsTryToSpendExtraAP to be non-0 positive values, and removed a redundant/unused constant.
Changed the valid range of EncounterTableSize.
2017-02-21 00:15:24 +08:00
NovaRain 955733270c Added a fix for the engine not checking player's inventory properly when putting items into the bag/backpack in the hands (from Crafty)
Removed BagBackpackFix from ddraw.ini.
2017-02-20 12:23:51 +08:00
NovaRain 9804902af6 Fixed a crash when trying to open bag/backpack on the table in the bartering interface (from Crafty)
Added a tweak to move items to player's main inventory instead of the opened bag/backpack when confirming a trade.
2017-02-17 00:21:16 +08:00
NovaRain cfb546ce8a Added a fix to ignore player's equipped items when opening bag/backpack (from Crafty) 2017-02-15 22:39:31 +08:00
NovaRain de2549eeaa Added the ability to move items out of bag/backpack and back into the main inventory list by dragging them to character's image (similar to Fallout 1 behavior) (derived from Crafty's code)
Added a fix for losing items from inventory when you try to drag them to bag/backpack in the inventory list and are overloaded (from Crafty)
Removed gdBarterDispFix from ddraw.ini.
2017-02-15 12:56:37 +08:00
NovaRain cc00a2c162 Replaced PID number in ScannerAutomapHook() with its define name for better understandability. 2017-02-13 15:46:49 +08:00
NovaRain 16be32d284 Replaced some address hacks with simplified ones (e.g. using jumps instead of multiple NOPs)
Changed code style in main.cpp with Astyle.
2017-02-13 14:02:28 +08:00
NovaRain 16f19824d1 Replaced hex addresses with proper engine defines for ViewXPos and ViewYPos, and replaced two instances of SafeWrite32 with HookCall. 2017-02-12 22:28:37 +08:00
NovaRain 535b7edc55 Limited the range of values for StartYear/Month/Day to prevent errors when setting them to negative values, and added a clarification in ddraw.ini. 2017-02-12 00:11:21 +08:00
NovaRain 573e5324f4 Updated ddraw.ini for the change in previous commit.
Updated version number.
2017-02-07 15:59:59 +08:00
NovaRain e17b722f16 Changed BodyHit_Torso to BodyHit_Torso_Uncalled because it sets both body_torso and body_uncalled hit modifiers. 2017-02-04 21:20:33 +08:00
NovaRain 7a6e15bae1 Fixed OverrideMusicDir not using the correct path string.
Updated the year showed in the credits and file properties.
2017-01-31 13:03:09 +08:00
NovaRain df34f6c994 Fixed broken call_offset_* functions. 2017-01-24 22:24:53 +08:00
NovaRain 26874a709e Edited the format of LoadGameHook.cpp to be more in line with the one in 4.0 branch, and replaced a hex address with proper engine function. 2017-01-20 00:28:09 +08:00
NovaRain 45724aa6b3 Moved sfall additional save game file reading from LoadGame2_After to LoadGame2_Before to make saved arrays available in start functions of ssl scripts.
(cherry picked from commit 6bd7d4f05c)
2017-01-19 23:59:05 +08:00
NovaRain b477a43bd0 Added more details to the description of WorldMapEncounterFix/Rate, and changed the default value of WorldMapEncounterRate to its internal default. 2017-01-12 00:08:10 +08:00
NovaRain ca86b5f930 Fixed display issues when calling gdialog_mod_barter with critters with no "Barter" flag set (from Crafty) 2017-01-09 16:35:03 +08:00
NovaRain f05ec714e7 Made WorldMapEncounterFix/Rate independent from WorldMapFPSPatch. (#62, with the simplified code from Crafty) 2016-12-27 14:19:54 +08:00
NovaRain ad1f08378b Fixed issue #57.
Updated version number.
2016-11-14 09:40:01 +08:00
NovaRain 11dfb3e94a Added MainMenuOffsetX/Y and MainMenuCreditsOffsetX/Y settings back to ddraw.ini.
Corrected document file name in README.txt.
2016-11-08 10:25:41 +08:00
NovaRain 3668a1c94f Improved the functionality of ProcessorIdle (from Crafty) 2016-11-07 15:04:55 +08:00
NovaRain 5cb3ca2a59 Removed queue9x and vector9x.
Disabled ComputeSprayMod by default.
Updated version number.
2016-11-07 10:16:57 +08:00
phobos2077 4ef88959e3 Moved argument validation to opcodeMetaTable. Now old-style opcode and sfall_funcX scripting functions work almost identical and their handlers can be interchanged.
Fixed some bugs with sfall_funcX.
2016-11-06 17:37:25 +07:00
phobos2077 4cc9cb0b83 - Refactor opcode handling.
- Made new-style "sfall_funcX" functions compatible with old-style opcodes, this allows to use one handler function to act as both metarule and normal opcode.
- Added table of opcode meta-data.
2016-11-06 16:52:09 +07:00
phobos2077 363d7a1cc5 Rename types in function references for consistency and clarity. 2016-11-06 00:56:59 +07:00
phobos2077 d9d86e3fe4 Added macros for new scripting functions 2016-11-06 00:32:28 +07:00
phobos2077 ce1fd719cf Limit maximum string length for arrays to prevent certain strange crashes 2016-11-06 00:15:25 +07:00
phobos2077 1595d75f7c Added docs for new opcodes and scripting functions 2016-11-06 00:14:25 +07:00
phobos2077 6287eefd7c Merge branch 'feature/issue-55-metarule' into develop 2016-11-05 18:07:30 +07:00
phobos2077 3bc84a0040 Refactor: encapsulated opcode-related functions and variables into classes 2016-11-05 03:34:09 +07:00
phobos2077 18b34767b6 Added new scripting functions to show/hide/redraw main interface and to exec map_update_p_proc for all map objects #51 2016-11-05 01:17:42 +07:00
phobos2077 af4bad36d4 Added validation for null arguments #55;
Added scripting function "spatial_radius";
Added scripting function "critter_inven_obj2" #38.
2016-11-04 17:22:05 +07:00
phobos2077 1a40c40cd3 Added full definitions for metarules and automatic argument validation of with detailed error messages 2016-11-04 03:37:30 +07:00
phobos2077 9367139957 Remove condition for vsnprintf_s - always use long variant 2016-11-03 21:04:46 +07:00
phobos2077 87f45d26db Merge remote-tracking branch 'origin/feature/issue-55-metarule' into feature/issue-55-metarule 2016-11-03 20:57:09 +07:00
phobos2077 bd2f83d6a8 Refactor opcode handling;
Write metarule errors to debug.log (added reusable function);
Fixed some warnings
2016-11-03 20:55:59 +07:00
phobos2077 d29b51d5ea Implemented new way of handling sfall opcodes - now almost without any ASM code
Added bunch of engine function wrappers
2016-11-03 19:30:42 +07:00
NovaRain d276da3d68 Added VS2008 compatibility (vsnprintf_s uses 4 args by C11 standard, which is supported in VS2010 but not VS2008) 2016-11-03 14:56:32 +08:00
phobos2077 502897cb6f Fixed a nasty bug in dlog_f function that only shows when compiling w/o optimization 2016-11-03 04:43:10 +07:00
NovaRain e3739ba7aa Initialized scriptDialog pointer properly and deleted it on game exit. 2016-11-02 08:59:02 +08:00
phobos2077 02beff2b04 Implemented sfall_funcX opcodes 2016-11-02 04:10:50 +07:00
phobos2077 cf82440753 Testing implementation for universal opcode #55 2016-11-01 03:53:07 +07:00
NovaRain e78e76e35d Edited a couple of log entries.
Simplified the memory address edits of MultiPatches.
2016-10-31 15:56:19 +08:00
NovaRain 47783c802e Added a C++11 emulator for compiling with VS2008. 2016-10-26 11:38:57 +08:00
phobos2077 ce72ef51f8 Bug fix 2016-10-24 20:23:43 +07:00
phobos2077 dbc0ebd36f Do not allow to save game on Party-Controlled turn regardless of SaveInCombatFix value 2016-10-24 20:21:52 +07:00
phobos2077 db89f5760c Do not allow to use sneak when controlling party members 2016-10-24 20:16:02 +07:00
phobos2077 e864f1f961 Added DelayedExperience feature for party control 2016-10-24 19:32:05 +07:00
phobos2077 fafc4a317f Bug fixing 2016-10-24 18:38:09 +07:00
phobos2077 5d689c0641 Improve party control by temporarily changing more dude-related properties 2016-10-24 17:59:04 +07:00
phobos2077 4a65a6753f Remove some duplicated variables, use consistent naming 2016-10-24 12:49:12 +07:00
phobos2077 5dec063c1c Add more game global variable pointers to FalloutEngine 2016-10-24 12:36:02 +07:00
NovaRain dbdf414cd9 Tweaked the style of global/hook script log entries a bit. 2016-10-18 11:45:00 +08:00
NovaRain 3e2a22fad8 Fixed bugs in set*_stat_min functions that set max values instead of min.
Unified the style of global/hook script log entries.
Updated the code of "reading global/hook scripts from DAT files" with Crafty's newer code base.
2016-10-18 10:59:10 +08:00
NovaRain 13ee06dee2 Improved the 'print to file' fix and added the ability to use long filenames in dat files (from Crafty) 2016-10-17 11:58:22 +08:00
NovaRain 2d3031e583 sfall can now load global/hook scripts from dat files (from Crafty's mod) 2016-10-14 13:57:20 +08:00
NovaRain de5c12484d Added DataLoadOrderPatch option to use a modified data load order for the engine to find game data (from Crafty's mod)
Updated version number.
2016-10-11 11:58:17 +08:00
NovaRain c880ae93a9 Removed unused code in ScriptExtender.cpp and rename obj_outline_all_items_* functions slightly to prevent using the same names as game engine functions.
Minor edits on main.cpp and Bugs.cpp.
2016-10-07 10:31:46 +08:00
NovaRain 295a5d1437 Replaced NumberPatchLoop with a simple toggleable MultiPatches. Reason: While NumberPatchLoop allows even larger patch numbers, the built-in valid range of patch numbers of 000 ~ 999 is more than enough already. 2016-10-05 16:09:22 +08:00
NovaRain e726ee54ba Tweaked set_bodypart_hit_modifier function to follow the removal of BodyHit_Uncalled from ddraw.ini, e.g. setting modifier for torso (3) will also set for uncalled (8), and vice versa. 2016-10-04 10:23:17 +08:00
NovaRain 712eafc241 Now sfall loads global/hook scripts, shaders, 32-bit talking heads images, and avi movies according to the paths variables in the cfg file, instead of from the fixed "Data\".
Removed GainStatPerkFix from ddraw.ini.
Removed BodyHit_Uncalled from ddraw.ini. Now "uncalled" shares the same modifier with "torso", because separating them would result in some illogical setups.
2016-10-03 14:46:51 +08:00
NovaRain d1bf22ec8d Expanded DisableHorrigan to also skip the forced encounter check, to compatible with old saves that are not started with DisableHorrigan=1.
Changed the description of PipBoyAvailableAtGameStart=2 to be more precise.
Simplified the skipping code in PerkSetup(), because it's redundant to change two bytes that the same effect can be done with changing the conditional jump next to them.
2016-09-29 13:37:58 +08:00
NovaRain 21d496f392 Added a new setting to PipBoyAvailableAtGameStart to skip the vault suit movie check and make the PipBoy always available.
Improved the functionality of PipBoyAvailableAtGameStart (from Crafty's mod)
2016-09-26 16:05:18 +08:00
NovaRain 07948206fb Removed CarryWeightLimit option, because it can be scripted with set_stat_max function. 2016-09-21 09:33:11 +08:00
NovaRain 6a71bf086d Added a partial fix for incorrect positioning after exiting small locations (e.g. Ghost Farm) (from Crafty's mod) 2016-09-19 13:15:57 +08:00
NovaRain ec585529c8 Changed BodypartHitMod# to BodyHit_(part names) in ddraw.ini, to make them easier for users to understand. 2016-08-31 10:27:03 +08:00
NovaRain e6aad27e44 Moved ImportedProcedureFix to Bugs.cpp and added comments to it.
Added more descriptions to options in ddraw.ini, especially DebugMode,  to make things clearer and save the trouble to look up debug patch readme.
2016-08-30 13:11:06 +08:00
NovaRain f0528740a4 Removed the redundant loop in the unlimited ammo exploit fix. 2016-08-22 09:42:01 +08:00
NovaRain bfd8b38547 Merge branch 'develop', preparing for 3.7.3 release. 2016-08-15 14:54:40 +08:00
NovaRain e6086f984e Merge branch 'Vennor-feature/extra_msg'
Feature tested/verified.
2016-08-15 14:38:53 +08:00
NovaRain 2e766cd3c9 Merge branch 'feature/extra_msg' of https://github.com/Vennor/sfall into Vennor-feature/extra_msg
# Conflicts:
#	sfall/Message.cpp
#	sfall/Message.h
2016-08-15 14:38:18 +08:00
NovaRain 48f53388fd Fixed checking the horizontal position on the y-axis instead of x when setting coordinates on the world map.
Added more item flag defines in define_extra.h.
2016-08-15 10:32:53 +08:00
NovaRain 6199f95c38 Fixed incorrect death animations being used when killing critters with kill_critter_type function, e.g. ghouls die standing. (from Crafty) 2016-08-04 12:19:00 +08:00
NovaRain a6d84bd470 Fixed incorrect savegame path detection when reading/writing sfallgv.sav and sfallfs.sav under certain circumstances. (from Crafty) 2016-08-01 16:45:12 +08:00
NovaRain a11228a5ec Fixed get_screen_width/height functions not returning correct values when using older versions of hi-res patch.
Corrected the parameter for intface_update_ac_ in wield_obj_critter fix.
Update the unlimited ammo exploit fix from Crafty's mod.
Removed unnecessary engine-related defines and constants that were added since 3.7b.
2016-07-28 17:05:40 +08:00
NovaRain 7784e199af Integrated NumbersInDialogue option from Crafy's mod.
Moved NPCLevelFix to Bugs.cpp.
Used "push retn" instead of "mov jmp" for some jumps, to skip using registers (at least in logic).
Changed the displayed version number to the same as the internal version number.
2016-07-26 11:03:56 +08:00
NovaRain 53895a4af2 Added CreditsAtBottom option to display sfall built-in credits at the bottom of credits.txt contents.
Unified log message format in main.cpp and bugs.cpp.
2016-07-18 16:54:13 +08:00
phobos2077 354b938d60 Added optional function to show additional sfall credits at the bottom of CREDITS.TXT contents 2016-07-17 23:11:43 +07:00
NovaRain 643d8d3886 Added fix for destroy_p_proc not being called if the critter is killed by explosives when you leave the map.
Integrated Crafty's explosives crash fix.
Updated the link of NMA forum post in the comment.
2016-07-13 15:59:14 +08:00
NovaRain 924c35d011 Improved the unlimited ammo exploit fix to prevent crashes during map transition in RP new areas. (from Crafty)
Updated set_new_results_hack with Crafty's newer code base.
2016-07-12 09:47:26 +08:00
NovaRain 86163bf94c Changed the script procs defines in ScriptExtender.h to their real procedure names in SSL. 2016-07-06 17:15:05 +08:00
NovaRain 21b2d34432 Added some new engine-related defines and constants. 2016-06-03 09:38:31 +08:00
NovaRain 98508a9c76 Added a bug fix for incorrect initialization of action points at the beginning of each turn (from Crafty's mod)
Removed unused code in Bugs.cpp.
2016-05-27 10:37:12 +08:00
NovaRain f8b232cc09 Changed how SpeedInterfaceCounterAnims=2 works (from Crafty's mod). Now it updates the hp/ac counter instantly no matter what.
Fixed get_screen_width/height functions not returning correct values when using the windowed mode in the hi-res patch.
Added some new engine-related defines and constants.
2016-05-17 12:20:22 +08:00
NovaRain 394b4b9967 Edited the description of ExtraGameMsgFileList a bit. 2016-05-11 15:33:01 +08:00
NovaRain 1bea84eb3c Added ExtraGameMsgFileList setting to ddraw.ini, and updated message_str_game reference in sfall function notes.txt.
Added a couple of new engine-related defines.
Updated version number. (Need to consider changing to semantic versioning for 3.8.)
2016-05-10 17:18:31 +08:00
NovaRain 26159138e0 Removed the duplicated include from HeroAppearance.cpp. 2016-05-10 12:48:17 +08:00
NovaRain 1883009930 Cleaned up some artifacts in codes. 2016-05-10 12:42:34 +08:00
NovaRain f1289c1e7d Merge branch 'feature/extra_msg' of https://github.com/Vennor/sfall into Vennor-feature/extra_msg
# Conflicts:
#	sfall/Message.cpp
#	sfall/Message.h
2016-05-10 12:33:44 +08:00
Vennor c3e4894243 Moved opening brace to the same line as the function prototype. 2016-05-09 19:34:07 +02:00
Vennor 2330dd97bb Refactored op_message_str_game2 function to always return a valid string value. Now an "Error" string will be returned on error instead of an uninitialized char pointer or an integer value. 2016-05-09 19:10:25 +02:00
Vennor 90b718122d Added string header inclusion to Message.cpp. 2016-05-08 20:15:37 +02:00
Vennor 5ca7ed0dc5 - Renamed ClearExtraGameMsgFiles function to ClearReadExtraGameMsgFiles.
- Moved ClearReadExtraGameMsgFiles function to Message.cpp.
- Added map clearing to ClearReadExtraGameMsgFiles.
- Changed formatting.
2016-05-08 20:13:13 +02:00
Vennor 9bd03bfb76 Changed std::unordered_map to std::tr1::unordered_map for compatibility with older compilers. 2016-05-08 20:09:56 +02:00
Vennor 07b7e270b8 - Encapsulated and moved ReadExtraGameMsgFiles function call from NewGame2 to MainMenu. 2016-05-08 16:11:51 +02:00
Vennor f9dbbcdca2 - Tidied up extra game message getter a bit.
- Removed unnecessary function call.
2016-05-08 15:53:05 +02:00
NovaRain fcdb5633d4 Edited the description of InstantWeaponEquip a bit. 2016-04-21 09:21:12 +08:00
NovaRain 4e2bfd6b08 Some minor document edits: fixing typos, removing double/trailing spaces, unifying space/tab usages, and lining up some lines. 2016-04-20 10:20:05 +08:00
NovaRain 8c0fab1f6b Added an example mod of hs_keypress. 2016-04-19 17:18:26 +08:00
NovaRain 05f15f0262 Removed incorrect information from sfall function notes.
Edited the description in ddraw.ini with less self-advertising.
Added a few new engine-related defines and constants.
2016-04-18 10:28:12 +08:00
NovaRain 147cb50a66 Moved existing msg file reading functions and structs from HeroAppearance.cpp to a dedicated Message.h/.cpp file pair, for preparing to merge with Vennor's new feature.
Enabled ComputeSprayMod by default (reason: more reasonable bullet distribution than vanilla logic, even with default ratios.)
Fixed a minor typo in sfall function list document.
2016-04-07 12:04:24 +08:00
Vennor b8968c5334 - Added extra msg file reading based on names given in ddraw.ini.
- Added fetching strings from extra msg files.
2016-04-02 18:43:52 +02:00
Vennor 4f6b68ca93 - Moved existing msg file reading functions and structs from HeroAppearance.cpp to a dedicated Message.h/.cpp file pair.
- Added extern map to hold read extra msg files.
2016-04-02 18:41:59 +02:00
NovaRain 0ff6157b42 Added a few new engine-related defines and constants. 2016-03-31 09:43:15 +08:00
NovaRain 2bbb92420f Simplified the code of inventory drag and drop fix a bit (from Crafty's mod)
Added a few new engine-related defines and constants.
Updated credits.
2016-03-28 11:21:43 +08:00
phobos2077 4678f41b5a Merge remote-tracking branch 'origin/master' into develop 2016-03-26 23:59:41 +07:00
Vlad 7439ba2634 Merge pull request #40 from Oppen/master
Precompute CRC table.
2016-03-26 23:58:23 +07:00
Mario J. Rugiero 4c047bf8a3 Precompute CRC table. 2016-03-26 12:20:09 -03:00
NovaRain 694b699f15 Changed the order of script array element data removal from C++ containers. Without this std::unordered_map's keys were modified before erasure which lead to undefined behavior.
(cherry picked from commit bdffc061d3)

Added keyHash map clearing after each for loop pass. Without this arrays could load hashed indices of elements they don't actually contain, which in turn could lead to crashes if certain conditions are met.

(cherry picked from commit 25094253e5)

Updated credits.
2016-03-25 09:51:18 +08:00
Vlad 25b408816a Merge pull request #39 from Vennor/master
Script array fixes
2016-03-25 01:12:39 +07:00
phobos2077 b819423d2a added check for invalid array index in GetArray() 2016-03-25 01:10:56 +07:00
NovaRain 720f937b4f Integrated Crafty's updated fix to prevent the game with old (pre-3.0) versions of f2_res from crashing/hanging while trying to use drag&drop to reload weapons in the inventory list.
Added a few new engine-related defines and constants.
2016-03-21 11:58:56 +08:00
Vennor 25094253e5 Added keyHash map clearing after each for loop pass. Without this arrays could load hashed indices of elements they don't actually contain, which in turn could lead to crashes if certain conditions are met. 2016-03-12 17:08:15 +01:00
Vennor bdffc061d3 Changed the order of script array element data removal from C++ containers. Without this std::unordered_map's keys were modified before erasure which lead to undefined behavior. 2016-03-12 17:05:20 +01:00
NovaRain dfe4b6b2e0 Re-added CarChargingFix option back in ddraw.ini for other mods with custom vehicles. 2016-03-11 11:32:24 +08:00
phobos2077 972d978882 #37 fixed sfall_ver_* functions 2016-03-08 22:21:32 +07:00
NovaRain e99cca2b87 Added a few new engine-related defines and constants. 2016-03-07 11:41:04 +08:00
NovaRain 108719ac83 Added rounding calculation to ComputeSprayMod to give roundsCenter & roundsMainTarget some advantages.
Added CarryWeightLimit option for changing the carry weight limit. (max value: 2^31 − 1, probably an overkill.)
2016-03-07 11:29:26 +08:00
NovaRain 6feda61424 Added a check for old (pre-3.0) versions of f2_res to prevent the game from crashing/hanging while trying to use drag&drop to reload weapons in the inventory list. 2016-02-26 11:13:58 +08:00
NovaRain 19c94b8513 Simplified the code of Haenlomal's MultiHexFix a bit. 2016-02-24 09:47:26 +08:00
NovaRain af7b5cbb6b Condensed a few block of code in main.cpp with constant arrays, also made the DLL a bit smaller in size.
Added new engine-related defines and constants.
2016-02-19 11:08:00 +08:00
NovaRain 56009e1634 Moved the code of MultiHexFix to Bugs.cpp, and removed it from ddraw.ini.
Optimized AnimationsAtOnceLimit.cpp using Crafty's method, which made the DLL about 10KB less in size.
2016-02-18 15:25:56 +08:00
NovaRain 7bd3bd4128 Integrated InstantWeaponEquip option from Crafty's mod.
Added PipboyTimeAnimDelay option to allow player to control the speed of pipboy alarm clock animations in certain degree.
2016-02-16 16:44:24 +08:00
NovaRain 696be7fac5 Integrated the expanded SpeedInterfaceCounterAnims from Crafty's mod.
Added new engine-related defines and constants.
2016-02-15 13:13:31 +08:00
NovaRain 66dd966d8a Made a minor edit on ddraw.ini 2015-12-15 14:05:04 +08:00
NovaRain 8ce9ae89eb Removed TooManyItemsBugFix, InventoryDragIssuesFix, NPCDrugAddictionFix, ArmorCorruptsNPCStatsFix, NPCTurnsIntoContainerFix, CarChargingFix, NPCWeightFix from ddraw.ini
Updated version number.
2015-12-15 12:45:42 +08:00
NovaRain 361e961b38 Merge remote-tracking branch 'origin/master' into develop 2015-12-14 12:33:41 +08:00
Vlad f8c1bf1ebb Merge pull request #32 from burner1024/master
fix usage notes for set_critter_burst_disable
2015-12-14 10:47:01 +07:00
Ilya Ivanov 748cbb030a fix usage notes for set_critter_burst_disable 2015-12-14 10:21:46 +07:00
NovaRain 473fbf81b4 Integrated ReloadReserve setting from Crafty's mod for skipping the 'Move Items' window when using drap and drop to reload weapons in the inventory.
Partially refactored HeroAppearance.cpp to use proper engine function/variable names and unified the indent style across the code.
2015-11-17 12:56:03 +08:00
NovaRain 225f36808d Added an optional bug fix for not counting in the weight of equipped items on NPC when stealing or bartering.
Added an additional fix to InventoryDragIssuesFix for only using one box of ammo when the weapon is before the ammo.
Partially refactored Credits.cpp and QuestList.cpp to use proper engine function/variable names.
2015-11-16 15:07:24 +08:00
NovaRain 879315b4d0 Partially refactored most of the source code to use proper engine function/variable names. 2015-11-16 10:40:26 +08:00
NovaRain 971be61d95 Integrated two bug fixes and a minor feature based on Crafty's code:
1. Added CanSellUsedGeiger to fix the issue that unable to sell used geiger counters or stealth boys.
2. Added TownMapHotkeysFix to prevent players from using number keys to enter unknown areas on a town map. (original DisableHotkeysForUnknownAreasInCity is a bit too long IMO.)
3. Added EnableMusicInDialogue to leave the music playing in dialogue with talking heads.
Removed WieldObjCritterFix from ddraw.ini (was planning to do so in 3.7 but forgot)
Set DialogOptions9Lines enabled by default.
2015-11-03 16:14:27 +08:00
123 changed files with 19465 additions and 13608 deletions
+29 -1
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@@ -7,6 +7,34 @@
; have an additional NoHardcode option in this file which can
; be used to remove their hardcoded effects, and add new stat/skill effects
;Name=The name of the perk (max 63 characters)
;Desc=The description of the perk (max 1023 characters)
;Image=The line number (0-indexed) of the corresponding FRM in skilldex.lst
;Ranks=The number of perk levels
;Level=The minimum required level
;Type=If 0, the perk checks only Skill1 for skill requirements; if 1, it checks
; Skill1 or Skill2; if 2, it checks both Skill1 and Skill2
;Stat=The modified stat or -1 if you don't want to change any stats
;StatMag=The increased/decreased value to the modified stat
;Skill1=The first skill (or -1 for none) to check, but if you set a specific bit
; (67108864 or 0x4000000), it checks GVAR. For example, if Skill1=67108864, then
; the perk will check GVAR_PLAYER_REPUTATION (67108864 + 0) on Skill1Mag value
;Skill1Mag=Positive value is used as the minimum requirements of the first
; skill/GVAR, and a negative value is interpreted as the maximum requirement.
; For example, with Skill1=0 and Skill1Mag=100, if player has small guns skill
; >= 100 and meets all other requirements, the perk will be available in the
; selection window; with Skill1=1 and Skill1Mag=-120, the perk will not be
; available if player has big guns skill >= 120
;Skill2=The second skill/GVAR (or -1 for none) to check
;Skill2Mag=Same as Skill1Mag, but for Skill2
;STR-LCK=Positive values are used as minimum requirements of SPECIAL stats, and
; negative values are interpreted as maximum requirements. For some special
; perks processed by the engine (e.g. PERK_armor_powered and PERK_armor_combat),
; the values are not used as requirements but to add to corresponding SPECIAL
; stats
;If the value is set to -99999, the variable will be ignored (similar to comment out that line)
;This is a modification to perk 119
[119]
Name=Example
@@ -36,4 +64,4 @@ Name=Example
Desc=This is an example trait
Image=72
StatMod=0|-1 ;Subtract 1 from strength
SkillMod=0|20|1|-5 ;Add 20 to the players small guns skill and subtract 5 from big guns
SkillMod=0|20|1|-5 ;Add 20 to the player's small guns skill and subtract 5 from big guns
+5 -2
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@@ -1,5 +1,5 @@
[sfall]
SaveInCombat=Cannot save at this time
SaveInCombat=Cannot save at this time.
KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma.
HighlightFail1=You aren't carrying a motion sensor.
@@ -7,8 +7,11 @@ HighlightFail2=Your motion sensor is out of charge.
SuperStimExploitMsg=You cannot use a super stim on someone who is not injured!
BlockedCombat=You cannot enter combat at this time.
SaveSfallDataFail=ERROR saving extended savegame information! Check if other programs interfere with savegame files/folders and try again.
PartyLvlMsg=Lvl:
PartyACMsg=AC:
PartyAddictMsg=Addict
[AppearanceMod]
RaceText=Race
StyleText=Style
MainButtonText=Appearance
MainButtonText=Appearance
+24 -4
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@@ -1,11 +1,12 @@
;Controls the elevators
;Image must match up with the image of an existing elevator
;Image must match up with the image of an existing elevator (can be overrided in sfall 4.1.4/3.8.14 or newer)
;Make sure you specify the correct number of exit targets
;The maximum number of elevators is currently capped at 50
;Use the line number (0-indexed) of the corresponding FRM in intrface.lst to set the appearance of the elevator
;Override elevator 0
[000]
;This elevator uses the frm of the original forth elevator
[0]
;This elevator will use the settings of the original forth elevator
Image=4
;Set up the first exit point
@@ -23,4 +24,23 @@ ID3=50
Elevation3=0
Tile3=12944
;No forth exit point
;No forth exit point
;Override FRM images of elevator 0. Set ButtonsFrm to -1 to use default buttons from MainFrm
MainFrm=143
ButtonsFrm=-1
;An example of a new elevator
[24]
;Set Image to 24 to create a new elevator type (0-23 are the original elevator types)
Image=24
;Set the number of buttons
ButtonCount=3
;Set the appearance of the elevator
MainFrm=148
ButtonsFrm=151
;Set up the exit points for all three buttons (see examples above)
+212 -107
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@@ -0,0 +1,77 @@
/*
Auto Doors mod for Fallout 2 by Mr.Stalin
-----------------------------------------
- allows the player to automatically open/walk through unlocked doors when not in combat
Requires sfall 3.7b or higher
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
*/
#include "..\headers\define.h"
#include "..\headers\command.h"
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
procedure start;
procedure map_enter_p_proc;
procedure set_door_flag(variable state);
procedure combatturn_handler;
#define PORTAL (0)
#define DOOR_FLAGS (0x24)
variable only_once := 0;
procedure start begin
if game_loaded then begin
if (sfall_ver_major >= 4) then
register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
else
set_global_script_repeat(60);
call map_enter_p_proc;
end else begin
if (only_once == 1 and combat_is_initialized) then begin
only_once := 2;
call set_door_flag(false);
end else if (only_once == 2 and not(combat_is_initialized)) then begin
only_once := 1;
if (sfall_ver_major >= 4) then
set_global_script_repeat(0);
call set_door_flag(FLAG_WALKTHRU);
end
end
end
procedure map_enter_p_proc begin
only_once := 1;
call set_door_flag(FLAG_WALKTHRU);
end
procedure set_door_flag(variable state) begin
variable objectMap, obj, objPid, arrayPid, i;
objectMap := list_as_array(LIST_SCENERY);
arrayPid := temp_array(1, 0);
foreach (obj in objectMap) begin
objPid := obj_pid(obj);
if (proto_data(objPid, sc_type) != PORTAL) or is_in_array(objPid, arrayPid) then
continue;
arrayPid[i] := objPid;
i++;
resize_array(arrayPid, i + 1);
set_proto_data(objPid, DOOR_FLAGS, state);
end
end
procedure combatturn_handler begin
if (only_once == 1) then
set_global_script_repeat(60);
end
@@ -0,0 +1,9 @@
Auto Doors mod for Fallout 2 by Mr.Stalin
-----------------------------------------
- allows the player to automatically open/walk through unlocked doors when not in combat
Requires sfall 3.7b or higher.
To use, copy gl_autodoors.int to your scripts folder.
Binary file not shown.
@@ -1,22 +1,24 @@
procedure start;
procedure start;
// adjust include paths if needed
#include "..\..\scripting_docs\headers\sfall.h"
#include "..\..\scripting_docs\headers\sfall.h"
#define RESULT_SUCCESS (1)
#define RESULT_FAIL (0)
procedure start begin
if not init_hook then begin
procedure start begin
if game_loaded then begin
register_hook(HOOK_STEAL);
end else begin
variable
thief := get_sfall_arg,
target := get_sfall_arg,
item := get_sfall_arg,
action := get_sfall_arg,
result := RESULT_SUCCESS;
if (thief == dude_obj) then begin
display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
set_sfall_return(result);
end
end
if (thief == dude_obj) then begin
display_msg(sprintf(mstr_skill(570 + result + action*2), obj_name(item)));
set_sfall_return(result);
end
end
end
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@@ -0,0 +1,20 @@
procedure start;
// adjust include paths if needed
#include "..\..\scripting_docs\headers\sfall.h"
#include "..\..\scripting_docs\headers\dik.h"
procedure start begin
if game_loaded then begin
register_hook(HOOK_KEYPRESS);
end else begin
variable
event := get_sfall_arg,
keyDX := get_sfall_arg;
if (event == 1) and (keyDX == DIK_SEMICOLON) then begin
tap_key(DIK_CAPITAL);
tap_key(DIK_A);
tap_key(DIK_CAPITAL);
end
end
end
@@ -0,0 +1,9 @@
"Take All" Hotkey mod for Fallout 2 by NovaRain
----------------------------------------
- makes pressing the semicolon key send an uppercase A after a semicolon.
- Note: the uppercase A (shift + A if Caps Lock is off) is the built-in hotkey for the TAKE ALL button on the loot screen.
To use, copy *.int file to your scripts folder.
This mod is a simple example of how you can use HOOK_KEYPRESS hooks.
+16 -6
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@@ -3,13 +3,23 @@ This folder contains documentation about sfall scripting extensions.
headers\ - folder contains sfall headers that you should #include in your scripts
sfall.h - main sfall header, always include it
define_extra.h - some additional preprocessor constants for vanilla engine stuff (proto offsets, etc.)
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
define_lite.h - a lite version of official define.h
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
lib.arrays.h - procedures that will help you use arrays in their full:
- use them as stacks, sets
- easily compare, copy, slice, cut, add arrays
- display array contents (for debugging)
- save/load two-dimensional arrays to savegame in one command (e.g. arrays of objects)
lib.inven.h - fallout items manipulation functions
lib.math.h - a few simple functions for calculations
lib.strings.h - search in strings, join, repeat, etc.
lib.misc.h - misc stuff
sfall function notes.txt - incomplete reference for new opcodes
sfall function list.txt - list of all sfall opcodes (w/o descriptions)
sfall opcode list.txt - list of all sfall opcodes (w/o descriptions)
hookscripts.txt - detailed manual for using hook scripts to modify engine behavior
arrays.txt - manual for sfall arrays
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
there are numerious new syntax features and extensions to SSL (Star-Trek Scripting language).
+29 -26
View File
@@ -9,21 +9,21 @@ Array elements are accessed by index or key. For example:
// this code puts some string in array "list" at index 5:
list[5] := "Value";
There are 2 different types of arrays currently available:
1) Lists - a set of values with specific size (number of elements), where all elements have numeric indexes starting from zero (0) up to array length minus one.
For example:
// this creates list with 3 elements. Element "A" has index 0, element "B" has index 1, element "C" - 2
list := ["A", "B", "C"];
Limitations:
- all indexes are numeric, starting from 0;
- to assign value to a specific index, you must first resize array to contain this index
(for example, if list is of size 3 (indexes from 0 to 2), you can't assign value to index 4 unless you change list size to 5 first).
2) Maps (or associative arrays) - a set of key=>value pairs, where all elements (values) are accessed by corresponding keys.
Differences from list:
- maps don't have specific size (to assign values, you don't need to resize array first);
@@ -37,24 +37,24 @@ Both array types have their pros and cons and are suited for different tasks.
Basically arrays are implemented using number of new operators (scripting functions). But for ease of use, there are some new syntax elements:
1) Accessing elements. Use square brackets:
display_msg(arr[5]);
mymap["price"] := 515.23;
2) Alternative accessing for maps. Use dot:
display_msg(mymap.name);
mymap.price := 232.23;
3) Array expressions. Create and fill arrays with just one expression:
// create list with 5 values
[5, 777, 0, 3.14, "Cool Value"]
// create map:
{5: "Five", "health": 50, "speed": 0.252}
NOTES:
NOTES:
- make sure to call "fix_array" if you want new array to be available in the next frame or "save_array" if you want to use it for a longer period
(see next section for details)
@@ -64,16 +64,16 @@ NOTES:
foreach (item in myarray) begin
// this block is executed for each array element, where "item" contains current value on each step
end
// alternative syntax:
foreach (key: item in myarray) begin
// "key" will contain current key (or numeric index, for lists)
end
See "Script editor\docs\sslc readme.txt" file for full information on new SSL syntax features.
>>> STORING ARRAYS <<<
Apart from lists/maps arrays are divided by how they are stored.
There a 3 types of arrays:
@@ -85,21 +85,21 @@ where you create temp_array, it will not be available next time your global scri
This type of arrays are always available (by their ID) until you start a new game or load a saved game (at which point they are deleted).
3) Saved. If you want your array to really stay for a while, use function "save_array" to make any array "saved". However, they are, like permanent arrays,
"deleted" from memory when loading game. In order to use them properly, you must load them from the savegame using "load_array" whenever you want to use them.
"deleted" from memory when loading game. In order to use them properly, you must load them from the savegame using "load_array" whenever you want to use them.
Example:
variable savedArray;
procedure start begin
if game_loaded then begin
savedArray := load_array("traps");
end else begin
foreach trap in traps begin
....
....
end
end
end
>>> PRACTICAL EXAMPLES <<<
@@ -114,8 +114,8 @@ Example:
// call it:
call give_item(dude_obj, {PID_SHOTGUN: 1, PID_SHOTGUN_SHELLS: 4, PID_STIMPAK: 3});
> Create arrays of objects (maps) for advanced scripting:
variable traps;
@@ -130,14 +130,14 @@ Example:
traps[k] := load_array("trap_"+k); // each object is stored separately
end
end
procedure add_trap(variable trapArray) begin
variable index;
index := len_array(traps);
save_array("trap_"+k, trapArray);
array_push(traps, trapArray);
end
// use them:
foreach trap in traps begin
if (self_elevation == trap["elev"] and tile_distance(self_tile, trap["tile"]) < trap["radius"]) then
@@ -151,14 +151,16 @@ Example:
*mixed means any type
> int create_array(int size, int nothing):
> int create_array(int size, int flags):
- creates permanent array (but not "saved")
- if size is >= 0, creates list with given size
- if size == -1, creates map (associative array)
- second argument is not used yet, just use 0
- if size == -1 and flags == 2, creates a "lookup" map in which the values of existing keys are read-only and can't be updated.
This type of array allows you to store a zero (0) key value
- NOTE: in earlier versions (up to 4.1.3/3.8.13) the second argument is not used, just use 0
- returns arrayID (valid until array is deleted)
> int temp_array(int size, int nothing):
> int temp_array(int size, int flags):
- works exactly like "create_array", only created array becomes "temporary"
> void fix_array(int arrayID):
@@ -169,6 +171,7 @@ Example:
- if used on list, "key" must be numeric and within valid index range (0..size-1)
- if used on map, key can be of any type
- to "unset" a value from map, just set it to zero (0)
- NOTE: to add a value of 0 for the key, use the float value of 0.0
- this works exactly like statement:
arrayID[key] := value;
@@ -182,7 +185,7 @@ Example:
- changes array size
- applicable to maps too, but only to reduce elements
- there are number of special negative values of "size" which perform various operations on the array,
use macros sort_array, sort_array_reverse, reverse_array, shuffle_array from sfall.h header
use macros sort_array, sort_array_reverse, reverse_array, shuffle_array from sfall.h header
> void free_array(int arrayID):
- deletes any array
+121 -43
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@@ -2,16 +2,6 @@
#ifndef DEFINE_EXTRA_H
#define DEFINE_EXTRA_H
#define ATTACK_MODE_NONE 0
#define ATTACK_MODE_PUNCH 1
#define ATTACK_MODE_KICK 2
#define ATTACK_MODE_SWING 3
#define ATTACK_MODE_THRUST 4
#define ATTACK_MODE_THROW 5
#define ATTACK_MODE_SINGLE 6
#define ATTACK_MODE_BURST 7
#define ATTACK_MODE_FLAME 8
#define OBJ_TYPE_ITEM (0)
#define OBJ_TYPE_CRITTER (1)
#define OBJ_TYPE_SCENERY (2)
@@ -20,18 +10,79 @@
#define OBJ_TYPE_MISC (5)
#define OBJ_TYPE_SPATIAL (6)
#define WEAPON_TYPE_NONE (0)
#define WEAPON_TYPE_UNARMED (1)
#define WEAPON_TYPE_MELEE (2)
#define WEAPON_TYPE_THROWN (3)
#define WEAPON_TYPE_GUNS (4)
/* Item Common Flags */
#define HIDDEN_ITEM 134217728 // 0x08000000 - Hidden Item
#define ITEM_ACTION_USE 2048 // 0x00000800 - Use (can be used)
#define ITEM_ACTION_USEON 4096 // 0x00001000 - Use On Smth (can be used on anything)
#define ITEM_ACTION_PICKUP 32768 // 0x00008000 - PickUp
#define WEAPON_BIGGUN 256 // 0x00000100 - Big Gun
#define WEAPON_2HAND 512 // 0x00000200 - 2Hnd (weapon is two-handed)
#define ATKMODE_PRI_NONE 0
#define ATKMODE_PRI_PUNCH 1 // 0001
#define ATKMODE_PRI_KICK 2 // 0010
#define ATKMODE_PRI_SWING 3 // 0011
#define ATKMODE_PRI_THRUST 4 // 0100
#define ATKMODE_PRI_THROW 5 // 0101
#define ATKMODE_PRI_SINGLE 6 // 0110
#define ATKMODE_PRI_BURST 7 // 0111
#define ATKMODE_PRI_FLAME 8 // 1000
#define ATKMODE_SEC_NONE 0
#define ATKMODE_SEC_PUNCH 16 // 0x00000010
#define ATKMODE_SEC_KICK 32 // 0x00000020
#define ATKMODE_SEC_SWING 48 // 0x00000030
#define ATKMODE_SEC_THRUST 64 // 0x00000040
#define ATKMODE_SEC_THROW 80 // 0x00000050
#define ATKMODE_SEC_SINGLE 96 // 0x00000060
#define ATKMODE_SEC_BURST 112 // 0x00000070
#define ATKMODE_SEC_FLAME 128 // 0x00000080
/* Object flags for get/set_flags */
#define FLAG_MOUSE_3D (0x1)
#define FLAG_WALKTHRU (0x4)
#define FLAG_FLAT (0x8)
#define FLAG_NOBLOCK (0x10)
#define FLAG_LIGHTING (0x20)
#define FLAG_TEMP (0x400)
#define FLAG_MULTIHEX (0x800)
#define FLAG_NOHIGHLIGHT (0x1000)
#define FLAG_USED (0x2000)
#define FLAG_TRANSRED (0x4000)
#define FLAG_TRANSNONE (0x8000)
#define FLAG_TRANSWALL (0x10000)
#define FLAG_TRANSGLASS (0x20000)
#define FLAG_TRANSSTEAM (0x40000)
#define FLAG_TRANSENERGY (0x80000)
#define FLAG_LEFT_HAND (0x1000000)
#define FLAG_RIGHT_HAND (0x2000000)
#define FLAG_WORN (0x4000000)
#define FLAG_HIDDENITEM (0x8000000)
#define FLAG_WALLTRANSEND (0x10000000)
#define FLAG_LIGHTTHRU (0x20000000)
#define FLAG_SEEN (0x40000000)
#define FLAG_SHOOTTHRU (0x80000000)
/* Critter Flags */
#define CFLG_BARTER 2 //0x00000002 - Barter (can trade with)
#define CFLG_NOSTEAL 32 //0x00000020 - Steal (cannot steal from)
#define CFLG_NODROP 64 //0x00000040 - Drop (doesn't drop items)
#define CFLG_NOLIMBS 128 //0x00000080 - Limbs (cannot lose limbs)
#define CFLG_NOAGES 256 //0x00000100 - Ages (dead body does not disappear)
#define CFLG_NOHEAL 512 //0x00000200 - Heal (damage is not cured with time)
#define CFLG_INVULN 1024 //0x00000400 - Invulnerable (cannot be hurt)
#define CFLG_FLATTN 2048 //0x00000800 - Flatten (leaves no dead body)
#define CFLG_SPECIAL 4096 //0x00001000 - Special (there is a special type of death)
#define CFLG_RANGED 8192 //0x00002000 - Range (melee attack is possible at a distance)
#define CFLG_NOKNOCKDOWN 16384 //0x00004000 - Knock (cannot be knocked down)
#define CFLG_BARTER 2 // 0x00000002 - Barter (can trade with)
#define CFLG_NOSTEAL 32 // 0x00000020 - Steal (cannot steal from)
#define CFLG_NODROP 64 // 0x00000040 - Drop (doesn't drop items)
#define CFLG_NOLIMBS 128 // 0x00000080 - Limbs (cannot lose limbs)
#define CFLG_NOAGES 256 // 0x00000100 - Ages (dead body does not disappear)
#define CFLG_NOHEAL 512 // 0x00000200 - Heal (damage is not cured with time)
#define CFLG_INVULN 1024 // 0x00000400 - Invulnerable (cannot be hurt)
#define CFLG_FLATTN 2048 // 0x00000800 - Flatten (leaves no dead body)
#define CFLG_SPECIAL 4096 // 0x00001000 - Special (there is a special type of death)
#define CFLG_RANGED 8192 // 0x00002000 - Range (melee attack is possible at a distance)
#define CFLG_NOKNOCKDOWN 16384 // 0x00004000 - Knock (cannot be knocked down)
//remove inven obj defines
#define RMOBJ_CONSUME_DRUG 4666772
@@ -56,19 +107,27 @@
// offsets for get_proto_data
#define PROTO_PID (1)
#define PROTO_TEXTID (4)
#define PROTO_FID (8)
// items
#define PROTO_IT_LDIST (12)
#define PROTO_IT_LINT (16)
#define PROTO_IT_FLAG (20)
#define PROTO_IT_FLAGS (24)
#define PROTO_IT_SCRIPTID (28)
#define PROTO_IT_TYPE (32)
#define PROTO_IT_MATERIAL (108)
#define PROTO_IT_SIZE (112)
#define PROTO_IT_WEIGHT (116)
#define PROTO_IT_COST (120)
#define PROTO_IT_INV_FID (124)
#define PROTO_IT_SOUND (128) // byte
// weapons
#define PROTO_WP_ANIM (36)
#define PROTO_WP_DMG_MIN (40)
#define PROTO_WP_DMG_MAX (44)
#define PROTO_WP_DMG_TYPE (48)
#define PROTO_WP_RANGE_1 (52)
#define PROTO_WP_RANGE_2 (56)
#define PROTO_WP_PROJ_PID (60)
@@ -140,11 +199,14 @@
#define PROTO_DR_ADDICT_DELAY (100)
// critters
#define PROTO_CR_ACTION_FLAGS (32)
#define PROTO_CR_LDIST (20)
#define PROTO_CR_LINT (24)
#define PROTO_CR_FLAG (28)
#define PROTO_CR_FLAGS (32) // Critter Flags
#define PROTO_CR_SCRIPTID (36)
#define PROTO_CR_HEAD_FID (40)
#define PROTO_CR_AI_PACKET (44)
#define PROTO_CR_TEAM_NUM (48)
#define PROTO_CR_FLAGS (52)
#define PROTO_CR_BODY_TYPE (388)
#define PROTO_CR_KILL_EXP (392)
#define PROTO_CR_KILL_TYPE (396)
@@ -172,26 +234,26 @@
#define CALIBER_7_62MM (18)
// hidden perks
#define PERK_add_nuka (53)
#define PERK_add_buffout (54)
#define PERK_add_mentats (55)
#define PERK_add_psycho (56)
#define PERK_add_radaway (57)
#define PERK_weapon_long_range (58)
#define PERK_weapon_accurate (59)
#define PERK_weapon_penetrate (60)
#define PERK_weapon_knockback (61)
#define PERK_armor_powered (62)
#define PERK_armor_combat (63)
#define PERK_weapon_scope_range (64)
#define PERK_weapon_fast_reload (65)
#define PERK_weapon_night_sight (66)
#define PERK_weapon_flameboy (67)
#define PERK_armor_advanced_1 (68)
#define PERK_armor_advanced_2 (69)
#define PERK_add_jet (70)
#define PERK_add_tragic (71)
#define PERK_armor_charisma (72)
#define PERK_add_nuka (53)
#define PERK_add_buffout (54)
#define PERK_add_mentats (55)
#define PERK_add_psycho (56)
#define PERK_add_radaway (57)
#define PERK_weapon_long_range (58)
#define PERK_weapon_accurate (59)
#define PERK_weapon_penetrate (60)
#define PERK_weapon_knockback (61)
#define PERK_armor_powered (62)
#define PERK_armor_combat (63)
#define PERK_weapon_scope_range (64)
#define PERK_weapon_fast_reload (65)
#define PERK_weapon_night_sight (66)
#define PERK_weapon_flameboy (67)
#define PERK_armor_advanced_1 (68)
#define PERK_armor_advanced_2 (69)
#define PERK_add_jet (70)
#define PERK_add_tragic (71)
#define PERK_armor_charisma (72)
#define WPN_ANIM_NONE (0x00) // (A)
#define WPN_ANIM_KNIFE (0x01) // (D)
@@ -205,5 +267,21 @@
#define WPN_ANIM_MINIGUN (0x09) // (L)
#define WPN_ANIM_ROCKET_LAUNCHER (0x0A) // (M)
// common object data offsets
#define OBJ_DATA_TILENUM (0x04)
#define OBJ_DATA_CUR_FRM (0x18) // current frame number
#define OBJ_DATA_ROTATION (0x1C)
#define OBJ_DATA_FID (0x20)
#define OBJ_DATA_ELEVATION (0x28)
#define OBJ_DATA_PID (0x64)
#define OBJ_DATA_CID (0x68)
#define OBJ_DATA_SID (0x78)
// items
#define OBJ_DATA_CUR_CHARGES (0x3C)
// critters
#define OBJ_DATA_COMBAT_STATE (0x3C) // flags: 1 - combat, 2 - target is out of range, 4 - flee
#define OBJ_DATA_CUR_ACTION_POINT (0x40)
#define OBJ_DATA_DAMAGE_LAST_TURN (0x48)
#define OBJ_DATA_WHO_HIT_ME (0x54)
#endif // DEFINE_EXTRA_H
File diff suppressed because it is too large Load Diff
+18 -18
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@@ -1,7 +1,7 @@
#ifndef H_DIK
#define H_DIK
// Listed are keyboard scan code constants (in decimal), taken from dinput.h
// Listed are keyboard scan code constants (in decimal), taken from dinput.h
#define DIK_ESCAPE 1
#define DIK_1 2
@@ -14,9 +14,9 @@
#define DIK_8 9
#define DIK_9 10
#define DIK_0 11
#define DIK_MINUS 12 /* - on main keyboard */
#define DIK_MINUS 12 /* - on main keyboard */
#define DIK_EQUALS 13
#define DIK_BACK 14 /* backspace */
#define DIK_BACK 14 /* backspace */
#define DIK_TAB 15
#define DIK_Q 16
#define DIK_W 17
@@ -116,20 +116,20 @@
#define DIK_RWIN 0xDC /* Right Windows key */
#define DIK_APPS 0xDD /* AppMenu key */
#define DIK_BACKSPACE DIK_BACK /* backspace */
#define DIK_NUMPADSTAR DIK_MULTIPLY /* * on numeric keypad */
#define DIK_LALT DIK_LMENU /* left Alt */
#define DIK_CAPSLOCK DIK_CAPITAL /* CapsLock */
#define DIK_NUMPADMINUS DIK_SUBTRACT /* - on numeric keypad */
#define DIK_NUMPADPLUS DIK_ADD /* + on numeric keypad */
#define DIK_NUMPADPERIOD DIK_DECIMAL /* . on numeric keypad */
#define DIK_NUMPADSLASH DIK_DIVIDE /* / on numeric keypad */
#define DIK_RALT DIK_RMENU /* right Alt */
#define DIK_UPARROW DIK_UP /* UpArrow on arrow keypad */
#define DIK_PGUP DIK_PRIOR /* PgUp on arrow keypad */
#define DIK_LEFTARROW DIK_LEFT /* LeftArrow on arrow keypad */
#define DIK_RIGHTARROW DIK_RIGHT /* RightArrow on arrow keypad */
#define DIK_DOWNARROW DIK_DOWN /* DownArrow on arrow keypad */
#define DIK_PGDN DIK_NEXT /* PgDn on arrow keypad */
#define DIK_BACKSPACE DIK_BACK /* backspace */
#define DIK_NUMPADSTAR DIK_MULTIPLY /* * on numeric keypad */
#define DIK_LALT DIK_LMENU /* left Alt */
#define DIK_CAPSLOCK DIK_CAPITAL /* CapsLock */
#define DIK_NUMPADMINUS DIK_SUBTRACT /* - on numeric keypad */
#define DIK_NUMPADPLUS DIK_ADD /* + on numeric keypad */
#define DIK_NUMPADPERIOD DIK_DECIMAL /* . on numeric keypad */
#define DIK_NUMPADSLASH DIK_DIVIDE /* / on numeric keypad */
#define DIK_RALT DIK_RMENU /* right Alt */
#define DIK_UPARROW DIK_UP /* UpArrow on arrow keypad */
#define DIK_PGUP DIK_PRIOR /* PgUp on arrow keypad */
#define DIK_LEFTARROW DIK_LEFT /* LeftArrow on arrow keypad */
#define DIK_RIGHTARROW DIK_RIGHT /* RightArrow on arrow keypad */
#define DIK_DOWNARROW DIK_DOWN /* DownArrow on arrow keypad */
#define DIK_PGDN DIK_NEXT /* PgDn on arrow keypad */
#endif
File diff suppressed because it is too large Load Diff
+162
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@@ -0,0 +1,162 @@
#ifndef LIB_INVEN_H
#define LIB_INVEN_H
#include "define_lite.h"
/**
Inventory contents as temp array to be used in foreach
*/
procedure inven_as_array(variable critter) begin
variable i:=0, list;
list := temp_array(100, 4);
while (inven_ptr(critter, i)) do begin
if (i>=len_array(list)) then
resize_array(list, len_array(list) + 100);
list[i] := inven_ptr(critter, i);
i++;
end
resize_array(list, i);
return list;
end
procedure add_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
variable item;
item := create_object(the_pid,0,0);
add_mult_objs_to_inven(who_obj, item, (pid_qty));
return item;
end
// aliases:
#define add_item_pid(obj, pid) add_items_pid(obj, pid, 1)
#ifndef critter_wearing_armor
#define critter_wearing_armor(x) (obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_WORN)) == item_type_armor)
#endif
procedure unwield_armor(variable who_obj) begin
variable armor;
if (not(who_obj)) then return;
if (critter_wearing_armor(who_obj)) then begin
armor := critter_inven_obj(who_obj,INVEN_TYPE_WORN);
rm_obj_from_inven(who_obj, armor);
add_obj_to_inven(who_obj, armor);
end
end
procedure remove_items_pid(variable who_obj, variable the_pid, variable pid_qty) begin
variable begin
item;
removed_qty;
tmp;
end
if (not(who_obj)) then return;
removed_qty := obj_is_carrying_obj_pid(who_obj,the_pid);
if (pid_qty < removed_qty and pid_qty != -1) then begin
removed_qty := pid_qty;
end
if (removed_qty > 0) then begin
item := obj_carrying_pid_obj(who_obj, the_pid);
if (obj_type(who_obj) == 1) then begin
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(who_obj);
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(who_obj);
end
end
tmp := rm_mult_objs_from_inven(who_obj, item, removed_qty);
destroy_object(item);
end
end
procedure remove_item_obj(variable who_obj, variable item) begin
if (obj_type(who_obj) == 1) then begin
if (critter_inven_obj(who_obj,INVEN_TYPE_WORN) == item) then begin
call unwield_armor(who_obj);
end else if ((critter_inven_obj(who_obj, INVEN_TYPE_LEFT_HAND) == item) or (critter_inven_obj(who_obj, INVEN_TYPE_RIGHT_HAND) == item)) then begin
inven_unwield(who_obj);
end
end
rm_obj_from_inven(who_obj, item);
destroy_object(item);
end
// aliases:
#define remove_item_pid(obj, pid) remove_items_pid(obj, pid, 1)
#define remove_all_items_pid(obj, pid) remove_items_pid(obj, pid, -1)
/**
Set item quantity in inventory, by item pid
*/
procedure set_items_qty_pid(variable invenobj, variable itempid, variable newcount)
begin
variable begin
count;
obj;
end
count := obj_is_carrying_obj_pid(invenobj, itempid);
if (newcount > count) then begin
obj := create_object_sid(itempid, 0, 0, -1);
add_mult_objs_to_inven(invenobj, obj, newcount - count);
end else if (newcount < count) then begin
call remove_items_pid(invenobj, itempid, count - newcount);
end
end
/*
procedure check_restock_item(the_item, min_amt, max_amt, res_perc)
restock_amt := random(min_amt, max_amt);
if (obj_is_carrying_obj_pid(self_obj, the_item) < restock_amt) then begin
if (res_perc >= random(1,100)) then begin
stock_pid_qty(self_obj, the_item, restock_amt)
end
end else begin
stock_pid_qty(self_obj, the_item, restock_amt)
end
procedure check_restock_item_min_limit(the_item, min_amt, max_amt, res_perc)
if (obj_is_carrying_obj_pid(self_obj, the_item) < min_amt) then begin
check_restock_item(the_item, min_amt, max_amt, res_perc)
end
*/
procedure reduce_merchant_loot(variable critter, variable moneyPercent, variable probArmor, variable probDrugs, variable probWeapons, variable probAmmo, variable probMisc) begin
variable inv, item, it, prob, tmp;
inv := inven_as_array(critter);
item_caps_adjust(critter, -(item_caps_total(critter) * moneyPercent / 100));
//display_msg("total items "+len_array(inv));
foreach item in inv begin
if (obj_pid(item) != PID_BOTTLE_CAPS) then begin
it := obj_item_subtype(item);
if (it == item_type_armor) then
prob := probArmor;
else if (it == item_type_drug) then
prob := probDrugs;
else if (it == item_type_weapon) then
prob := probWeapons;
else if (it == item_type_ammo) then
prob := probAmmo;
else
prob := probMisc;
if (random(0, 99) < prob) then begin
//display_msg("remove "+obj_name(item));
call remove_all_items_pid(critter, obj_pid(item));
end
end
end
end
procedure item_by_attack_type(variable critter, variable type) begin
variable slot;
if (type > 3 and type != ATKTYPE_LWEP_RELOAD and type != ATKTYPE_RWEP_RELOAD) then
return 0;
if (type < 2 or type == ATKTYPE_LWEP_RELOAD) then
slot := INVEN_TYPE_LEFT_HAND;
else
slot := INVEN_TYPE_RIGHT_HAND;
return critter_inven_obj(critter, slot);
end
#endif

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