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d4d8b3a06c |
@@ -15,7 +15,8 @@ namespace FalloutClient {
|
||||
if (args.Length == 1 && args[0] == "-debugedit") {
|
||||
Application.Run(new DebugEditor(new EditorConnection()));
|
||||
} else {
|
||||
MessageBox.Show("The debug editor can only be run from the game.",
|
||||
MessageBox.Show("The debug editor can only be run from the game.\n" +
|
||||
"Use the key assigned to the DebugEditorKey option in ddraw.ini to run the debugger.",
|
||||
"sfall Debug Editor", MessageBoxButtons.OK, MessageBoxIcon.Stop);
|
||||
}
|
||||
}
|
||||
@@ -9,14 +9,13 @@
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>FalloutClient</RootNamespace>
|
||||
<AssemblyName>FalloutClient</AssemblyName>
|
||||
<AssemblyName>FalloutDebug</AssemblyName>
|
||||
<FileUpgradeFlags>
|
||||
</FileUpgradeFlags>
|
||||
<OldToolsVersion>3.5</OldToolsVersion>
|
||||
<UpgradeBackupLocation>
|
||||
</UpgradeBackupLocation>
|
||||
<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<PublishUrl>publish\</PublishUrl>
|
||||
<Install>true</Install>
|
||||
<InstallFrom>Disk</InstallFrom>
|
||||
@@ -29,6 +28,7 @@
|
||||
<MapFileExtensions>true</MapFileExtensions>
|
||||
<ApplicationRevision>0</ApplicationRevision>
|
||||
<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
|
||||
<IsWebBootstrapper>false</IsWebBootstrapper>
|
||||
<UseApplicationTrust>false</UseApplicationTrust>
|
||||
<BootstrapperEnabled>false</BootstrapperEnabled>
|
||||
</PropertyGroup>
|
||||
@@ -42,14 +42,14 @@
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<DebugType>none</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<CheckForOverflowUnderflow>true</CheckForOverflowUnderflow>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugSymbols>false</DebugSymbols>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
@@ -7,22 +7,51 @@
|
||||
; be used to remove their hardcoded effects, and add new stat/skill effects
|
||||
|
||||
[PerksTweak]
|
||||
;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk
|
||||
;Changes the bonus for 'Master Trader' perk (ID 17)
|
||||
;25 - default bonus
|
||||
MasterTraderBonus=25
|
||||
|
||||
;Changes the distance bonus for 'Weapon Long Range' weapon perk (ID 58)
|
||||
;2 - no bonus, 4 - default bonus
|
||||
WeaponLongRangeBonus=4
|
||||
|
||||
;Changes the hit chance bonus for 'Weapon Accurate' weapon perk (ID 59)
|
||||
;0 - no bonus, 125 - maximum bonus, 20 - default bonus
|
||||
WeaponAccurateBonus=20
|
||||
|
||||
;Change the penalty distance and distance bonus for 'Weapon Scope Range' weapon perk (ID 64)
|
||||
;0 - no penalty, 8 - default penalty
|
||||
WeaponScopeRangePenalty=8
|
||||
;2 - no bonus, 5 - default bonus
|
||||
WeaponScopeRangeBonus=5
|
||||
|
||||
;Changes the distance bonus for 'Weapon Long Range' weapon perk
|
||||
;2 - no bonus, 4 - default bonus
|
||||
WeaponLongRangeBonus=4
|
||||
;Changes the resistance bonuses for 'Vault City Inoculations' perk (ID 78)
|
||||
;valid range: -100..100, 10 - default bonus
|
||||
VaultCityInoculationsPoisonBonus=10
|
||||
VaultCityInoculationsRadBonus=10
|
||||
|
||||
;Changes the hit chance bonus for 'Weapon Accurate' weapon perk
|
||||
;0 - no bonus, 200 - maximum bonus, 20 - default bonus
|
||||
WeaponAccurateBonus=20
|
||||
;Changes the damage bonus per level for 'Demolition Expert' perk (ID 82)
|
||||
;999 - maximum bonus, 10 - default bonus
|
||||
DemolitionExpertBonus=10
|
||||
|
||||
;Changes the strength bonus for 'Weapon Handling' perk
|
||||
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
|
||||
;Changes the damage bonus for 'Living Anatomy' perk (ID 97)
|
||||
;125 - maximum bonus, 5 - default bonus
|
||||
LivingAnatomyBonus=5
|
||||
|
||||
;Changes the damage bonus for 'Pyromaniac' perk (ID 101)
|
||||
;125 - maximum bonus, 5 - default bonus
|
||||
PyromaniacBonus=5
|
||||
|
||||
;Changes the skill bonus per level for 'Salesman' perk (ID 103)
|
||||
;999 - maximum bonus, 20 - default bonus
|
||||
SalesmanBonus=20
|
||||
|
||||
;Changes the percent chance for 'Stonewall' perk (ID 104)
|
||||
;valid range: 0..100, 50 - default percent
|
||||
StonewallPercent=50
|
||||
|
||||
;Changes the strength bonus for 'Weapon Handling' perk (ID 106)
|
||||
;0 - no bonus, 10 - maximum bonus, 3 - default bonus
|
||||
WeaponHandlingBonus=3
|
||||
|
||||
;##############################################################################
|
||||
|
||||
@@ -1,11 +1,22 @@
|
||||
;This file lets you set the formula for calculating skills
|
||||
|
||||
[skills]
|
||||
BasedOnPoints=0 ;Set to 1 to base skill costs on spent points instead of current level
|
||||
;Changes the initial bonus to skill level for tag skills
|
||||
;valid range: 0..100, 20 - default bonus
|
||||
TagSkillBonus=20
|
||||
|
||||
Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
|
||||
SkillBase1=50 ;Big guns has a base of 50
|
||||
SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
|
||||
SkillImage1=72
|
||||
;Changes the behavior of tag skills
|
||||
;Set to 1 to give the initial skill bonus to the fourth tag skill from "Tag!" perk (Fallout 1 behavior)
|
||||
;Set to 2 to disable the double bonus of skill points for tag skills
|
||||
;Set to 3 to use both modes
|
||||
TagSkillMode=0
|
||||
|
||||
SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
|
||||
;Set to 1 to base skill costs on spent points instead of current level
|
||||
BasedOnPoints=0
|
||||
|
||||
;Examples
|
||||
;Skill0=s1|i2|l1.5 ;Skill 0 (small guns) is str*1 + int*2 + luck*1.5
|
||||
;SkillBase1=50 ;Big guns has a base of 50
|
||||
;SkillMulti2=10 ;Each point spent in energy weapons increases it by 10
|
||||
;SkillImage1=72
|
||||
;SkillCost0=0|0|0|0|0|300 ;Each level of small guns costs 6 skill points
|
||||
|
||||
@@ -6,6 +6,10 @@
|
||||
;multi[x] - where x is from 0 to 6, the multiplier of st/pe/en/etc.
|
||||
;shift[x] - shifts the base stat before the multiplication
|
||||
|
||||
[Main]
|
||||
;Set to 1 to take the bonus values of SPECIAL stats into account when calculating maximum hit points
|
||||
;Set to 0 for the Fallout original behavior (bonus stats do not affect maximum hit points)
|
||||
HPDependOnBonusStats=0
|
||||
|
||||
;max hp
|
||||
[7]
|
||||
|
||||
@@ -40,7 +40,7 @@ Image=24
|
||||
ButtonCount=3
|
||||
|
||||
;Set the appearance of the elevator
|
||||
MainFrm=148
|
||||
ButtonsFrm=151
|
||||
MainFrm=148 ; EL_VAULT.FRM
|
||||
ButtonsFrm=151 ; EL_MIL3.FRM
|
||||
|
||||
;Set up the exit points for all three buttons (see examples above)
|
||||
|
||||
+51
-30
@@ -1,5 +1,5 @@
|
||||
;sfall configuration settings
|
||||
;v3.8.26
|
||||
;v3.8.29
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
@@ -28,7 +28,7 @@ SpeedMulti9=900
|
||||
;The initial speed at game startup
|
||||
SpeedMultiInitial=100
|
||||
|
||||
;Set to 1 to also affect the playback speed of mve video files without an audio track
|
||||
;Set to 1 to also affect the playback speed of MVE video files without an audio track
|
||||
AffectPlayback=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -53,10 +53,16 @@ WindowData=0
|
||||
|
||||
;Uncomment the option to use a hardware shader (requires DX9 graphics mode)
|
||||
;The shader file <name>.fx must be placed in <GameRoot>\<master_patches>\shaders\ and must contain one technique with one or more passes
|
||||
;You can specify multiple shader files, separated by commas
|
||||
;GlobalShaderFile=global.fx
|
||||
|
||||
;Set to 1 to automatically enable linear texture filtering when the scale factor is not an integer
|
||||
;Set to 2 to force-enable linear texture filtering
|
||||
;This can be used in conjunction with the GlobalShaderFile option
|
||||
TextureFilter=1
|
||||
|
||||
;Set to 1 to do the palette conversion on the GPU
|
||||
;Set to 2 to do the palette conversion on the CPU
|
||||
;Set to 2 to do the palette conversion on the CPU (used for compatibility with old video cards)
|
||||
;Set to 0 to pick automatically
|
||||
;GPU is faster, but requires v2.0 pixel shader support
|
||||
GPUBlt=0
|
||||
@@ -68,7 +74,8 @@ GPUBlt=0
|
||||
;Requires DX9 graphics mode and v2.0 pixel shader support (see GPUBlt option)
|
||||
Use32BitHeadGraphics=0
|
||||
|
||||
;Set to 1 to automatically search for alternative avi video files when Fallout tries to play the game movies
|
||||
;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
|
||||
AllowDShowMovies=0
|
||||
|
||||
@@ -99,13 +106,13 @@ NumSoundBuffers=0
|
||||
;Set to 1 to allow attaching sound files to combat float messages
|
||||
AllowSoundForFloats=0
|
||||
|
||||
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an acm
|
||||
;Set to 2 to play alternative music files even if original acm files are not present in the music folder
|
||||
;Set to 1 to automatically search for alternative formats (mp3/wma/wav) when Fallout tries to play an ACM
|
||||
;Set to 2 to play alternative music files even if original ACM files are not present in the music folder
|
||||
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
|
||||
AllowDShowSound=0
|
||||
|
||||
;Set to 1 to override the music path used by default (i.e. data\sound\music\) if not present in the cfg
|
||||
;Set to 2 to overwrite all occurances of the music path
|
||||
;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
|
||||
;Set to 2 to overwrite all occurrences of the music path
|
||||
OverrideMusicDir=1
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -183,6 +190,7 @@ HighlightCorpses=1
|
||||
;16 - bright yellow
|
||||
;32 - dark yellow
|
||||
;64 - purple
|
||||
;You can set a custom color from the game palette by multiplying the color index value by 256 (available since sfall 3.8.27)
|
||||
OutlineColor=16
|
||||
|
||||
;A key to press to reload your currently equipped weapon or use the active item
|
||||
@@ -199,7 +207,7 @@ FastMoveFromContainer=0
|
||||
|
||||
;A key to press to open a debug game editor
|
||||
;Set to 0 to disable, or a DX scancode otherwise
|
||||
;Requires sfall debugging mode and FalloutClient.exe from the modders pack
|
||||
;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
|
||||
DebugEditorKey=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -267,7 +275,8 @@ DataLoadOrderPatch=1
|
||||
;FemaleDefaultModel=hfjmps
|
||||
|
||||
;To change the various ingame movies, modify the next 17 lines
|
||||
;Most of these can also be changed ingame via script.
|
||||
;You can also define additional movies by adding Movie18 - Movie32 lines
|
||||
;Most of these can also be changed ingame via script
|
||||
Movie1=iplogo.mve
|
||||
Movie2=intro.mve
|
||||
Movie3=elder.mve
|
||||
@@ -323,7 +332,7 @@ DialogueFix=1
|
||||
;Prevents you from using number keys to enter unvisited areas on a town map
|
||||
TownMapHotkeysFix=1
|
||||
|
||||
;Set to 1 to disable the horrigan encounter
|
||||
;Set to 1 to disable the Horrigan encounter
|
||||
DisableHorrigan=0
|
||||
|
||||
;Set to 1 to disable the random element in NPC levelling.
|
||||
@@ -352,9 +361,9 @@ SaveInCombatFix=1
|
||||
;Player's level is capped once the highest specified level is reached
|
||||
;XPTable=50,100,200
|
||||
|
||||
;Set to 1 to enable additional weapon animation codes from o-t
|
||||
;Set to 1 to enable additional weapon animation codes from o to t
|
||||
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
|
||||
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
|
||||
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
|
||||
AdditionalWeaponAnims=1
|
||||
|
||||
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
|
||||
@@ -387,7 +396,7 @@ AlwaysReloadMsgs=0
|
||||
PlayIdleAnimOnReload=0
|
||||
|
||||
;Changes the timer (in days) for deleting corpses on a map after you leave (valid range: 0..13)
|
||||
;The corpses of critters with 'Ages' flag or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
|
||||
;The corpses of critters with 'Ages' flag set or on maps with 'dead_bodies_age=No' set in maps.txt will not disappear
|
||||
;Default is 6. Set to 0 for a 12-hour timer
|
||||
CorpseDeleteTime=6
|
||||
|
||||
@@ -515,12 +524,16 @@ RemoveCriticalTimelimits=0
|
||||
;Change the colour of the font used on the main menu for the button text
|
||||
;MainMenuBigFontColour=0x3C
|
||||
|
||||
;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
|
||||
;0 - Fallout 2 original behaviour
|
||||
;1 - Haenlomal's fix, called shots are enabled for HtH attacks
|
||||
;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
|
||||
;Alternative behaviors to the Fast Shot trait
|
||||
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons; aimed attacks are disabled
|
||||
;1 - Haenlomal's fix: aimed attacks are enabled for melee/unarmed weapons and HtH attacks
|
||||
;2 - Alternative behavior: apply -1 AP cost to melee/unarmed weapons and HtH attacks
|
||||
;3 - Fallout 1 original behavior: -1 AP cost for all weapons; aimed attacks are disabled
|
||||
FastShotFix=1
|
||||
|
||||
;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
|
||||
SmallFrameFix=0
|
||||
|
||||
;Set to 1 to boost the maximum number of script names from 1450 to 10000
|
||||
BoostScriptDialogLimit=0
|
||||
|
||||
@@ -538,8 +551,10 @@ CritterInvSizeLimit=100
|
||||
;4 - Motion sensor is required to use the item highlight feature
|
||||
MotionScannerFlags=1
|
||||
|
||||
;Set to non-0 to adjust the maximum encounter table size
|
||||
;Default is 40, and the maximum is 127
|
||||
;Set a value greater than 40 to change the maximum encounter table size (enc_## in worldmap.txt)
|
||||
;Default is 40, and the maximum is 100
|
||||
;Note: Setting this greater than 50 requires renumbering all message lines for the encounter tables in worldmap.msg
|
||||
;The messages for each table must be numbered from (3000 + table number * 100) to (3099 + table number * 100)
|
||||
EncounterTableSize=0
|
||||
|
||||
;Set to 1 to disable the pipboy alarm button
|
||||
@@ -558,8 +573,8 @@ SuperStimExploitFix=0
|
||||
InventoryApCost=4
|
||||
QuickPocketsApCostReduction=2
|
||||
|
||||
;Set to 1 to allow objects seeing through other objects that have their ShootThru flag set
|
||||
;Note that enabling this option can cause unexpected NPC behavior in some situations
|
||||
;Set to 1 to fix obj_can_see_obj script function to allow critters to see through objects with 'ShootThru' flag set and other critters in front of them
|
||||
;Note that enabling this option can cause unexpected NPC behavior in some cases, e.g. initiating combat or dialogue when the player is behind certain obstacles
|
||||
ObjCanSeeObj_ShootThru_Fix=0
|
||||
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
@@ -569,11 +584,10 @@ ObjCanHearObjFix=0
|
||||
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
||||
StartGDialogFix=0
|
||||
|
||||
;Set to 1 to fix and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
|
||||
;This also changes the behavior of the result flags arguments
|
||||
;called_shot - additional damage, when the damage received by the target is above the specified minimum damage
|
||||
;Set to 1 to fix attacker_results/target_results arguments and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
|
||||
;New behavior of the arguments:
|
||||
;called_shot - additional damage when hitting the target
|
||||
;num_attacks - the number of free action points on the first turn only
|
||||
;attacker_results - unused, must be 0 or not equal to the target_results argument when specifying result flags for the target
|
||||
AttackComplexFix=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
@@ -627,8 +641,8 @@ PipboyTimeAnimDelay=50
|
||||
;Set to 0 to disable
|
||||
;Set to 1 to control all critters in combat
|
||||
;Set to 2 to control all party members
|
||||
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
|
||||
ControlCombat=0
|
||||
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
|
||||
;ControlCombatPIDList=62,89,97,107,160,161
|
||||
|
||||
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
|
||||
@@ -676,6 +690,9 @@ CarPlacedTileFix=1
|
||||
InstantWeaponEquip=0
|
||||
|
||||
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
|
||||
;By default, the files will have consecutive numbers assigned beginning with 0
|
||||
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
|
||||
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
|
||||
;You need to use the message_str_game script function to get messages from the files
|
||||
;ExtraGameMsgFileList=
|
||||
|
||||
@@ -685,6 +702,10 @@ NumbersInDialogue=0
|
||||
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
|
||||
WorldMapFontPatch=0
|
||||
|
||||
;Set to 1 to use Fallout's normal text font for death screen subtitles
|
||||
;Requires changing the color of subtitles in death.pal palette to white color (index 220) to display the text correctly
|
||||
DeathScreenFontPatch=0
|
||||
|
||||
;Set to 1 to display full item description for weapon/ammo in the barter screen
|
||||
FullItemDescInBarter=0
|
||||
|
||||
@@ -698,9 +719,6 @@ PartyMemberExtraInfo=0
|
||||
;Set to 2 to also skip loading the game/combat difficulty settings
|
||||
SkipLoadingGameSettings=0
|
||||
|
||||
;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
|
||||
InterfaceDontMoveOnTop=0
|
||||
|
||||
;Overrides the global variable number used to show the special death message of the Modoc toilet explosion
|
||||
;Set to -1 to disable the special death message when the global variable is set
|
||||
SpecialDeathGVAR=491
|
||||
@@ -790,6 +808,9 @@ HideObjIsNullMsg=0
|
||||
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
|
||||
DontDeleteProtos=0
|
||||
|
||||
;Set to 1 to force sfall to search for global/hook scripts every time the game loads rather than only the first time
|
||||
AlwaysFindScripts=0
|
||||
|
||||
;Set to 1 to force critters to display combat float messages
|
||||
;Requires AllowSoundForFloats to be enabled
|
||||
Test_ForceFloats=0
|
||||
|
||||
Binary file not shown.
@@ -12,52 +12,58 @@ Requires sfall 3.5 or higher
|
||||
|
||||
*/
|
||||
|
||||
#include "..\headers\define_extra.h"
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
procedure set_ammo_mod;
|
||||
procedure start;
|
||||
procedure map_enter_p_proc;
|
||||
|
||||
variable ammoIni;
|
||||
variable ammoData;
|
||||
variable enabled;
|
||||
|
||||
procedure set_ammo_mod begin
|
||||
variable pid, dmg_mod, i := 1;
|
||||
|
||||
while (i > 0) do begin
|
||||
pid := get_ini_setting(ammoIni + "|" + i + "|pid");
|
||||
if (pid < 1) then break;
|
||||
set_proto_data(pid, PROTO_AM_AC_MOD, get_ini_setting(ammoIni + "|" + i + "|ac_adjust"));
|
||||
set_proto_data(pid, PROTO_AM_DR_MOD, get_ini_setting(ammoIni + "|" + i + "|dr_adjust"));
|
||||
|
||||
// dam_mult and dam_div must be positive integers
|
||||
dmg_mod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
|
||||
if (dmg_mod < 1) then dmg_mod := 1;
|
||||
set_proto_data(pid, PROTO_AM_DMG_MULT, dmg_mod);
|
||||
dmg_mod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
|
||||
if (dmg_mod < 1) then dmg_mod := 1;
|
||||
set_proto_data(pid, PROTO_AM_DMG_DIV, dmg_mod);
|
||||
|
||||
i++;
|
||||
end
|
||||
//debug_msg("AmmoMod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
variable i := 1, ammo, ammoPid, dmgMod;
|
||||
if game_loaded then begin
|
||||
ammoIni := get_ini_setting("ddraw.ini|Misc|DamageFormula");
|
||||
if (ammoIni == 1 or ammoIni == 2) then
|
||||
enabled := get_ini_setting("ddraw.ini|Misc|DamageFormula");
|
||||
if (enabled == 1 or enabled == 2) then
|
||||
ammoIni := "AmmoGlovz.ini";
|
||||
else if (ammoIni == 5) then
|
||||
else if (enabled == 5) then
|
||||
ammoIni := "AmmoYAAM.ini";
|
||||
else
|
||||
ammoIni := "AmmoMod.ini";
|
||||
|
||||
enabled := get_ini_setting(ammoIni + "|1|pid");
|
||||
if (enabled > 0) then call set_ammo_mod;
|
||||
if (enabled <= 0) then return;
|
||||
|
||||
ammoData := create_array_map;
|
||||
ammoPid := enabled; // pid from the first section
|
||||
while (ammoPid > 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");
|
||||
// dam_mult and dam_div must be positive integers
|
||||
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
|
||||
ammo.dam_mult := dmgMod if (dmgMod > 0) else 1;
|
||||
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
|
||||
ammo.dam_div := dmgMod if (dmgMod > 0) else 1;
|
||||
ammoData[ammoPid] := ammo;
|
||||
i++;
|
||||
ammoPid := get_ini_setting(ammoIni + "|" + i + "|pid");
|
||||
end
|
||||
call map_enter_p_proc;
|
||||
debug_msg("Ammo INI Loader mod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
|
||||
end
|
||||
end
|
||||
|
||||
procedure map_enter_p_proc begin
|
||||
if (enabled > 0) then call set_ammo_mod;
|
||||
variable pid, values;
|
||||
if (enabled > 0) then begin
|
||||
foreach (pid: values in ammoData) begin
|
||||
set_proto_data(pid, PROTO_AM_AC_MOD, values.ac_adjust);
|
||||
set_proto_data(pid, PROTO_AM_DR_MOD, values.dr_adjust);
|
||||
set_proto_data(pid, PROTO_AM_DMG_MULT, values.dam_mult);
|
||||
set_proto_data(pid, PROTO_AM_DMG_DIV, values.dam_div);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
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