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cda56aca7d |
@@ -53,8 +53,10 @@ nb-configuration.xml
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Dd]evXP/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
[Ww]in2K/
|
||||
x64/
|
||||
x86/
|
||||
build/
|
||||
|
||||
@@ -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]
|
||||
|
||||
+59
-27
@@ -1,11 +1,12 @@
|
||||
;sfall configuration settings
|
||||
;v3.8.28
|
||||
;v3.8.30
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
UseCommandLine=0
|
||||
|
||||
;Uncomment and point to a file to get alternate translations for some sfall messages
|
||||
;This file can be placed in text\<language>\ for sfall to get the translations depending on the game language
|
||||
;TranslationsINI=sfall\Translations.ini
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -62,7 +63,7 @@ WindowData=0
|
||||
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
|
||||
@@ -121,7 +122,7 @@ OverrideMusicDir=1
|
||||
UseScrollWheel=1
|
||||
|
||||
;The mouse Z position is divided by this modifier to calculate the number of inventory
|
||||
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
|
||||
;slots to scroll. My mouse moves 120 pixels in the z direction for one click of the mouse
|
||||
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
|
||||
;Set to 0 to only ever scroll 1 click
|
||||
ScrollMod=0
|
||||
@@ -131,9 +132,9 @@ ScrollMod=0
|
||||
MouseSensitivity=100
|
||||
|
||||
;DX scancode of a key to press when the middle mouse button is clicked
|
||||
;The default of 0x30 toggles between your two weapons
|
||||
;The default of 48 ('B' key) toggles between your active items
|
||||
;Set to 0 to disable
|
||||
MiddleMouse=0x30
|
||||
MiddleMouse=48
|
||||
|
||||
;Set to 1 to reverse the left and right mouse buttons
|
||||
ReverseMouseButtons=0
|
||||
@@ -207,7 +208,7 @@ 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
|
||||
@@ -233,6 +234,7 @@ WorldMapTimeMod=100
|
||||
WorldMapFPSPatch=1
|
||||
|
||||
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
|
||||
;Default is 66 milliseconds
|
||||
WorldMapDelay2=66
|
||||
|
||||
;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
|
||||
@@ -265,7 +267,17 @@ UseFileSystemOverride=0
|
||||
;Set to 1 to use the modified data load order for the engine to find game data
|
||||
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
|
||||
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
DataLoadOrderPatch=1
|
||||
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
|
||||
;DataLoadOrderPatch=1
|
||||
|
||||
;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
|
||||
;Set to 2 to also load subtitle files from text\<language>\cuts_female\ for female PC
|
||||
FemaleDialogMsgs=0
|
||||
|
||||
;Set to 1 to allow using the special '^' character in dialog msg files to specify the alternative text
|
||||
;that will be displayed in the dialogue based on the player's gender
|
||||
;The text must be enclosed in angle brackets (example: <MaleText^FemaleText>)
|
||||
DialogGenderWords=0
|
||||
|
||||
;To change the default and starting player models, uncomment the next four lines.
|
||||
;The default models can also be changed ingame via script
|
||||
@@ -353,7 +365,7 @@ SingleCore=1
|
||||
OverrideArtCacheSize=0
|
||||
|
||||
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
|
||||
;Note that even with this option enabled, it is still not advisable to save in combat at all (obsolete information)
|
||||
;Note that even with this option enabled, it is still not advisable to save in combat
|
||||
;Set to 2 to block all saving in combat
|
||||
SaveInCombatFix=1
|
||||
|
||||
@@ -403,7 +415,7 @@ CorpseDeleteTime=6
|
||||
;Set a number of milliseconds to idle each input loop
|
||||
;Set to -1 to disable
|
||||
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
|
||||
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 127
|
||||
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 30
|
||||
ProcessorIdle=-1
|
||||
|
||||
;Set to 1 if using the hero appearance mod
|
||||
@@ -420,17 +432,19 @@ SkipOpeningMovies=0
|
||||
;Set to 0 to disable
|
||||
NPCsTryToSpendExtraAP=0
|
||||
|
||||
;Set to 1 to fix NPCs not checking weapon perks properly when choosing the best weapon in combat
|
||||
;Set to 2 to change the priority multiplier for having weapon perk to 3x (the original is 5x)
|
||||
;Note that enabling this option can significantly affect the weapon of choice for some NPCs
|
||||
AIBestWeaponFix=0
|
||||
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
|
||||
;Note that enabling this option can affect the weapon of choice for some NPCs
|
||||
AIBestWeaponFix=1
|
||||
|
||||
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
|
||||
;Set to 2 to allow NPCs to use only the drugs listed in chem_primary_desire and healing drugs (stimpaks and healing powder)
|
||||
;Note: chem_primary_desire w/o fixes prevents the specified item PID from being consumed if all three values in the list are the same PID
|
||||
;chem_primary_desire also works as a priority list of drug items the NPC will try to pick up in combat when they are on the ground
|
||||
AIDrugUsePerfFix=0
|
||||
|
||||
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them at startup
|
||||
;Set to 1 to check all tiles on started (slow)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile ids that need checking
|
||||
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
|
||||
;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
|
||||
AllowLargeTiles=0
|
||||
|
||||
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
|
||||
@@ -525,11 +539,14 @@ RemoveCriticalTimelimits=0
|
||||
;MainMenuBigFontColour=0x3C
|
||||
|
||||
;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
|
||||
;0 - Fallout 2 original behavior: -1 AP cost for ranged weapons. Aimed attacks are disabled
|
||||
;1 - Haenlomal's tweak: 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
|
||||
;3 - Fallout 1 original behavior: -1 AP cost for all weapons. Aimed attacks are disabled
|
||||
FastShotFix=0
|
||||
|
||||
;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
|
||||
@@ -577,7 +594,7 @@ ObjCanSeeObj_ShootThru_Fix=0
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
ObjCanHearObjFix=0
|
||||
|
||||
;Set to 1 to enable the mood argument of start_gdialog script function to be available for talking heads
|
||||
;Set to 1 to enable the 'mood' argument of start_gdialog script function for talking heads
|
||||
;If the argument value is -1, the mood will be determined by the local variable 0 of the script (vanilla behavior)
|
||||
StartGDialogFix=0
|
||||
|
||||
@@ -587,6 +604,11 @@ StartGDialogFix=0
|
||||
;num_attacks - the number of free action points on the first turn only
|
||||
AttackComplexFix=0
|
||||
|
||||
;Set to 1 to make the create_object_sid script function run the 'start' procedure of attached script upon object creation
|
||||
;By default, the 'start' procedure of attached script is executed after the current script procedure is finished
|
||||
;Note that enabling this option may cause unexpected results with some existing game scripts
|
||||
CreateObjectSidFix=0
|
||||
|
||||
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
|
||||
;Note: To perform the unsigned integer division, use the new 'div' operator
|
||||
DivisionOperatorFix=1
|
||||
@@ -624,7 +646,7 @@ ExplosionsEmitLight=0
|
||||
;Set to 0 for backward compatibility with pre-3.4 scripts
|
||||
arraysBehavior=1
|
||||
|
||||
;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
|
||||
;Set to 1 to add proper checks to see if there is enough ammo to attack with weapons that use multiple ammo per shot
|
||||
CheckWeaponAmmoCost=0
|
||||
|
||||
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
|
||||
@@ -638,8 +660,8 @@ 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
|
||||
@@ -687,6 +709,9 @@ 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=
|
||||
|
||||
@@ -718,9 +743,14 @@ SkipLoadingGameSettings=0
|
||||
SpecialDeathGVAR=491
|
||||
|
||||
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
|
||||
;Note that enabling this option can break the map changes in Modoc and Vault 15
|
||||
;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
|
||||
DisableSpecialMapIDs=0
|
||||
|
||||
;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45:
|
||||
;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
|
||||
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
|
||||
DisableSpecialAreas=0
|
||||
|
||||
;Changes the base value of the duration of the knockout effect (valid range: 35..100; default is 35)
|
||||
;The formula for the duration in ticks is: 10 * (value - 3 * EN)
|
||||
KnockoutTime=35
|
||||
@@ -802,7 +832,7 @@ 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 scripts every time the game loads rather than only the first time
|
||||
;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
|
||||
@@ -811,10 +841,12 @@ Test_ForceFloats=0
|
||||
|
||||
;These options control what output is saved in the debug log (sfall-log.txt)
|
||||
;Prints messages duing sfall initialization
|
||||
Init=0
|
||||
Init=1
|
||||
;Prints messages relating to hook scripts
|
||||
Hook=0
|
||||
;Prints messages relating to scripting
|
||||
Script=0
|
||||
;Prints messages relating to the critical table
|
||||
Criticals=0
|
||||
Criticals=1
|
||||
;Prints messages relating to engine fixes
|
||||
Fixes=1
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,41 @@
|
||||
/*
|
||||
|
||||
Auto-Close Containers mod for Fallout 2 by Mr.Stalin
|
||||
----------------------------------------------------
|
||||
|
||||
- automatically closes the container after looting
|
||||
|
||||
Requires sfall 4.2.2/3.8.29 or higher
|
||||
|
||||
*/
|
||||
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
procedure start;
|
||||
procedure close;
|
||||
|
||||
variable lootObject;
|
||||
variable closeObject;
|
||||
|
||||
procedure start begin
|
||||
if (game_loaded) then begin
|
||||
register_hook_proc_spec(HOOK_GAMEMODECHANGE, start);
|
||||
end else begin
|
||||
variable mode := get_game_mode;
|
||||
if (mode andAlso mode != INTFACELOOT) then return;
|
||||
if (mode == INTFACELOOT) then begin
|
||||
lootObject := loot_obj;
|
||||
if (obj_type(lootObject) != OBJ_TYPE_ITEM) then lootObject = 0;
|
||||
end else if (lootObject andAlso get_sfall_arg_at(1) == INTFACELOOT) then begin
|
||||
if (get_object_data(lootObject, OBJ_DATA_CUR_FRM) > 1) then begin
|
||||
closeObject = lootObject;
|
||||
call close in 0;
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure close begin
|
||||
obj_close(closeObject);
|
||||
end
|
||||
@@ -0,0 +1,9 @@
|
||||
Auto-Close Containers mod for Fallout 2 by Mr.Stalin
|
||||
----------------------------------------------------
|
||||
|
||||
- automatically closes the container after looting
|
||||
|
||||
|
||||
Requires sfall 4.2.2/3.8.29 or higher.
|
||||
|
||||
To use, copy gl_auto_closebox.int to your scripts folder.
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user