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27 Commits
Author SHA1 Message Date
NovaRain 4ef8986bda Updated changelog 2024-02-12 20:45:37 +08:00
NovaRain dbf5e36b86 Added a fix to prevent integer overflow for inven item stacks
* This is more of a preventive fix because now it's easier to cause
integer overflow with add_mult_objs_to_inven. Also in case people
use save editor and set silly values to their items.
2024-02-12 09:57:22 +08:00
NovaRain 386d373376 Fixed the modulo operator for negative integers
* this changes the behavior of vanilla modulo operator to use signed
integer division to match how the fixed division operator works.
2024-01-25 10:20:41 +08:00
NovaRain 360037a2fd Changed the fix for add_mult_objs_to_inven
(to allow adding more than 99999 instances of an object in one go)
2024-01-24 09:45:05 +08:00
NovaRain a3c8f0f609 Added missing level cap to XPTable (fixed a hang) 2024-01-15 14:30:27 +08:00
NovaRain 7dda156ee7 Fixed log entry for PatchFileXX options
(also allow using ".\\", as it cannot escape the game folder.)
2024-01-11 21:40:34 +08:00
NovaRain 31a5dbc61c Updated version number and year 2024-01-02 10:31:08 +08:00
NovaRain c476e54db0 Added reg_anim_animate_and_move script function 2023-12-27 13:21:40 +08:00
NovaRain 95dc75da38 Fixed right arm critical hit messages for some critter types
(BGforgeNet/Fallout2_Restoration_Project#256)
2023-12-19 21:02:19 +08:00
NovaRain e276c59447 Tweaked the condition check for instadeath fix 2023-12-15 20:45:30 +08:00
NovaRain 1c3e2f2eb1 Fixed 0 dmg instadeath crits with HOOK_COMBATDAMAGE 2023-12-15 09:18:26 +08:00
NovaRain 3dcc26a739 Fixed skipping to lv99 when leveling up from lv97
(mentioned in Per's guide)

Minor code edits.
2023-12-04 21:53:26 +08:00
NovaRain 8ef6a66134 Use proper size directives in ASM code 2023-12-02 18:32:19 +08:00
NovaRain 0bba6ccb54 Engine now uses 'English' as the fallback language for the credits
Updated version number.
2023-11-30 22:44:17 +08:00
NovaRain 8f846eda6e Updated changelog for better clarity 2023-11-20 21:28:42 +08:00
NovaRain 572cbd059f Updated changelog 2023-11-20 10:20:02 +08:00
NovaRain f02ba1993b Fixed create_object_sid when passing 0 as the script index number
* would result in a crash. Now it allows creating an object with no
script (different from -1, which just doesn't touch default script).
2023-11-14 21:49:36 +08:00
NovaRain f800b7bb33 Tweaked the position of the ammo bar 2023-10-30 21:33:04 +08:00
NovaRain de3d6256e3 Fixed incorrect data for saved arrays
Updated version number.
2023-10-27 22:43:23 +08:00
NovaRain ae0f3d6fdc Fixed crash when calling start_gdialog outside talk_p_proc
(the fix was embedded in StartGDialogFix, now it works regardless of
the option.)
2023-10-19 15:18:17 +08:00
NovaRain f46ffb4ea5 Updated documents (mainly array functions) 2023-10-16 11:34:45 +08:00
NovaRain c7ecf1c070 Changed the "best armor" score calc to exclude EMP
(gameplay mod friendly)
2023-10-07 19:45:19 +08:00
NovaRain 8c277730bf Updated NPC combat control mod for player's Jinxed trait/perk
* controlled critters will now be "Jinxed" as well
2023-10-05 09:26:35 +08:00
NovaRain 898e7bb4e0 Removed AdditionalWeaponAnims from ddraw.ini (always enabled)
Updated version number.
2023-10-05 09:11:17 +08:00
NovaRain 3e955572be Corrected the description of CALCAPCOST hook 2023-09-30 17:18:51 +08:00
NovaRain 7fc5dc47b4 Fixed German translation 2023-08-26 01:41:58 +08:00
NovaRain 71e3ee4801 Improved compatibility with pre-SP4 Win2000
Moved the LoadLibrary call out of DllMain entry point.
Updated version number and changelog.
2023-08-24 21:42:27 +08:00
216 changed files with 783 additions and 431 deletions
+32 -9
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@@ -1,5 +1,28 @@
# Changelog
## 3.8.42
* Fixed a bug in **XPTable** that could cause a hang when leveling up in some cases
* Fixed the messages of critical hits to the right arm for some critter types
* Changed `add_mult_objs_to_inven` script function to allow adding more than 99999 instances of an object in one go
* Added a fix to use **'English'** as the fallback language directory for loading `credits.txt/quotes.txt`
* Added a fix for gaining two levels at once when leveling up from level 97
* Added a fix for the modulo operator treating negative integers as unsigned
* Added a fix to prevent integer overflow for the number of items in a stack in the inventory
* Added a fix to `COMBATDAMAGE` hook to prevent instadeath critical hits for no damage
* New script function: `reg_anim_animate_and_move`
## 3.8.41
* Fixed a bug introduced in 3.8.40 that broke the interoperability of saved arrays with older versions
* Fixed a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads
* Fixed `create_object_sid` script function to allow creating an object with no script correctly when passing 0 as the script index number
* Changed the calculation of the **'best armor'** score to exclude the EMP stats (gameplay mod friendly)
* Tweaked the position of the ammo bar on the interface bar
* Removed **AdditionalWeaponAnims** from `ddraw.ini`. Now additional weapon animation codes are always available
* Updated **NPC combat control mod** in the modders pack to make the player's **Jinxed** trait/perk affect all controlled critters
## 3.8.40.1
* Improved compatibility with older Windows 2000 (**pre-SP4**)
## 3.8.40
* Implemented a `mods_order.txt` to improve and simplify mod ordering and add support for mod managers. This replaces previous **.dat** file autoloading. Please refer to `ddraw.ini` for details
* Implemented a **custom config file parser**, which greatly improves the performance of sfall initialization and reading files from scripts
@@ -90,7 +113,7 @@
## 3.8.34
* Minor fixes to **LocalMapXLimit/LocalMapYLimit** options and the built-in **item highlighting mod**
* Removed **FadeBackgroundMusic** option because the fix in 3.8.33 doesn't work reliably in all cases
* Added a fix for being unable to plant items on non-biped critters with the `Barter` flag set (e.g. Skynet and Goris)
* Added a fix for being unable to plant items on non-biped critters with the **'Barter'** flag set (e.g. Skynet and Goris)
* Updated the ammo ini loader mod in the **modders pack**
## 3.8.33.1
@@ -260,9 +283,10 @@
## 3.8.28
* Fixed a bug introduced in 3.8.23 that could cause unexpected behavior in global scripts
* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the `ShootTrhu` flag set
* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that caused the source to be unable to see the target if it has the **'ShootTrhu'** flag set
* Fixed the encounter messages still being limited to 50 entries per table when **EncounterTableSize** is set to greater than 50
* Fixed temporary arrays in scripts being cleared when flushing the keyboard buffer
* Fixed the broken `Print()` script function
* Improved the field of view check in **ObjCanSeeObj_ShootThru_Fix**
* Improved the functionality of **GlobalShaderFile** to be able to load multiple shader files
* Improved the performance of **DX9** graphics modes
@@ -274,7 +298,6 @@
* Added a fix for the flags of critters in the line of fire not being taken into account when calculating the hit chance penalty of ranged attacks
* Added a fix to the check for ranged weapons in the **Fast Shot** trait and **FastShotFix**
* Added a fix for the background image of the character portrait on the player's inventory screen
* Added a fix for the broken `Print()` script function
* Added the original Fallout 1 behavior of the **Fast Shot** trait to **FastShotFix**
* Added a tweak to keep the selected attack mode when moving the weapon between active item slots
* Added an option to enable linear texture filtering for **DX9** graphics modes
@@ -426,7 +449,7 @@
* Fixed `move_obj_inven_to_obj/drop_obj` script functions not removing the equipped armor properly for the player and party members
* Fixed `inven_unwield` script function not updating the active item button on the interface bar for the player
* Fixed `art_change_fid_num` script function not setting player's FID correctly when the **hero appearance mod** is enabled
* Fixed `critter_add/rm_trait` script functions ignoring the value of the **'amount'** argument. Note: pass negative amount values to `critter_rm_trait` to remove all ranks of the perk (vanilla behavior)
* Fixed `critter_add/rm_trait` script functions ignoring the **'amount'** argument. Note: pass negative amount values to `critter_rm_trait` to remove all ranks of the perk (vanilla behavior)
* Fixed the xp bonus set by `set_swiftlearner_mod` script function not being reset on game load
* Fixed the player name while controlling other critters
* Improved the display of the car fuel gauge on the world map interface
@@ -653,7 +676,7 @@ Various bug fixes and features based on the work by Mr.Stalin:
* Improved the functionality of **CritterInvSizeLimitMode** and added party member's current/max inventory size info to the combat control panel
* Improved the functionality of **AllowDShowSound**: added volume control support and the ability to play alternative music files even if original **ACM** files are not present in the music folder, and fixed initialization crash bug when **DX9** mode is disabled
* Improved the functionality of **ExtraSaveSlots**: added sound effect when clicking on the navigation buttons
* Improved the fix for `start_gdialog` script function to fix a crash if calling `start_gdialog` outside of the `talk_p_proc` procedure for talking heads
* Improved the functionality of **StartGDialogFix** to fix a crash when calling `start_gdialog` outside the `talk_p_proc` procedure for talking heads
* Improved and expanded the functionality of **UseScrollingQuestsList** to display page numbers and add another set of scroll buttons
* Expanded `is_iface_tag_active` script function to check tag value of 0/1/2 (sneak/poisoned/radiated)
* Added a fix for the broken `obj_can_hear_obj` script function
@@ -671,9 +694,9 @@ Various bug fixes based on the work by Mr.Stalin:
* Fixed an issue with file IDs of additional game msg files being shifted when a file in **ExtraGameMsgFileList** is missing
* Fixed `obj_can_see_obj` script function not checking if source and target objects are on the same elevation before calling `HOOK_WITHINPERCEPTION` hook script
* Added a fix for the display issue in the pipboy when a quest list is too long with **UseScrollingQuestsList** diabled
* Added a fix for the clickability issue of holodisk list in the pipboy
* Added a fix for the clickability issue of the holodisk list in the pipboy
* Added a fix for multihex critters moving too close and overlapping their targets in combat
* Added a fix for AI not checking weapon perks properly when choosing the best weapon in combat
* Added a fix for AI not checking weapon perks properly when choosing the best weapon
## 3.8.10
* Added an option to use Fallout's normal text font instead of DOS-like font on the world map
@@ -697,7 +720,7 @@ Original engine bug fixes and various features based on the work by Mr.Stalin:
* New script function: `set_ini_setting` (from Mr.Stalin)
## 3.8.8
* Fixed `add_mult_objs_to_inven` script function only adding 500 of an object when the value of the **'count'** argument is over 99999
* Fixed `add_mult_objs_to_inven` script function adding only 500 instances of an object when the value of the **'count'** argument is over 99999
* Improved the fix for player's base EMP DR to make sure the value is set correctly
## 3.8.7
@@ -749,7 +772,7 @@ Original engine bug fixes and various features based on the work by Crafty:
* Fixed broken `call_offset_*` script functions
* Fixed **OverrideMusicDir** not using the correct path string
* Fixed a bug in `metarule2_explosions` function that caused damage type change not to work
* Fixed a crash if calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check`
* Fixed a crash when calling `reg_anim_obj_run_to_tile` after `reg_anim_combat_check`
* Changed `sfallgv.sav` to be loaded before other save game files to make saved arrays available in the start procedure
* Changed **BodyHit_Torso** to **BodyHit_Torso_Uncalled** because it sets both *body_torso* and *body_uncalled* hit modifiers
+2 -1
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@@ -1,5 +1,5 @@
;sfall configuration settings
;v3.8.40
;v3.8.42
[Main]
;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
@@ -407,6 +407,7 @@ SaveInCombatFix=1
;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 corresponds to 's' and 15 to 't'
;This option is always enabled in 4.4.1/3.8.41 or later. The information is left for reference only
AdditionalWeaponAnims=1
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
@@ -15,7 +15,7 @@
Requires sfall 3.8.40 or higher
version 1.3
version 1.4
*/
@@ -47,8 +47,12 @@ variable
dudeLightInt, dudeLightDist;
// returns non-zero for a controlled NPC
procedure AllowControl(variable pid) begin
return ((pidList == 0 or scan_array(pidList, pid bwand 0xFFFFFF) != -1) and (party_member_obj(pid)));
if (pidList) then begin
return scan_array(pidList, pid bwand 0xFFFFFF) != -1;
end
return party_member_obj(pid);
end
procedure SetLight(variable critter, variable lInt, variable lDist) begin
@@ -102,6 +106,10 @@ procedure CombatTurn_Handler begin
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
if (level) then critter_add_trait(critter, TRAIT_PERK, perkID, level);
end
// special handling if dude has Jinxed trait/perk
if (has_trait(TRAIT_TRAIT, real_dude_obj, TRAIT_jinxed) or has_trait(TRAIT_PERK, real_dude_obj, PERK_jinxed_perk)) then begin
critter_add_trait(critter, TRAIT_PERK, PERK_jinxed_perk, 1);
end
intface_redraw;
obj_set_light_level(critter, 100, 4);
@@ -141,6 +149,8 @@ procedure CombatTurn_Handler begin
level := has_trait(TRAIT_PERK, real_dude_obj, perkID);
if (level) then critter_rm_trait(critter, TRAIT_PERK, perkID, level);
end
// special handling for Jinxed
critter_rm_trait(critter, TRAIT_PERK, PERK_jinxed_perk, -1);
end
if (status < 0) then begin
@@ -155,6 +165,7 @@ procedure GameModeChange_Handler begin
inControl := false;
npcControl := 0;
move_to(dude_obj, dude_tile, dude_elevation);
DEBUGMSG("Move to dude after NPC control.")
end
end
+13 -13
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@@ -193,7 +193,7 @@ _*mixed means any type_
#### `void resize_array(int arrayID, int size)`
- 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
- there are number of special negative values of "size" which perform various operations on the array, see macros `sort_array`, `sort_array_reverse`, `reverse_array`, `shuffle_array`, `sort_map_value`, and `sort_map_reverse` from **sfall.h** header
#### `void free_array(int arrayID)`
- deletes any array
@@ -206,18 +206,7 @@ _*mixed means any type_
#### `int len_array(int arrayID)`
- returns number of elements or key=>value pairs in a given array
- if array is not found, returns -1 (can be used to check if given array exist)
#### `mixed array_key(int arrayID, int index)`
- don't use it directly; it is generated by the compiler in foreach loops
- for lists, returns index back (no change)
- for maps, returns a key at the specified numeric index (don't rely on the order in which keys are stored though)
- can be checked if given array is associative or not, by using index (-1): 0 - array is list, 1 - array is map
#### `int arrayexpr(mixed key, mixed value)`
- don't use it directly; it is used by compiler to create array expressions
- assigns value to a given key in an array, created by last `create_array` or `temp_array` call
- always returns 0
- if array is not found, returns -1 (can be used to check if given array exist)
#### `void save_array(mixed key, int arrayID)`
- makes the array saveable; it will be saved in **sfallgv.sav** file when saving the game
@@ -230,6 +219,17 @@ _*mixed means any type_
- loads array from savegame data by the same key provided in `save_array`
- returns array ID or zero (0) if none found
#### `mixed array_key(int arrayID, int index)`
- don't use it directly; it is generated by the compiler in foreach loops
- for lists, returns index back (no change)
- for maps, returns a key at the specified numeric index (don't rely on the order in which keys are stored though)
- can be checked if given array is associative or not, by using index (-1): 0 - array is list, 1 - array is map
#### `int arrayexpr(mixed key, mixed value)`
- don't use it directly; it is used by compiler to create array expressions
- assigns value to a given key in an array, created by last `create_array` or `temp_array` call
- always returns 0
___
### BACKWARD COMPATIBILITY NOTES
+1
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@@ -362,6 +362,7 @@
#define overlay_clear_rectangle(winType, x, y, w, h) sfall_func6("interface_overlay", winType, 2, x, y, w, h)
#define overlay_destroy(winType) sfall_func2("interface_overlay", winType, 0)
#define real_dude_obj sfall_func0("real_dude_obj")
#define reg_anim_animate_and_move(obj, tile, animID, delay) sfall_func4("reg_anim_animate_and_move", obj, tile, animID, delay)
#define remove_all_timer_events sfall_func0("remove_timer_event")
#define remove_timer_event(fixedParam) sfall_func1("remove_timer_event", fixedParam)
#define set_can_rest_on_map(map, elev, value) sfall_func3("set_can_rest_on_map", map, elev, value)
+3 -3
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@@ -38,7 +38,7 @@ You can arbitrarily get the value of any argument using the `sfall_func1("get_sf
#### `array get_sfall_args()`
Returns all hook arguments as a new temp array.
#### `void set_sfall_return(int value)`
#### `void set_sfall_return(any value)`
Used to return the new values from the script. Each time it's called it sets the next value, or if you've already set all return values it does nothing.
#### `void set_sfall_arg(int argNum, int value)`
@@ -133,7 +133,7 @@ Critter ret2 - Override the target of the attack
#### `HOOK_CALCAPCOST (hs_calcapcost.int)`
Runs whenever Fallout is calculating the AP cost of using the weapon (or unarmed attack). Doesn't run for using other item types or moving.\
Runs whenever Fallout calculates the AP cost of using an active item in hand (or unarmed attack). Doesn't run for moving.\
Note that the first time a game is loaded, this script doesn't run before the initial interface is drawn, so if the script effects the AP cost of whatever is in the player's hands at the time the wrong AP cost will be shown. It will be fixed the next time the interface is redrawn.\
You can get the weapon object by checking item slot based on attack type (`ATKTYPE_LWEP1`, `ATKTYPE_LWEP2`, etc) and then calling `critter_inven_obj`.
@@ -597,7 +597,7 @@ int arg0 - event type:
-1 - combat ends abruptly (by script or by pressing Enter during PC turn)
-2 - combat ends normally (hook always runs at the end of combat)
Critter arg1 - critter doing the turn
bool arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
int arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
int ret0 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat
```
+8 -1
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@@ -254,7 +254,8 @@ FUNCTION REFERENCE
-----
##### `void reg_anim_animate_and_hide(object obj, int animID, int delay)`
- Exactly like `reg_anim_animate` but the object will automatically disappear after the last animation frame (but not destroyed).
- Works exactly like `reg_anim_animate` but the object will automatically disappear after the last animation frame (but not destroyed).
- `delay`: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends.
-----
##### `void reg_anim_light(object obj, int light, int delay)`
@@ -1110,6 +1111,12 @@ sfall_funcX metarule functions
**Optional argument:**
- `pos`: the position at which to start the search. If negative, it indicates a position starting from the end of the string
----
#### reg_anim_animate_and_move
`void sfall_func4("reg_anim_animate_and_move", object obj, int tile, int animID, int delay)`
- Plays the specified animation while simultaneously moving the object to the given tile
- `delay`: delay from the previous animation. A value of -1 will execute the specified animation immediately after the previous one in the sequence ends
****
_See other documentation files (arrays.md, hookscripts.md) for related functions reference._
+4 -4
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@@ -143,10 +143,10 @@ _^ - These functions require AllowUnsafeScripting to be enabled in ddraw.ini_
0x8233 - `int temp_array(int element_count, int flags)`\
0x8234 - `void fix_array(int array)`\
0x8239 - `int scan_array(int array, int/float var)`\
0x8256 - `int array_key(int array, int index)`\
0x8257 - `int arrayexpr(any key, any value)`\
0x8254 - `void save_array(any key, int array)`\
0x8255 - `int load_array(any key)`
0x8255 - `int load_array(any key)`\
0x8256 - `int array_key(int array, int index)`\
0x8257 - `int arrayexpr(any key, any value)`
0x81a0 - `void set_pickpocket_max(int percentage)`\
0x81a1 - `void set_hit_chance_max(int percentage)`\
@@ -212,7 +212,7 @@ _^ - These functions require AllowUnsafeScripting to be enabled in ddraw.ini_
0x81e4 - `int get_sfall_arg()`\
0x823c - `array get_sfall_args()`\
0x823d - `void set_sfall_arg(int argnum, int value)`\
0x81e5 - `void set_sfall_return(int value)`\
0x81e5 - `void set_sfall_return(any value)`\
0x81ea - `int init_hook()`
0x81e6 - `void set_unspent_ap_bonus(int multiplier)`\
+3 -3
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@@ -143,10 +143,10 @@
0x8233 - int temp_array(int element_count, int flags)
0x8234 - void fix_array(int array)
0x8239 - int scan_array(int array, int/float var)
0x8256 - int array_key(int array, int index)
0x8257 - int arrayexpr(any key, any value)
0x8254 - void save_array(any key, int array)
0x8255 - int load_array(any key)
0x8256 - int array_key(int array, int index)
0x8257 - int arrayexpr(any key, any value)
0x81a0 - void set_pickpocket_max(int percentage)
0x81a1 - void set_hit_chance_max(int percentage)
@@ -212,7 +212,7 @@
0x81e4 - int get_sfall_arg()
0x823c - array get_sfall_args()
0x823d - void set_sfall_arg(int argnum, int value)
0x81e5 - void set_sfall_return(int value)
0x81e5 - void set_sfall_return(any value)
0x81ea - int init_hook()
0x81e6 - void set_unspent_ap_bonus(int multiplier)
+1 -1
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@@ -19,7 +19,7 @@ PartyOrderAttackCreature=::Grrrr::
PartyOrderAttackRobot=::Piep::
[AppearanceMod]
RaceText=Geschlecht
RaceText=Rasse
StyleText=Stil
DoneBtn=OK
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
+1 -1
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@@ -1,6 +1,6 @@
/*
* sfall
* Copyright (C) 2008-2023 The sfall team
* Copyright (C) 2008-2024 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by

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