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120 Commits
Author SHA1 Message Date
NovaRain 0a5a4e569e Release 4.3.4 2022-04-07 20:46:58 +08:00
NovaRain 69461516fe Edited code comment in the previous commit
Code format edits to BugFixes.cpp.
2022-04-07 20:42:33 +08:00
NovaRain 4e3d8a62ca Fixed item planting for non-biped critters with the "barter" flag set
(BGforgeNet/Fallout2_Unofficial_Patch#95)

Updated version number.
2022-04-04 21:31:51 +08:00
NovaRain c3f6b0ebb6 Removed FadeBackgroundMusic option
Removed unused "type" parameter from Tilemap::make_path_func.
Edits to documents and README.md.
2022-03-28 14:35:15 +08:00
NovaRain 93b53081a7 Edits to hookscripts.md and hooks.yml
Corrected a typo in arrays.md.
Removed redundant compiler txt files.
2022-03-21 22:49:42 +08:00
NovaRain 4af68b612b Code edits to the fix for FadeBackgroundMusic 2022-03-21 08:42:45 +08:00
NovaRain 1f44428fd6 Updated Ammo INI Loader example script mod
Updated version number.
2022-03-15 12:59:19 +08:00
NovaRain b486b58dd1 Added .gitattributes with ssl syntax highlighting
Added game debug project info to ddraw.sln.
2022-03-11 20:23:57 +08:00
NovaRain 1b579ad1d4 Bumped checkout to v3 for GitHub Action
Bumped nokogiri from 1.12.5 to 1.13.3 in /docs
2022-03-03 16:51:24 +08:00
NovaRainandGitHub 454c8d2a6d Merge pull request #430 from phobos2077/dependabot/bundler/docs/nokogiri-1.13.3
Bump nokogiri from 1.12.5 to 1.13.3 in /docs
2022-02-26 19:44:38 +08:00
dependabot[bot]andGitHub c609d79841 Bump nokogiri from 1.12.5 to 1.13.3 in /docs
Bumps [nokogiri](https://github.com/sparklemotion/nokogiri) from 1.12.5 to 1.13.3.
- [Release notes](https://github.com/sparklemotion/nokogiri/releases)
- [Changelog](https://github.com/sparklemotion/nokogiri/blob/main/CHANGELOG.md)
- [Commits](https://github.com/sparklemotion/nokogiri/compare/v1.12.5...v1.13.3)

---
updated-dependencies:
- dependency-name: nokogiri
  dependency-type: indirect
...

Signed-off-by: dependabot[bot] <support@github.com>
2022-02-26 11:33:23 +00:00
NovaRain a392e5620a Added support for LocalMapXLimit/LocalMapYLimit options to sfall HRP 2022-02-20 08:39:02 +08:00
NovaRain 15c512ff7b Fixed some problems with the main menu in sfall HRP
Minor edits to other code.
2022-02-20 08:05:27 +08:00
NovaRain 4b6bc75814 Changed the build OS to Windows Server 2019
* for keeping Visual Studio 2017.
2022-02-17 11:34:14 +08:00
NovaRain 3f2f3560ad Release 4.3.3.1 2022-02-17 10:38:06 +08:00
NovaRain 29cd430b17 Moved 24-bit BMP code refs to HRP\Image.cpp
Minor edits to code/documents.
Updated version number.
2022-02-17 10:20:56 +08:00
NovaRain e84376351b Reverted the palette update method for DX9 mode to pre-4.3.1
* moving the processing to GPU (commit edbfc05)

Improved the functionality of AllowDShowMovies:
now can take screenshots and press any key to skip AVI movies.

Code edits to Logging.cpp.
2022-02-14 12:03:21 +08:00
NovaRain 2d97d24a39 Reverted the limit on hit chance (commit 71bc271)
* reason: the text length is depend on the frm.
2022-02-13 07:37:11 +08:00
NovaRain 4f89788dbd Fixed the game printing an incorrect item name in some cases
Minor fixes in Graphics.cpp and InputFuncs.cpp.
2022-02-13 02:06:56 +08:00
NovaRain 6df9dacc5f Code correction on DX9 initialization for built-in HRP
Some minor code edits.
2022-02-12 10:48:07 +08:00
NovaRain 71bc2719c4 Added minimum and maximum limits to the hit chance
* to prevent display glitches (BGforgeNet/Fallout2_Unofficial_Patch#85)

Lowered the max number of PNG screenshots to 10K.
2022-02-11 15:06:07 +08:00
NovaRain 1c9866a693 [HRP] Fixed the screenshot for sfall DX9 mode
* Now the screenshots are saved in PNG format.

[HRP] Adjusted the position of movie subtitles.

[TEST] Changed the DirectX 9 device creation mode.
2022-02-10 12:13:26 +08:00
NovaRain a7e6365d84 [HRP] Fixed possible crash in combat for EXTRA_WIN_MSG_CHECKS (#425) 2022-02-05 09:08:24 +08:00
NovaRain 0622a89978 [HRP] Fixed the main menu still being stretched when MAIN_MENU_SIZE=0
[HRP] Fixed broken console messages when using ConsoleOutputPath (#424)
[HRP] Disabled IFACE_BAR_WIDTH for Chinese version.
Fixed the copyright line in the credits.
2022-02-01 09:37:27 +08:00
NovaRain 41b4b773a3 Release 4.3.3 2022-01-20 13:41:56 +08:00
NovaRain 0807a4ea02 Updated Translations.ini and Russian/Chinese files 2022-01-20 12:53:01 +08:00
NovaRain a9f03544d5 Fixed movie scale pitch size for CPU palette conversion 2022-01-20 10:29:00 +08:00
NovaRain 03676d09ee Fixed the music not playing after loading a saved game (#422)
* if the save is on the same map, and while in the game.
2022-01-20 07:11:51 +08:00
NovaRain e17ad5d11b Minor code edits 2022-01-19 09:41:37 +08:00
NovaRain b66cc42fbc [HRP] Added missing movie scaling implementation for GPUBlt=2
Reverted the previous commit.
2022-01-18 08:52:00 +08:00
NovaRain 6cf41401aa Disabled compiling HLSL shader files at build-time
* use existed files in the HLSL folder instead.
2022-01-17 21:25:25 +08:00
NovaRain 45e2037082 Added HLSL source files and compiled shader files
* this should remove the hidden dependency on d3dcompiler_xx.dll.
2022-01-17 21:14:01 +08:00
NovaRain fc5863ac46 Added a new warning message on shader effects to Graphics.cpp 2022-01-17 12:12:08 +08:00
NovaRain 0a5ec8c70f Added a redraw timer to the debug editor
* redraws the background game screen when moving the editor window.
* works for sfall DX9 mode.
2022-01-17 09:51:24 +08:00
NovaRain 937cff235e Updated the year for version info 2022-01-17 08:53:48 +08:00
NovaRain 6bf967e877 Code correction to DebugEditor.cpp 2022-01-15 11:59:13 +08:00
NovaRain f839c8374a Increased the width of the mouse drop area for inv on the barter screen
Removed HRP's BARTER_PC_INV_DROP_FIX.
2022-01-15 09:56:55 +08:00
NovaRain 3301ace580 [HRP] Fixed interface position for smaller resolution (640x480)
[HRP] Fixed main menu position when MAIN_MENU_SIZE=0
2022-01-15 08:57:51 +08:00
NovaRain 247d4fae6c Edits to the arrays document 2022-01-13 21:29:24 +08:00
NovaRain f30558b091 Fixed a bug in 4.3.1 that caused AI to be unable to use some weapons
Code edits regarding AIpref in Enums.h.

Added GamePids.h (derived from ItemPid.h in mapper scripts)
2022-01-13 10:14:25 +08:00
NovaRain 7c0adc558a Updated documents for the removal of ArraysBehavior option
Some other minor edits to documents.
2022-01-12 09:40:18 +08:00
NovaRain 5493ed38d3 Redid the idle implementation for ProcessorIdle
[HRP] Added support for CPU_USAGE_FIX option.
[HRP] Code changes to DirectDraw.cpp for DD7 performance.
2022-01-11 10:03:11 +08:00
NovaRain 16ad57806f Removed ArraysBehavior and RemoveWindowRounding from ddraw.ini
* both are now always enabled
2022-01-07 06:46:28 +08:00
NovaRain adadf608e7 Changed the "Radiated" on the char screen to be highlighted in gray
* when the player still has an impending radiation effect

[HRP] Fixed the clickability issue for SCALE_BUTTONS_AND_TEXT_MENU.

Moved some code related to HRP.
Unified the naming style for color variables.
2022-01-06 14:19:05 +08:00
NovaRain 6faf71da66 Code edits to Graphics.cpp for device lost state 2022-01-04 07:03:50 +08:00
NovaRain 40fa4a1336 Fixed black screen after restoring DX9 device 2022-01-03 23:58:17 +08:00
NovaRain 8427ad657a Fixed Tilemap::make_path_func and DrawAlternateAmmoMetre functions 2022-01-03 07:07:08 +08:00
NovaRain 5fbbeeb328 [HRP] Code correction 2021-12-29 07:06:56 +08:00
NovaRain a30f640eb9 [HRP] Added support for reading .rix images larger than 640x480 2021-12-29 06:20:20 +08:00
NovaRain 921db36478 Improved the message box for CRC mismatch
Changed SkipCompatModeCheck to not require sfall debugging mode.
Minor code edits.
2021-12-28 12:44:20 +08:00
NovaRain 74455db5a9 Removed SkipSizeCheck from ddraw.ini
* the executable file size check is also removed (mostly).
2021-12-27 10:15:41 +08:00
NovaRain 437e6bfaea Code correction/edits to the previous commit
Added a debug message for the open file limit being exceeded.
2021-12-26 11:33:15 +08:00
NovaRain eb0bd4dfd0 Fixed the broken fix for addicted party members
(BGforgeNet/Fallout2_Restoration_Project#131, #420)

Improved the duplicate path removal in LoadOrder.cpp.
Code edits to the fix in previous commit for system compatibility.
2021-12-25 20:40:09 +08:00
NovaRain b0cc4352f7 Added additional fixes to FadeBackgroundMusic
* fixes not closing sound files after fading, which led to unable to
load the game anymore due to the the open files limit.

Code edits to CRC.cpp for displayed messages.
2021-12-24 13:47:22 +08:00
NovaRain df15a147d9 Renamed ShowMapGridKey to MapGridToggleKey 2021-12-21 09:47:59 +08:00
NovaRain 680284d785 Fixed crashes in HRP code
Reverted the version string on the main menu.
2021-12-20 12:16:18 +08:00
NovaRain 3cc98fc15d Added a debug option to toggle the hex grid
Added HiResMode option to ddraw.ini, along with some edits.
Fixed db_init function wrapper.
Some edits to HRP code.
2021-12-20 12:00:45 +08:00
NovaRain 317c462918 Edited action.yml for additional library 2021-12-19 09:06:20 +08:00
NovaRain c7e46a6b84 Merge branch 'HRP-integration' into develop
# Conflicts:
#	sfall/Game/GUI/Text.cpp
#	sfall/Modules/Interface.cpp
2021-12-19 09:01:48 +08:00
NovaRain 92a24a6112 Code cleanup and edits before merging 2021-12-19 08:42:36 +08:00
NovaRain da5286eaa9 Code cleanup and correction 2021-12-19 08:40:12 +08:00
NovaRain 3022e96809 Merge branch 'develop' into HRP-integration 2021-12-18 12:58:03 +08:00
NovaRain 6ff73a513e Fixed the load order of f2_res.dat & sfall.dat
Changed the default graphics mode back to 0 (now DD7).
2021-12-18 11:39:05 +08:00
NovaRain 53be017f0b Added fixed call point for sfall initialization 2021-12-17 09:56:52 +08:00
NovaRain 095dfae544 Fixed broken object descriptions for Chinese version
Minor code edits.
2021-12-16 12:38:14 +08:00
NovaRain 3145d4e5dc Added missing functions (was causing errors)
Added an improvement to prevent the player from running outside the
cropped part of the map.

Added an improvement for the list of action icons when enabling
IFACE_BAR_MODE (the list is no longer created under the interface).
2021-12-16 12:28:26 +08:00
NovaRain 5a18570bd9 Code changes to Graphics.cpp & main.cpp
* from HRP test branch
2021-12-12 10:28:35 +08:00
NovaRain fb8ca5317f Added SCALE_2X option, and minor fixes 2021-12-12 09:26:23 +08:00
NovaRain bc8665b131 Added a limit on path nodes for NPCs to NumPathNodes option 2021-12-11 10:36:26 +08:00
NovaRain fee4720ef5 Added ALTERNATE_AMMO_METRE and NumPathNodes options 2021-12-11 09:19:00 +08:00
NovaRain 7553b7bfc0 Fixed a crash bug in FadeBackgroundMusic
(when trying to mute the master audio volume in the preferences screen)

Minor code edits.
2021-12-10 09:58:22 +08:00
NovaRain 26b3fac1e0 Code fixes/edits to the previous commit 2021-12-10 09:12:44 +08:00
NovaRain 0ba69166b9 Added FADE_TIME_RECALCULATE_ON_FADE and EXTRA_WIN_MSG_CHECKS options 2021-12-09 09:47:59 +08:00
NovaRain d94e68ba73 Finished the code for DirectDraw graphics mode 2021-12-08 12:59:02 +08:00
NovaRain 69cd1461f1 Updated the code for DirectDraw graphics mode 2021-12-07 08:43:02 +08:00
NovaRain 6ca5644e99 (WIP) Added DirectDraw graphics mode for built-in HRP
Moved some code from Graphics.cpp to WinProc.cpp
2021-12-05 09:29:48 +08:00
NovaRain 70da19e49b Added code for game movies and edited other code 2021-12-02 12:26:23 +08:00
NovaRain aa6f1cabec Edit to the previous commit 2021-11-28 19:02:24 +08:00
NovaRain 0a42db619d Added a tweak to allow printing new floating messages when their limit is exceeded (#388)
Fixed incorrect value of the limit number of floating messages.
2021-11-28 12:35:14 +08:00
NovaRain ccaacd72e4 Updated code for deactivating the external HRP 2021-11-28 09:31:13 +08:00
NovaRain 6f08a50f9a Removed UseCommandLine from ddraw.ini (always enabled)
Updated version number.
2021-11-27 06:42:19 +08:00
NovaRain 98cc168288 Added CreditsScreen.cpp/h 2021-11-26 09:32:55 +08:00
NovaRain 81912b47ed Added optimization for the save/load game screens
Edited the description of args for HOOK_TOHIT.
2021-11-23 20:43:19 +08:00
NovaRain 5acdf37c80 Added DeathScreen.cpp/h and SlidesScreen.cpp/h
Added optimization for the save/load game screens.
2021-11-23 10:04:05 +08:00
NovaRain f76c0dfe91 Added HelpScreen.cpp/h and Worldmap.cpp/h 2021-11-20 08:45:09 +08:00
NovaRain ba7773223a Added Character, LoadSave, and MiscInterface files 2021-11-19 08:54:42 +08:00
NovaRain 809cba44e8 Minor code edits to Graphics.cpp from HRP branch 2021-11-17 10:05:33 +08:00
NovaRain 1c3f3dbbd5 Changed the namespace for HRP modules
Moved some functions to the HRP namespace.
2021-11-17 10:03:45 +08:00
NovaRain 5265dd8ded Updated code 2021-11-17 06:42:12 +08:00
NovaRain 7e65aa2c64 Fixed the redrawing of windows with "DontMoveTop" flag
* if one is not topmost, it's not redrawn after calling show function.
2021-11-16 15:03:41 +08:00
NovaRain be4978324c Fixed minor bugs in HeroAppearance & CritterStats
Fixed incorrect display of name and damage values for unarmed attacks
in some cases.

Minor code edits.
2021-11-15 10:55:52 +08:00
NovaRain 1834fa3d18 Updated code for the interface bar 2021-11-15 09:02:23 +08:00
NovaRain ae05feee8c Updated code for the interface bar (WIP) 2021-11-14 09:36:29 +08:00
NovaRain e7add0d1b4 Added inventory code 2021-11-12 00:48:06 +08:00
NovaRain 5a61bb8fc3 Added code for Dialog/Barter interface
Added support for Continuum's dialog graphic.
2021-11-10 10:43:15 +08:00
NovaRain 281823e97d Release 4.3.2 2021-11-10 08:45:54 +08:00
NovaRain 32924db37c Reverted Worldmap.cpp changes in commit c19137b 2021-11-10 08:45:12 +08:00
NovaRain cd3c220ef8 Changed the option name of grave containers fix
Edited the code of tile_num function wrapper.
Reorganized the options in ddraw.ini.
Updated web document.
2021-11-09 10:01:17 +08:00
NovaRain 09813aeb86 Code edits to ScriptExtender.cpp/SpeedPatch.cpp
Minor edits to some files.
2021-11-08 13:45:35 +08:00
NovaRain f75214056e Updated map view code 2021-11-08 10:24:59 +08:00
NovaRain d4f011913c Changed the fix in commit 583105a to an option (#412) 2021-11-06 22:44:14 +08:00
NovaRain a543cd934c Updated the code for map edge clipping 2021-11-06 01:16:04 +08:00
NovaRain eb7aca6595 Added map edge clipping (partial) 2021-11-04 06:57:46 +08:00
NovaRain 49cfe39038 Updated code in EdgeBorder/ViewMap. 2021-11-03 09:02:37 +08:00
NovaRain 163b9ed5d3 Simplified the calculation loop in Glovz's formula
Changed the title bar text for DX9 windowed mode.
2021-11-02 09:39:47 +08:00
NovaRain 3846ec9b9d Updated/Corrected code
Added InterfaceBar.cpp/h.
2021-11-02 09:15:11 +08:00
NovaRain e35745353c Improvements for the windowed game mode
Some changes in the implementation of HRP code.
2021-10-31 09:57:18 +08:00
NovaRain d7647bca18 Optimized the calculation loop in YAAM code 2021-10-30 09:16:39 +08:00
NovaRain 53278a090b Some edits to YAAM code
Changed OverrideArtCacheSize to set the art cache size to 261.
Fixed typo in ddraw.ini.
2021-10-27 22:02:09 +08:00
NovaRain a533943200 Cosmetic edit: alignment of GPL text in some files 2021-10-27 22:01:15 +08:00
NovaRain 4385807cd3 Added code for the previous commit 2021-10-27 10:03:42 +08:00
NovaRain 17c73a81da Added ViewMap.cpp/h and EdgeBorder.cpp/h 2021-10-26 09:02:32 +08:00
NovaRain f2bc04001e Changed the description of CheckWeaponAmmoCost in ddraw.ini
Replaced <br> html tag with backslash in markdown documents.
(CommonMark spec)
2021-10-25 10:18:16 +08:00
NovaRain f1c087b3a3 Improved the division function in previous commit
Rewrote the text hook for main_menu_create_ in C++ (from HRP branch)
Updated version number.
2021-10-25 09:52:18 +08:00
NovaRain 3dea47c467 Rewrote Glovz's damage formula code in C++ (#355) 2021-10-24 11:12:56 +08:00
NovaRain c5075aa478 Finished the implementation of the main menu
* requires testing and correction of minor inaccuracies.
2021-10-23 07:34:39 +08:00
NovaRain 8d58e6e3bb Misc code edits 2021-10-22 00:23:58 +08:00
NovaRain be4c73fd50 Continue implementing the main menu section
Misc code edits.
2021-10-22 00:19:36 +08:00
NovaRain a19baedb96 [HRP] Implementation: MAINMENU, STATIC_SCREENS 2021-10-18 21:24:41 +08:00
NovaRain 43a8e84dee Updated define_extra.h 2021-10-16 07:24:58 +08:00
198 changed files with 10829 additions and 3032 deletions
+1
View File
@@ -0,0 +1 @@
*.ssl linguist-language=Pascal
+2 -2
View File
@@ -13,11 +13,11 @@ on:
jobs:
Build:
name: sfall
runs-on: windows-latest
runs-on: windows-2019
steps:
- name: Clone sfall
uses: actions/checkout@v2
uses: actions/checkout@v3
# Action is used twice for self-testing only
# DevXP build results are intentionally *not* included in artifact
+1 -1
View File
@@ -10,7 +10,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v2
uses: actions/checkout@v3
- name: Setup Python
uses: actions/setup-python@v2
+1 -1
View File
@@ -55,7 +55,7 @@ nb-configuration.xml
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Dd]evXP
[Dd]evXP/
[Rr]elease/
[Rr]eleases/
[Rr]eleaseXP/
+8
View File
@@ -23,6 +23,7 @@
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent() {
this.components = new System.ComponentModel.Container();
this.dataGridView1 = new System.Windows.Forms.DataGridView();
this.Column0 = new System.Windows.Forms.DataGridViewTextBoxColumn();
this.Column1 = new System.Windows.Forms.DataGridViewTextBoxColumn();
@@ -34,6 +35,7 @@
this.bSGlobals = new System.Windows.Forms.Button();
this.bArrays = new System.Windows.Forms.Button();
this.bEdit = new System.Windows.Forms.Button();
this.redrawTimer = new System.Windows.Forms.Timer(this.components);
this.bCrittersLvar = new System.Windows.Forms.Button();
((System.ComponentModel.ISupportInitialize)(this.dataGridView1)).BeginInit();
this.SuspendLayout();
@@ -154,6 +156,11 @@
this.bEdit.UseVisualStyleBackColor = true;
this.bEdit.Click += new System.EventHandler(this.bEdit_Click);
//
// redrawTimer
//
this.redrawTimer.Interval = 200;
this.redrawTimer.Tick += new System.EventHandler(this.timer1_Tick);
//
// bCrittersLvar
//
this.bCrittersLvar.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
@@ -202,6 +209,7 @@
private System.Windows.Forms.DataGridViewTextBoxColumn Column1;
private System.Windows.Forms.DataGridViewTextBoxColumn Column2;
private System.Windows.Forms.DataGridViewTextBoxColumn Column3;
internal System.Windows.Forms.Timer redrawTimer;
private System.Windows.Forms.Button bCrittersLvar;
}
+9
View File
@@ -137,6 +137,7 @@ namespace FalloutClient {
sr.Close();
}
Redraw();
redrawTimer.Start();
}
private void DebugEditor_FormClosing(object sender, FormClosingEventArgs e) {
@@ -188,6 +189,7 @@ namespace FalloutClient {
default:
return;
}
redrawTimer.Stop();
if (e.ColumnIndex == 2) {
string str = dataGridView1.Rows[e.RowIndex].Cells[e.ColumnIndex].Value.ToString();
int val;
@@ -211,11 +213,13 @@ namespace FalloutClient {
connection.WriteInt(converter.GetAsInt(val));
}
}
redrawTimer.Start();
}
private void bEdit_Click(object sender, EventArgs e) {
if (dataGridView1.SelectedRows.Count == 0) return;
int i = (int)dataGridView1.SelectedRows[0].Tag;
redrawTimer.Stop();
switch (mode) {
case Mode.Arrays: {
DataType[] types = new DataType[connection.ArrayLengths[i]];
@@ -333,6 +337,7 @@ namespace FalloutClient {
}
break;
}
redrawTimer.Start();
}
private void bCrittersLvar_Click(object sender, EventArgs e) {
@@ -381,5 +386,9 @@ namespace FalloutClient {
private void dataGridView1_RowsAdded(object sender, DataGridViewRowsAddedEventArgs e) {
dataGridView1.Rows[e.RowIndex].Tag = e.RowIndex;
}
private void timer1_Tick(object sender, EventArgs e) {
connection.WriteDataType(DataTypeSend.RedrawGame);
}
}
}
+3
View File
@@ -129,4 +129,7 @@
<metadata name="Column3.UserAddedColumn" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value>
</metadata>
<metadata name="redrawTimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>17, 17</value>
</metadata>
</root>
+4
View File
@@ -48,8 +48,10 @@ namespace FalloutClient {
}
public static string[] ShowEditor(DebugEditor form, string[] names, DataType[] types, string[] values, bool isMap = false) {
form.redrawTimer.Start();
EditorWindow editor = new EditorWindow(names, types, values, isMap);
editor.ShowDialog();
form.redrawTimer.Stop();
if (editor.save) {
if (valueInHex) editor.ConvertValues(false);
return editor.values;
@@ -70,8 +72,10 @@ namespace FalloutClient {
}
public static string[] ShowEditor(DebugEditor form, string[] lvalues) {
form.redrawTimer.Start();
EditorWindow editor = new EditorWindow(lvalues);
editor.ShowDialog();
form.redrawTimer.Stop();
if (editor.save) {
if (valueInHex) editor.ConvertValues(false);
return editor.values;
+2 -1
View File
@@ -32,6 +32,7 @@ namespace FalloutClient {
SetArray = 10,
GetLocal = 11,
SetLocal = 12,
Exit = 254
Exit = 254,
RedrawGame = 255
}
}
+3 -3
View File
@@ -10,7 +10,7 @@ using System.Runtime.InteropServices;
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("sfall")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyCopyright("Copyright (C) 2022")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
// Build Number
// Revision
//
[assembly: AssemblyVersion("4.1.9.0")]
[assembly: AssemblyFileVersion("4.1.9.0")]
[assembly: AssemblyVersion("4.1.9.1")]
[assembly: AssemblyFileVersion("4.1.9.1")]
+9 -3
View File
@@ -1,7 +1,10 @@
# sfall
[![github pages](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml/badge.svg)](https://github.com/phobos2077/sfall/actions/workflows/gh-pages.yml)
A set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
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A set of engine modifications for the classic game Fallout 2 in the form of a DLL, which modifies executable in memory without changing anything in EXE file itself.
**Engine modifications include:**
- Better support for modern operating systems
@@ -11,7 +14,10 @@ A set of engine modifications for the classic game Fallout 2 in form of a DLL, w
- Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions)
Original author: timeslip
Original author: **Timeslip**
Original description: A set of engine modifications for the classic game Fallout 2 by Interplay. Includes fixes for bugs in the original engine, allows fallout to run correctly on modern operating systems, and adds additional features for modders.
---
#### Fallout Engine IDA Database
**[Download](https://www.dropbox.com/s/tm0nyx0lnk4yui0/Fallout_1_and_2_IDA68.rar "Download from Dropbox")** (comments are in Russian)
+1
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@@ -78,6 +78,7 @@ runs:
#
git clone --quiet https://github.com/NovaRain/DXSDK_Collection.git "$DXSDK_DIR"
cp "$DXSDK_DIR/DXSDK_Aug2007/Lib/x86/dinput.lib" "$DXSDK_DIR/DXSDK_Jun2010/Lib/x86/"
cp "$DXSDK_DIR/DXSDK_Feb2010/Lib/x86/ddraw.lib" "$DXSDK_DIR/DXSDK_Jun2010/Lib/x86/"
#
echo "::endgroup::"
fi
+1 -1
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@@ -11,7 +11,7 @@ TagSkillBonus=20
;Set to 3 to use both modes
TagSkillMode=0
;Set to 1 to base skill costs on spent points instead of current level
;Set to 1 to base skill costs on the number of additional points in a skill instead of the current level
BasedOnPoints=0
;Examples
+2
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@@ -16,6 +16,8 @@ PartyOrderAttackHuman=I'll take care of it.|Okay, I got it.|Sounds like a plan.
PartyOrderAttackCreature=::Growl::
PartyOrderAttackRobot=::Beep::
HiResInfo=This version of sfall has its own integrated High Resolution Patch mode, which is compatible with the settings of the High Resolution Patch by Mash.\n\nIf you want to continue using the Hi-Res Patch by Mash without seeing this message, disable the 'HiResMode' option in ddraw.ini.\nOr you can disable the external Hi-Res Patch to get new graphics improvements from sfall.\n\nDo you want to disable the High Resolution Patch by Mash?
[AppearanceMod]
RaceText=Race
StyleText=Style
+2 -2
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@@ -4,10 +4,10 @@
Key=42
; Set to 1 to also highlight containers
Containers=1
Containers=0
; Set to 1 to also highlight lootable corpses
Corpses=1
Corpses=0
; Set to 1 to only highlight objects in the player's line-of-sight
CheckLOS=0
+92 -84
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@@ -1,8 +1,13 @@
;sfall configuration settings
;v4.3.1
;v4.3.4
[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
;Set to 1 to enable the built-in High Resolution Patch mode that is similar to the hi-res patch by Mash
;The required settings will be read from the f2_res.ini configuration file of the original hi-res patch
HiResMode=1
;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
;This option is always enabled in 4.3.3/3.8.33 or later. The information is left for reference only
UseCommandLine=0
;Uncomment and point to a file to get alternate translations for some sfall messages
@@ -13,7 +18,7 @@ UseCommandLine=0
[ExtraPatches]
;This section allows you to set multiple paths to folders containing mods or patches that will be loaded by the game
;If DataLoadOrderPatch is enabled, the data load order is:
;master_patches > critter_patches > PatchFile99..PatchFile0 > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;master_patches > critter_patches > [extra patches] > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;Paths to folders and Fallout .dat files are supported
;The PatchFile## options are available from 0 to 99. Larger numbers take precedence over smaller numbers (same as patchXXX.dat)
;PatchFile0=mods\RP_data
@@ -26,7 +31,7 @@ UseCommandLine=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed]
;Set to 0 to disable everything in this section
;Set to 1 to enable options related to the game speed adjustment (SpeedMulti#, SpeedKey#, SpeedModKey, and SpeedToggleKey)
Enable=1
;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
@@ -90,6 +95,7 @@ Use32BitHeadGraphics=0
;Set to 1 to automatically search for alternative AVI video files when Fallout tries to play the game movies
;Set to 2 to force AVI videos to fit the screen width
;Requires DX9 graphics mode
;The recommended video codec is Xvid
AllowDShowMovies=0
;Fade effect time percentage modifier
@@ -107,7 +113,7 @@ ActionPointsBar=0
;Set to 2 to skip correcting the position of entrance markers on town maps
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
;Requires High Resolution Patch v4.1.8 and a new WORLDMAP.frm file in art\intrface\ (included in sfall.dat)
;The resolution of hi-res patch must be set to at least 890x720
;The resolution of the hi-res patch must be set to at least 890x720
ExpandWorldMap=0
;Set to 1 to draw a dotted line while traveling on the world map (similar to Fallout 1)
@@ -128,9 +134,6 @@ WorldMapTerrainInfo=0
;Set to 0 to leave the default unchanged (i.e. 4). The maximum is 32
NumSoundBuffers=0
;Set to 1 to enable fade effects for background music when stopping and starting the playback
FadeBackgroundMusic=1
;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=0
@@ -184,7 +187,7 @@ BackgroundMouse=0
SpeedModKey=-1
;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
;Set to 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0
;The keys corresponding to the 10 speed slots
@@ -254,8 +257,8 @@ WorldMapEncounterFix=0
WorldMapEncounterRate=5
;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
;Set to 0 to leave the default unchanged (i.e. 17). The maximum is 127
;Setting this greater than 17 requires a replacement WMTABS.frm file in art\intrface\, or you'll get glitched graphics
WorldMapSlots=0
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
@@ -279,7 +282,7 @@ UseFileSystemOverride=0
;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
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
;DataLoadOrderPatch=1
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
@@ -326,7 +329,7 @@ Movie17=credits.mve
;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;Defaults are 480 in the x direction and 400 in the y direction.
;Not compatible with the res patch!
;Does not work with the hi-res patch by Mash!
;LocalMapXLimit=480
;LocalMapYLimit=400
@@ -372,7 +375,7 @@ ViewYPos=-1
;Set to 1 to force Fallout not to use multiple processor cores even if they are available
SingleCore=1
;Set to 1 to override the art_chache_size setting in fallout2.cfg
;Set to 1 to override the art_cache_size setting in fallout2.cfg
OverrideArtCacheSize=0
;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
@@ -384,7 +387,7 @@ 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 to 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 corresponds to 's' and 15 to 't'
AdditionalWeaponAnims=1
@@ -443,16 +446,6 @@ SkipOpeningMovies=0
;Set to 0 to disable
NPCsTryToSpendExtraAP=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 a preference list 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 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
@@ -471,9 +464,6 @@ Doctor=293
Science=293
Repair=293
;Set to 1 to remove window position rounding for script-created windows
RemoveWindowRounding=1
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
;Set to 2 to use a different set of scroll buttons
UseScrollingQuestsList=1
@@ -569,7 +559,7 @@ BoostScriptDialogLimit=0
;Add 4 to the mode to limit the weight check to used items only
;You can use message number 542/543 in proto.msg and message number 35 in inventry.msg to set up custom messages for item size
CritterInvSizeLimitMode=0
CritterInvSizeLimit=100
CritterInvSizeLimit=200
;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
@@ -598,32 +588,6 @@ SuperStimExploitFix=0
InventoryApCost=4
QuickPocketsApCostReduction=2
;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
ObjCanHearObjFix=0
;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
;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
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
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
ComputeSprayMod=0
@@ -653,11 +617,9 @@ ExplosionsEmitLight=0
;MovieTimer_artimer3=270
;MovieTimer_artimer4=360
;Set to 1 to enable the new arrays behavior (default behavior)
;Set to 0 for backward compatibility with pre-3.4 scripts
ArraysBehavior=1
;Set to 1 to add proper checks to see if there is enough ammo to attack with weapons that use multiple ammo per shot
;Set to 1 to add proper check for ammo before attacking and proper calculation of the number of burst rounds
;By default, weapons can make attacks when at least one ammo is left, regardless of ammo cost calculations
;Note that enabling this option will prevent super cattle prods and mega power fists from attacking with only one ammo left
CheckWeaponAmmoCost=0
;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
@@ -687,7 +649,7 @@ EnableMusicInDialogue=0
DontTurnOffSneakIfYouRun=0
;Changes the distance at which the player will switch to walking when trying to use objects (valid range: 0..3)
;Set to 0 to disable switching. (Default is 3)
;Default is 3. Set to 0 to disable switching
UseWalkDistance=3
;Changes the displayed message when you recover from the negative effects of radiation exposure
@@ -700,14 +662,6 @@ ActiveGeigerMsgs=1
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
CanSellUsedGeiger=1
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
;Set to 0 if another mod you're using has custom vehicles
CarChargingFix=1
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
CarPlacedTileFix=1
;Set to 1 to skip weapon equip/unequip animations when performing various actions
InstantWeaponEquip=0
@@ -737,6 +691,70 @@ DisplaySwiftLearnerExp=1
;Set to 1 to display party member's current level/AC/addict flag on the combat control panel
PartyMemberExtraInfo=0
;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
;Set to 2 to also skip loading the game/combat difficulty settings
SkipLoadingGameSettings=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
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Critical modding options - the following options should be changed with caution
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenery/critters
;Set to 0 if another mod you're using has custom vehicles
CarChargingFix=1
;Set to 1 to prevent the car from being lost when entering a location via the Town/World button and then leaving on foot
;Note that the global variable 633 (GVAR_CAR_PLACED_TILE) will be set to -1 when the player leaves a location
CarPlacedTileFix=1
;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
ObjCanHearObjFix=0
;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
;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
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 execution of the 'use_p_proc' procedure for grave type containers when they are in the open state
;By default, using open graves does not run the 'use_p_proc' procedure of attached script like other containers
;Note that enabling this option will cause problems for existing grave scripts
GraveContainersFix=0
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
;Note: To perform the unsigned integer division, use the new 'div' operator
DivisionOperatorFix=1
;Set to 1 to fix the priority score calculation for choosing the best weapon for NPCs
;Note that enabling this option can affect the weapon of choice for some NPCs
AIBestWeaponFix=1
;Set to 1 to fix NPCs not taking chem_primary_desire in AI.txt as a preference list 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
;Set to 1 to fix the bug of using First Aid/Doctor skills when using them on the player
;This will cause the party member to apply his/her skills when you use First Aid/Doctor skills on the player, but only if
;the player is standing next to the party member
@@ -744,10 +762,6 @@ PartyMemberExtraInfo=0
;that overrides First Aid/Doctor functions has very limited usefulness
PartyMemberSkillFix=0
;Set to 1 to skip loading all game settings except the game/combat difficulty from saved games
;Set to 2 to also skip loading the game/combat difficulty settings
SkipLoadingGameSettings=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
@@ -761,13 +775,6 @@ DisableSpecialMapIDs=0
;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
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
CreditsAtBottom=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -836,11 +843,8 @@ AllowUnsafeScripting=0
;Does not require sfall debugging mode
;ExtraCRC=0x00000000,0x00000000
;Set to 1 to skip the executable file size check
;Set to 1 to skip the compatibility mode check
;Does not require sfall debugging mode
SkipSizeCheck=0
;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=0
;Fallout 2 Debug Patch
@@ -863,6 +867,10 @@ DebugMode=0
;Set to 1 to hide error messages in debug output when a null value is passed to the function as an object
HideObjIsNullMsg=0
;A key to press to toggle the display of the hex grid on the map on or off
;Set to 0 to disable, or a DX scancode otherwise
MapGridToggleKey=0
;Set to 1 to stop Fallout from deleting non read-only protos at startup
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos=0
Binary file not shown.
+12 -12
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@@ -1,14 +1,14 @@
/*
Ammo INI Loader mod for Fallout 2 by NovaRain
---------------------------------------------
Ammo INI Loader mod v1.1 for Fallout 2 by NovaRain
--------------------------------------------------
- modifies ammo protos with data from an INI file:
* AmmoGlovz.ini if DamageFormula=1 or 2 in ddraw.ini
* AmmoYAAM.ini if DamageFormula=5 in ddraw.ini
* AmmoMod.ini if not using any bulit-in damage formula
Requires sfall 3.5 or higher
Requires sfall 4.0/3.8.29 or higher
*/
@@ -23,7 +23,7 @@ variable ammoData;
variable enabled;
procedure start begin
variable i := 1, ammo, ammoPid, dmgMod;
variable i := 1, ammo, ammoSection, dmgMod;
if game_loaded then begin
enabled := get_ini_setting("ddraw.ini|Misc|DamageFormula");
if (enabled == 1 or enabled == 2) then
@@ -37,19 +37,19 @@ procedure start begin
if (enabled <= 0) then return;
ammoData := create_array_map;
ammoPid := enabled; // pid from the first section
while (ammoPid > 0) do begin
ammoSection := get_ini_section(ammoIni, "" + i);
while (ammoSection.pid > 0) do begin
ammo := create_array_map; // create permanent arrays
ammo.ac_adjust := get_ini_setting(ammoIni + "|" + i + "|ac_adjust");
ammo.dr_adjust := get_ini_setting(ammoIni + "|" + i + "|dr_adjust");
ammo.ac_adjust := atoi(ammoSection.ac_adjust);
ammo.dr_adjust := atoi(ammoSection.dr_adjust);
// dam_mult and dam_div must be positive integers
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_mult");
dmgMod := atoi(ammoSection.dam_mult);
ammo.dam_mult := dmgMod if (dmgMod > 0) else 1;
dmgMod := get_ini_setting(ammoIni + "|" + i + "|dam_div");
dmgMod := atoi(ammoSection.dam_div);
ammo.dam_div := dmgMod if (dmgMod > 0) else 1;
ammoData[ammoPid] := ammo;
ammoData[atoi(ammoSection.pid)] := ammo;
i++;
ammoPid := get_ini_setting(ammoIni + "|" + i + "|pid");
ammoSection := get_ini_section(ammoIni, "" + i);
end
call map_enter_p_proc;
debug_msg("Ammo INI Loader mod: " + ammoIni + " - set " + (i - 1) + " ammo protos.");
+3 -3
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@@ -1,5 +1,5 @@
Ammo INI Loader mod for Fallout 2 by NovaRain
---------------------------------------------
Ammo INI Loader mod v1.1 for Fallout 2 by NovaRain
--------------------------------------------------
- modifies ammo protos with data from an INI file:
* AmmoGlovz.ini if DamageFormula=1 or 2 in ddraw.ini
@@ -7,6 +7,6 @@ Ammo INI Loader mod for Fallout 2 by NovaRain
* AmmoMod.ini if not using any bulit-in damage formula
Requires sfall 3.5 or higher.
Requires sfall 4.0/3.8.29 or higher.
To use, copy gl_ammomod.int to your scripts folder, and copy the INI files to the same directory as sfall.
+2 -2
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@@ -21,5 +21,5 @@ This folder contains documentation about sfall scripting extensions.
hookscripts.md - detailed manual for using hook scripts to modify engine behavior
arrays.md - manual for sfall arrays
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in **.\compiler\sslc_readme.txt**.
There are numerious new syntax features and extensions to SSL (Star-Trek Scripting language).
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in **.\compiler\sslc_readme.md**.
There are numerious new syntax features and extensions to SSL (Star-Trek Scripting Language).

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