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- ModdersPack update (sfall-team/sfall@c27d146)
- Configuration refresh
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antalaskaya committed Feb 4, 2021
1 parent e3fb77b commit 57e6ff1
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Showing 6 changed files with 9 additions and 3 deletions.
2 changes: 1 addition & 1 deletion Fallout2/Fallout1in2/ddraw.ini
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Expand Up @@ -260,7 +260,7 @@ StartingMap=V13ent.map

;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
VersionString=FALLOUT ET TU v1.4.2283
VersionString=FALLOUT ET TU v1.5.2288

;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
;ConfigFile=
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3 changes: 3 additions & 0 deletions Tools/ModdersPack/ddraw.ini
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Expand Up @@ -547,6 +547,9 @@ RemoveCriticalTimelimits=0
;3 - Fallout 1 original behavior: -1 AP cost for all weapons; aimed attacks are disabled
FastShotFix=1

;Set to 1 to fix the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
SmallFrameFix=0

;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit=0

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3 changes: 1 addition & 2 deletions Tools/ModdersPack/scripting/compiler/sslc_readme.txt
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Expand Up @@ -197,7 +197,7 @@ old:
end


> empty statements in blocks are allowed: This is just a convenience to save scripters a bit of memory. Some of the macros in the fallout headers include their own semicolons while others do not. With the original compiler you had to remember which was which, and if you got it wrong the script would not compile. Now it's always safe to include your own semicolon, even if the macro already had its own. For example, this would not compile with the original sslc, but will with the sfall edition:
> **Does not work currently** empty statements in blocks are allowed: This is just a convenience to save scripters a bit of memory. Some of the macros in the fallout headers include their own semicolons while others do not. With the original compiler you had to remember which was which, and if you got it wrong the script would not compile. Now it's always safe to include your own semicolon, even if the macro already had its own. For example, this would not compile with the original sslc, but will with the sfall edition:

#define my_macro diplay_msg("foo");

Expand All @@ -221,7 +221,6 @@ new:
callbackVar();



> *arrays: In vanilla fallout arrays had to be constructed by reserving a block of global/map variables. Since sfall 2.7, specific array targeted functions have been available, but they are fairly messy and long winded to use. The compiler provides additional syntactic shorthand for accessing and setting array variables, as well as for array creation. When declaring an array variable, put a constant integer in []'s to give the number of elements in the array. (before sfall 3.4 you had to specify size in bytes for array elements, now it's not required, see "arrays.txt" for more information)

new:
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1 change: 1 addition & 0 deletions Tools/ModdersPack/scripting/headers/command_lite.h
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@@ -1,5 +1,6 @@
#ifndef COMMAND_H
#define COMMAND_H
#define COMMAND_LITE_H

#define critter_is_armed(x) (((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_RIGHT_HAND))) == item_type_weapon) orElse \
((obj_item_subtype(critter_inven_obj(x,INVEN_TYPE_LEFT_HAND))) == item_type_weapon))
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2 changes: 2 additions & 0 deletions Tools/ModdersPack/scripting/headers/define_extra.h
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Expand Up @@ -289,6 +289,7 @@
#define CALIBER_7_62MM (18)

// hidden perks
#ifndef DEFINE_LITE_H
#define PERK_add_nuka (53)
#define PERK_add_buffout (54)
#define PERK_add_mentats (55)
Expand All @@ -309,6 +310,7 @@
#define PERK_add_jet (70)
#define PERK_add_tragic (71)
#define PERK_armor_charisma (72)
#endif

#define WPN_ANIM_NONE (0x00) // (A)
#define WPN_ANIM_KNIFE (0x01) // (D)
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1 change: 1 addition & 0 deletions Tools/ModdersPack/scripting/headers/define_lite.h
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Expand Up @@ -4,6 +4,7 @@

#ifndef DEFINE_H
#define DEFINE_H
#define DEFINE_LITE_H

// This file holds all of the things that should be preprocessed.

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