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fallout2-ce
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erlang.spawn
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fallout2-ce
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src/sfall_callbacks.cc
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Mike Klaas
Implement a few AP opcodes (#443)
11 май 2026, 07:48
Не верифицирован
11 май 2026, 07:48
706785d
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#include "sfall_callbacks.h" #include "content_config.h" #include "display_monitor.h" #include "interface.h" #include "inventory.h" #include "script_sound.h" #include "sfall_script_hooks.h" #include "stat.h" #include "worldmap.h" namespace fallout { void sfallOnBeforeGameInit() { return; } void sfallOnGameInit() { return; } void sfallOnAfterGameInit() { return; } void sfallOnGameExit() { scriptSoundExit(); return; } void sfallOnGameReset() { inventoryResetInvenApCost(); scriptSoundReset(); statResetUnspentApBonuses(); return; } void sfallOnBeforeGameStart() { return; } void sfallOnAfterGameStarted() { // Disable Horrigan Patch bool isDisableHorrigan = false; configGetBool(&gContentConfig, CONTENT_CONFIG_WORLDMAP_SECTION, "disable_horrigan", &isDisableHorrigan); if (isDisableHorrigan) { gDidMeetFrankHorrigan = true; } // Refresh item art after load, which calls the CALCAPCOST hook if present to // display the correct AP cost. if (gInterfaceBarWindow != -1) { int leftItemAction; int rightItemAction; interfaceGetItemActions(&leftItemAction, &rightItemAction); interfaceUpdateItems(false, leftItemAction, rightItemAction); } } void sfallOnAfterNewGame() { return; } void sfallOnGameModeChange(int exit, int previousGameMode) { scriptHooks_GameModeChange(exit, previousGameMode); } void sfallOnBeforeGameClose() { return; } void sfallOnCombatStart() { return; } void sfallOnCombatEnd() { return; } void sfallOnBeforeMapLoad() { return; } } // namespace fallout