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Remove cosmetic container looting, closes #8
1 parent 14c4d13 commit ddb0549

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Lines changed: 5 additions & 33 deletions

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docs/changelog.md

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@@ -1,5 +1,10 @@
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## Changelog
22

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### v1.19
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- Disabled cosmetic [container looting](https://github.com/BGforgeNet/Fallout2_Party_Orders/issues/8), never worked anyway.
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- Sfall updated to 4.5.
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### v1.18
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- Sfall updated to 4.4.8.

source/gl_p_party_orders.ssl

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Original file line numberDiff line numberDiff line change
@@ -127,7 +127,6 @@ procedure check_party_orders;
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procedure put_away_weapon(variable oC);
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procedure npc_heal_yourself(variable oC);
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procedure loot_nearby_corpses(variable oC);
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procedure loot_nearby_containers(variable oC);
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procedure npc_regroup(variable oC);
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procedure npc_spread(variable oC);
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procedure npc_switch_ammo(variable oC, variable ammo_type);
@@ -483,7 +482,6 @@ procedure keypress_hook begin
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end else if (get_sfall_global_int(SGVAR_OPTI01) == 1) then begin
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if (oLooter) then call cancel_looting;
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call loot_nearby_corpses(dude_obj);
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call loot_nearby_containers(dude_obj);
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end else begin
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dude_picking_up = 1;
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dude_pickup_delay = game_time;
@@ -577,7 +575,6 @@ end
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if oAux then begin
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if oLooter == dude_obj then call cancel_looting;
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call loot_nearby_corpses(oAux);
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call loot_nearby_containers(oAux);
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end else begin
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if party_has_looters then display_msg(m_str((10 + current_order) * 100 + 99));
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end
@@ -687,36 +684,6 @@ end
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oWho = oC;
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end
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690-
procedure run_to_tile(variable who, variable tile) begin
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ndebug("running to container");
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end
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procedure loot_container(variable who, variable cont, variable good_tile) begin
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ndebug("looting a container");
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reg_anim_clear(who);
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reg_anim_begin();
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reg_anim_obj_run_to_tile(who, good_tile, -1);
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reg_anim_animate(who, ANIM_magic_hands_middle, -1);
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reg_anim_end();
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end
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procedure loot_nearby_containers(variable looter) begin
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variable good_tile, i, items = list_as_array(LIST_GROUNDITEMS);
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ndebug("looting containers");
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foreach i in items begin
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ndebug("item is " + obj_name(i) + ", pid " + obj_pid(i) + ", is_container is " + is_container(i)
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+ " is_empty is " + is_empty(i) + ", can_reach is " + can_reach(looter, i) + ", looter is " + obj_name(looter));
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good_tile = can_reach(looter, i);
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if is_container(i)
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and not is_empty(i)
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and good_tile
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then begin
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ndebug("trying to loot " + obj_name(i));
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call loot_container(looter, i, good_tile);
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end
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end
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end
719-
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procedure loot_nearby_corpses(variable oC) begin
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oLooter = oC;
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L_list = list_begin(LIST_CRITTERS);

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