Comments (3)
0x413e8a L:4 [Conflict] with 0x413e88 L:7
ApplyAnimationsAtOncePatches conflicts with itself. One code writes anim_set->animations[0].animType
(L:4), other one places a jump to check_registry_hack
(L:7) that seems to restore this to vanilla cmp ds:_anim_set.field_10[edx], 0Bh
. The latter one wins the conflict since it's written last.
Not sure enough how this fix work to attempt fixing.
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0x43FA9F, 0x44EB5B, 0x48152E
These 3 are FemaleDialogMsgs patch overwriting every time we start a new game or load a save game based on player's gender. So for male and female different strings pointers will be written (for finding msg files).
This is working as intended.
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0x413e8a L:4 [Conflict] with 0x413e88 L:7
ApplyAnimationsAtOncePatches conflicts with itself. One code writes
anim_set->animations[0].animType
(L:4), other one places a jump tocheck_registry_hack
(L:7) that seems to restore this to vanillacmp ds:_anim_set.field_10[edx], 0Bh
. The latter one wins the conflict since it's written last.Not sure enough how this fix work to attempt fixing.
The conflict only happens in debug builds, as part of the attempt of improving animation registration but disabled for release.
All these should be working as intended:
0x423DEB
This is part of the tweak for setting the DAM_BACKWASH
flag for the attacker before calling compute_damage_
(was after). The one from HOOK_COMBATDAMAGE
will overwrite the one in ScriptExtender module, which is for when no hook injected.
0x44E7D2
This is the flags for the game movie window. If the built-in HRP is used, it will set Exclusive and MoveOnTop flags, later in Interface module a patch will add OwnerFlag flag.
0x4712E3, 0x4712E4, 0x47136D, 0x47136E
These are the hook for switching hand slots. If HOOK_INVENTORYMOVE
is injected, the ones in PartyControl module will be overwritten.
0x4C6162, 0x4C6163
These are for fixing the return value from xfread_
in db_freadInt_
. If UseFileSystemOverride is enabled, the one in BugFixes module will be overwritten by the hack in FileSystem module (which has the same fix embedded).
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Related Issues (20)
- Add opcode for 'register_object_animate_and_move_straight_"
- Prevent game lock during combat with "reg_anim_animate_forever"
- LOADSAVE: ** Error reading load function #3 data! ** HOT 3
- Add an option to chainload cnc-ddraw. HOT 88
- OBJ_DATA_WHO_HIT_ME value changes from 0 to -1 when map is entered again HOT 6
- A new weapon like the Molotov Cocktail? HOT 3
- (4.4.3) Random freezes HOT 1
- Game permanently freezing with RPU and latest sfall HOT 14
- Suggestion: Make the "set_drugs_data" script function not require a configured "drugs.ini" file to work.
- [Suggestion/Feature Request] In char sheet add permanent dude with arrows to swich party char sheets..
- New script function/hook to change the *displayed* minimum and maximum damage of weapons/unarmed attacks in the inventory. HOT 1
- [Feature request] support video enhance from native to win7 and up advanced power managment options.. HOT 1
- Is there a way to compensate too-fast viewport moving when game speed increased?
- Bug with NPC tries to spend remaining AP option HOT 4
- Feature Request: Double-clicking in the inventory swap GUI HOT 8
- HOOK AFTERHITROLL and Jinxed(and Also Slayer and Sniper) HOT 2
- PlayIdleAnimOnReload=1 Causes to lose highlighting after reload in combat HOT 1
- Ammo mod's display issue HOT 4
- Console Messages wont show when sfall built in hires enabled HOT 4
- Car given to the player even when it shouldn't HOT 3
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