-
Notifications
You must be signed in to change notification settings - Fork 40
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Added a new value to the 'mark_state' arg of mark_area_known function
* 3 - uncovers locations without highlighting their sub-tiles. (Fallout 1 behavior)
- Loading branch information
Showing
3 changed files
with
42 additions
and
18 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
e7e5da8
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Awesome, great work! If all works as it should, we can retire another hack, that one especially bad since it's modifying sfall code :)
@Lexx2k and @wipe2238: Guess it's just a matter of adding
#define MARK_STATE_FALLOUT1 (3)
or something like that todefine.h
and then change themark_on_map
macro to use this.e7e5da8
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The only problem is that I don't know how to differentiate between "is classic wm mod loaded or not" - because I'd like cities only uncover like that with the classic wm mod enabled, in case someone likes the Fo2-way of things more.
e7e5da8
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Maybe the mod can set a GVAR which is then used in
mark_on_map
to check which way it should be?e7e5da8
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yup.
e7e5da8
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yes, done already. Our gl_0 script will set a gvar to 0 (because it always runs first), and the classic wm mod gl script will set it to 1 again.