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[COC] Support usage of multiple spawn_loadout sections in character descriptions. #1590

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@Neloreck Neloreck commented Jan 17, 2024

Allows addition of sections spawn_loadout, spawn_loadout2 ... spawn_loadoutN for stalkers items randomization.
Definition of rifle + pistol character description becomes simpler and more readable.

Related

#1529

Changes

  • Similar to CoC support few loadouts in character description
  • Reformat code with clang-format

Todo / future


Regarding script callback:

  • In CoC it has very specific name, CSE_ALifeObject_spawn_supplies - prettier/shorter variant could be used
  • In CoC it is bound to ai_stalker file

It is just few lines of code, but I am not sure about naming of the callback.

@Neloreck Neloreck marked this pull request as ready for review January 17, 2024 23:40

loadout_index += 1;
string32 buf;
loadout_section = strconcat(sizeof(buf), buf, "spawn_loadout", std::to_string(loadout_index).c_str());
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xr_sprintf(loadout_section, "spawn_loadout%d", loadout_index);

@Xottab-DUTY Xottab-DUTY added the Modmaker Experience Modmaker experience with OpenXRay label Jan 28, 2024
OneMorePseudoCoder added a commit to OneMorePseudoCoder/OXR_CoC_New that referenced this pull request Feb 21, 2024
-Support usage of multiple spawn_loadout sections in character descriptions (OpenXRay#1590)
-Support for linear space rendering in R4 renderer (OpenXRay#1576)
-Fixed "Naruto run"
-Fog affects npc vision
-Smopth peak
-Landscape render phase (IXRAY)
-Volumetric light optimization (fixed light flickering by Graff46)
-Fixed visual memory manager formula
-Optimazed light renderer (https://github.com/OpenXRay/xray-16/pull/1600/files)
-Fixed HOM cache (dsh2dsh)
-Fixed CKinematics::LL_SetBoneVisible (Anomaly)
OneMorePseudoCoder added a commit to OneMorePseudoCoder/OXR_CoC_New that referenced this pull request Feb 22, 2024
-Support usage of multiple spawn_loadout sections in character descriptions (OpenXRay#1590)
-Support for linear space rendering in R4 renderer (OpenXRay#1576)
-Fixed "Naruto run"
-Fog affects npc vision
-Smopth peak
-Landscape render phase (IXRAY)
-Volumetric light optimization (fixed light flickering by Graff46)
-Fixed visual memory manager formula
-Optimazed light renderer (https://github.com/OpenXRay/xray-16/pull/1600/files)
-Fixed HOM cache (dsh2dsh)
-Fixed CKinematics::LL_SetBoneVisible (Anomaly)
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