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<html>
<head>
<title>Functions referenced by sfall</title>
<link rel="stylesheet" href="style.css" type="text/css" />
</head>
<body>
<table><thead><th>Function</th><th>Code</th><th>File</th></thead><tbody><tr><td style='font-size: 14px; padding-right: 20px;'>void abil_init()</td><td style='font-size: 14px; padding-right: 20px;'> if (illegalArg || (checkValidMemAddr && (args[0] < 0x410010 || args[0] > 0x4FCE34))) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Memory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD pick_death(GameObject* attacker, GameObject* target, GameObject* weapon, DWORD amount, DWORD anim, DWORD hitFromBack)</td><td style='font-size: 14px; padding-right: 20px;'> DWORD animDeath = fo::func::pick_death(attacker, target, weapon, damage, animation, hitBack); // vanilla pick death</td><td style='font-size: 14px;'>Modules\HookScripts\DeathHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void check_death()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::check_death_; // call original function</td><td style='font-size: 14px;'>Modules\HookScripts\DeathHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void action_use_skill_on()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::action_use_skill_on_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void action_talk_to()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::action_talk_to_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_begin(DWORD regType)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::register_begin_;</td><td style='font-size: 14px;'>Modules\Animations.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::register_begin_; // vanilla behavior</td><td style='font-size: 14px;'>Modules\Animations.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::register_begin_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_begin_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void register_clear()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_clear_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_end()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_end_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_object_animate(GameObject* object, DWORD anim, DWORD delay)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_animate_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_animate_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_animate_; // overwritten call</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_animate_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::register_object_animate_;</td><td style='font-size: 14px;'>Modules\HookScripts\ObjectHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::register_object_animate_and_hide(obj, animId, delay);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_object_animate_and_hide(GameObject* object, DWORD anim, DWORD delay)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_animate_and_hide_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::register_object_animate_and_hide(obj, animId, delay);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_object_turn_towards(GameObject* object, DWORD tileNum, DWORD nothing)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::register_object_turn_towards(obj, tile, nothing);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_object_must_erase(GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::register_object_must_erase(obj);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void register_object_call(DWORD* target, DWORD* source, void* func, DWORD delay)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::register_object_call(</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_object_funset(GameObject* object, DWORD action, DWORD delay)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_funset_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_object_change_fid(GameObject* object, DWORD artFid, DWORD delay)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_change_fid_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::register_object_change_fid(obj, fid, delay);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_object_take_out(GameObject* object, DWORD holdFrameId, DWORD nothing)</td><td style='font-size: 14px; padding-right: 20px;'> MakeJump(0x415238, register_object_take_out_hack);</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::register_object_take_out(obj, holdFrame, nothing);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD register_object_light(GameObject* object, DWORD lightRadius, DWORD delay)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_light_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_light_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_light_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::register_object_light_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::register_object_light(obj, radius, delay);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void anim_set_end()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::anim_set_end_;</td><td style='font-size: 14px;'>Modules\Animations.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD anim_can_use_door(GameObject* source, GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> if (!fo::func::anim_can_use_door(srcObject, objBlock)) continue; // block - next rotation</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::anim_can_use_door_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void make_path()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::make_path_func(partyMember, partyMember->tile, underObject->tile, 0, 0, game::Tilemap::obj_path_blocking_at_) > 0)</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long pathLength = fo::func::make_path_func(objFrom, objFrom->tile, tileTo, pathData, checkFlag, (void*)func);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD make_path_func(GameObject* objectFrom, DWORD tileFrom, DWORD tileTo, char* pathDataBuffer, DWORD checkTileTo, void* blockingFunc)</td><td style='font-size: 14px; padding-right: 20px;'> sf::MakeJump(fo::funcoffs::make_path_func_, make_path_func_hack_replacement); // 0x415EFC</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::make_path_func(partyMember, partyMember->tile, underObject->tile, 0, 0, game::Tilemap::obj_path_blocking_at_) > 0)</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long pathLength = fo::func::make_path_func(objFrom, objFrom->tile, tileTo, pathData, checkFlag, (void*)func);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD tile_idistance(DWORD sourceTile, DWORD targetTile)</td><td style='font-size: 14px; padding-right: 20px;'> it->distance = fo::func::tile_idistance(sourceTile, targetTile); // maximum distance</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void make_straight_path()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::make_straight_path_func(object, objTile, targetTile, 0, (DWORD*)&obj, 0x20, (void*)fo::funcoffs::obj_shoot_blocking_at_);</td><td style='font-size: 14px;'>Game\AI\AIHelpers.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::make_straight_path_func(attacker, attacker->tile, target->tile, 0, (DWORD*)&object, 0x20, (void*)fo::funcoffs::obj_shoot_blocking_at_);</td><td style='font-size: 14px;'>Game\AI\AIHelpers.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::make_straight_path_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::make_straight_path_func(objFrom, objFrom->tile, tileTo, 0, (DWORD*)&resultObj, flag, (void*)getBlockingFunc(type));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD make_straight_path_func(GameObject* objFrom, DWORD tileFrom, DWORD tileTo, void* arrayPtr, DWORD* outObject, DWORD flags, void* blockingFunc)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::make_straight_path_func(object, objTile, targetTile, 0, (DWORD*)&obj, 0x20, (void*)fo::funcoffs::obj_shoot_blocking_at_);</td><td style='font-size: 14px;'>Game\AI\AIHelpers.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::make_straight_path_func(attacker, attacker->tile, target->tile, 0, (DWORD*)&object, 0x20, (void*)fo::funcoffs::obj_shoot_blocking_at_);</td><td style='font-size: 14px;'>Game\AI\AIHelpers.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::make_straight_path_func_; // overlapping if len(eax) == 0</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::make_straight_path_func(objFrom, objFrom->tile, tileTo, 0, (DWORD*)&resultObj, flag, (void*)getBlockingFunc(type));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void dude_stand()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::dude_stand_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void dude_standup()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::dude_standup_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::dude_standup_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void art_init()</td><td style='font-size: 14px; padding-right: 20px;'>static const functype art_init = (functype)fo::funcoffs::art_init_;</td><td style='font-size: 14px;'>Modules\Tiles.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>FrmHeaderData* art_ptr_lock(DWORD frmId, DWORD* lockPtr)</td><td style='font-size: 14px; padding-right: 20px;'> fo::FrmHeaderData* frm = fo::func::art_ptr_lock(object->artFid, &lock);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> auto frm = fo::func::art_ptr_lock(dialog_target->artFid, &lockPtr);</td><td style='font-size: 14px;'>HRP\Dialog.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> *(BYTE**)FO_VAR_dialog_red_button_up_buf = fo::func::art_ptr_lock_data(artID | 96, 0 ,0, (DWORD*)FO_VAR_dialog_red_button_up_key);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> *(BYTE**)FO_VAR_dialog_red_button_down_buf = fo::func::art_ptr_lock_data(artID | 95, 0 ,0, (DWORD*)FO_VAR_dialog_red_button_down_key);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::FrmHeaderData *critFrm = fo::func::art_ptr_lock(BuildFrmId(1, critNum), &critFrmLock);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> BYTE *MenuUSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 299), 0, 0, &MenuUObj); // MENUUP Frm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> BYTE *MenuDSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 300), 0, 0, &MenuDObj); // MENUDOWN Frm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> BYTE *DidownUSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 93), 0, 0, &DidownUObj); // MENUUP Frm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> BYTE *DidownDSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 94), 0, 0, &DidownDObj); // MENUDOWN Frm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> BYTE *DiupUSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 100), 0, 0, &DiupUObj); // MENUUP Frm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> BYTE *DiupDSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 101), 0, 0, &DiupDObj); // MENUDOWN Frm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> frmSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 122), 0, 0, &frmLock); // SLUFrm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> frmSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 123), 0, 0, &frmLock); // SLDFrm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> frmSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 124), 0, 0, &frmLock); // SRUFrm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> frmSurface = fo::func::art_ptr_lock_data(BuildFrmId(6, 125), 0, 0, &frmLock); // SRDFrm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> FrmSurface = fo::func::art_ptr_lock_data(BuildFrmId(fo::OBJ_TYPE_INTRFACE, 113), 0, 0, &FrmObj); // "Use Item On" window</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> FrmSurface = fo::func::art_ptr_lock_data(BuildFrmId(fo::OBJ_TYPE_INTRFACE, 188), 0, 0, &FrmObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> FrmMaskSurface = fo::func::art_ptr_lock_data(BuildFrmId(fo::OBJ_TYPE_INTRFACE, 187), 0, 0, &FrmMaskObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> FrmSurface = fo::func::art_ptr_lock_data(BuildFrmId(fo::OBJ_TYPE_INTRFACE, 174), 0, 0, &FrmObj); // Pickchar frm</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> *(BYTE**)buttonMem = fo::func::art_ptr_lock_data(artId, 0, 0, (DWORD*)buttonKey); // first texture memory address</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD art_ptr_unlock(DWORD lockId)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(lock);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(lockPtr);</td><td style='font-size: 14px;'>HRP\Dialog.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (frm) fo::func::art_ptr_unlock(frm);</td><td style='font-size: 14px;'>Modules\Animations.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::art_ptr_unlock_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(critFrmLock);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(MenuUObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(MenuDObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(DidownUObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(DidownDObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(DiupUObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(DiupDObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(frmLock);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(frmLock);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(frmLock);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(frmLock);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(FrmObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(FrmObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(FrmMaskObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::art_ptr_unlock(FrmObj);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void art_flush()</td><td style='font-size: 14px; padding-right: 20px;'> if (flush) fo::func::art_flush();</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::art_flush_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void art_get_code()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_get_code_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_get_code_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_get_code_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>char* art_get_name(DWORD artFID)</td><td style='font-size: 14px; padding-right: 20px;'> const char* artPathName = fo::func::art_get_name(_fid); // <cd>\art\type\file.frm</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> artPathName = fo::func::art_get_name(fid); // .fr#</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD art_frame_width(FrmHeaderData* frm, DWORD frameNum, DWORD rotation)</td><td style='font-size: 14px; padding-right: 20px;'> DWORD critWidth = fo::func::art_frame_width(critFrm, 0, charRotOri);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD art_frame_length(FrmHeaderData* frm, DWORD frameNum, DWORD rotation)</td><td style='font-size: 14px; padding-right: 20px;'> long yOffset = fo::func::art_frame_length(frm, dialog_target->frm, dialog_target->rotation) / 2;</td><td style='font-size: 14px;'>HRP\Dialog.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> DWORD critHeight = fo::func::art_frame_length(critFrm, 0, charRotOri);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>FrmFrameData* frame_ptr(FrmHeaderData* frm, DWORD frame, DWORD direction)</td><td style='font-size: 14px; padding-right: 20px;'> fo::FrmFrameData* frame = fo::func::frame_ptr((fo::FrmHeaderData*)frm, i, 0);</td><td style='font-size: 14px;'>Modules\TalkingHeads.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::FrmFrameData* frame = fo::func::frame_ptr((fo::FrmHeaderData*)frm, frameno, 0);</td><td style='font-size: 14px;'>Modules\TalkingHeads.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>bool art_exists(DWORD artFid)</td><td style='font-size: 14px; padding-right: 20px;'> if (!fo::func::art_exists(fId)) {</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::art_exists_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::art_exists(ctx.arg(0).rawValue()));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void art_alias_num()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_alias_num_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void art_alias_fid()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::art_alias_fid_;</td><td style='font-size: 14px;'>Modules\LoadOrder.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD art_id(DWORD artType, DWORD lstIndex, DWORD animCode, DWORD weaponCode, DWORD directionCode)</td><td style='font-size: 14px; padding-right: 20px;'> fid = fo::func::art_id(fo::OBJ_TYPE_CRITTER, indexNum, 0, weaponAnimCode, 0);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_id_;</td><td style='font-size: 14px;'>HRP\ViewMap\ViewMap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_id_;</td><td style='font-size: 14px;'>HRP\ViewMap\ViewMap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_id_;</td><td style='font-size: 14px;'>HRP\ViewMap\ViewMap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> critter->artFid = fo::func::art_id(fo::ObjType::OBJ_TYPE_CRITTER, critter->artFid & 0xFFF, 0, (critter->artFid & 0xF000) >> 12, critter->rotation + 1);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_id_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_id_;</td><td style='font-size: 14px;'>Modules\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_id_;</td><td style='font-size: 14px;'>Modules\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::art_id_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long artId = fo::func::art_id(fo::ArtType::OBJ_TYPE_INTRFACE, indexArt, 0, 0, 0);</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::art_id_;</td><td style='font-size: 14px;'>Modules\TalkingHeads.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD load_frame(char* filename, FrmFile** frmPtr)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::load_frame(file, &frmPtr)) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void audioOpen()</td><td style='font-size: 14px; padding-right: 20px;'> mov edx, fo::funcoffs::audioOpen_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void audioCloseFile()</td><td style='font-size: 14px; padding-right: 20px;'> mov ebx, fo::funcoffs::audioCloseFile_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void audioRead()</td><td style='font-size: 14px; padding-right: 20px;'> mov ecx, fo::funcoffs::audioRead_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void audioSeek()</td><td style='font-size: 14px; padding-right: 20px;'> push fo::funcoffs::audioSeek_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void audioFileSize()</td><td style='font-size: 14px; padding-right: 20px;'> push fo::funcoffs::audioFileSize_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void dialog_out()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::dialog_out_;</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::dialog_out_; // edx - DisplayText (seconds lines)</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_safety_invalidate_weapon()</td><td style='font-size: 14px; padding-right: 20px;'> return !fo::func::combat_safety_invalidate_weapon_func(attacker, weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY, target, 0, 0);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD combat_safety_invalidate_weapon_func(GameObject* source, GameObject* weapon, DWORD hitMode, GameObject* targetA, DWORD* outSafeRange, GameObject* targetB)</td><td style='font-size: 14px; padding-right: 20px;'> return !fo::func::combat_safety_invalidate_weapon_func(attacker, weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY, target, 0, 0);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_over()</td><td style='font-size: 14px; padding-right: 20px;'> __asm jmp fo::funcoffs::combat_over_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_sequence()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combat_sequence_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_turn_run()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combat_turn_run_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combat_turn_run_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_input()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combat_input_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD combat_turn(GameObject* critter, DWORD isDudeTurn)</td><td style='font-size: 14px; padding-right: 20px;'> combatTurnResult = fo::func::combat_turn(critter, dudeBegin);</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_should_end()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combat_should_end_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat()</td><td style='font-size: 14px; padding-right: 20px;'> return !fo::func::combat_safety_invalidate_weapon_func(attacker, weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY, target, 0, 0);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::combat_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> combatTurnResult = fo::func::combat_turn(critter, dudeBegin);</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_ctd_init()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::combat_ctd_init_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_attack()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::combat_attack_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void attack_crit_success()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::attack_crit_success_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD determine_to_hit(GameObject* source, GameObject* target, DWORD bodyPart, DWORD hitMode)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::determine_to_hit_;</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void determine_to_hit_func()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::determine_to_hit_func_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void compute_damage()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::compute_damage_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void check_for_death(GameObject* critter, DWORD amountDamage, DWORD* flags)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::check_for_death(fo::var::main_ctd.target, fo::var::main_ctd.targetDamage, &fo::var::main_ctd.targetFlags);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_anim_finished()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combat_anim_finished_;</td><td style='font-size: 14px;'>Modules\Animations.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_check_bad_shot()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combat_check_bad_shot_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>AIcap* ai_cap(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> fo::AIcap* cap = fo::func::ai_cap(source);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::ai_cap_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::AIcap* cap = fo::func::ai_cap(partyMember);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::AIcap* cap = fo::func::ai_cap(ctx.arg(0).object());</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD ai_magic_hands(GameObject* source, GameObject* object, DWORD msgNumber)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::ai_magic_hands(source, item, 5000);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ai_check_drugs()</td><td style='font-size: 14px; padding-right: 20px;'> sf::MakeJump(fo::funcoffs::ai_check_drugs_, ai_check_drugs_replacement); // 0x428480</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call game::CombatAI::ai_check_drugs; // call fo::funcoffs::ai_check_drugs_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ai_run_away()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::ai_run_away_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ai_run_away_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ai_danger_source()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::ai_danger_source_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD ai_have_ammo(GameObject* critter, GameObject* item, GameObject** outAmmo)</td><td style='font-size: 14px; padding-right: 20px;'> return fo::func::ai_have_ammo(source, weapon, outAmmo); // 0 - no ammo</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void caiHasWeapPrefType()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::caiHasWeapPrefType_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* ai_best_weapon(GameObject* source, GameObject* prevItem, GameObject* checkItem, GameObject* target)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ai_best_weapon_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>bool ai_can_use_weapon(GameObject* critter, GameObject* item, DWORD hitMode)</td><td style='font-size: 14px; padding-right: 20px;'> bool result = fo::func::ai_can_use_weapon(source, weapon, hitMode);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ai_can_use_weapon_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* ai_search_inven_weap(GameObject* source, DWORD apCheck, GameObject* target)</td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* item = fo::func::ai_search_inven_weap(source, 1, target); // search based on AP</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* ai_search_environ(GameObject* critter, DWORD itemType)</td><td style='font-size: 14px; padding-right: 20px;'> if (!lastItem) lastItem = fo::func::ai_search_environ(source, fo::ItemType::item_type_drug);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (!lastItem) lastItem = fo::func::ai_search_environ(source, fo::ItemType::item_type_misc_item);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* ai_retrieve_object(GameObject* critter, GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> if (lastItem) lastItem = fo::func::ai_retrieve_object(source, lastItem);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ai_retrieve_object_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD ai_pick_hit_mode(GameObject* source, GameObject* item, GameObject* target)</td><td style='font-size: 14px; padding-right: 20px;'> long _hitMode = fo::func::ai_pick_hit_mode(source, weapon, target);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ai_switch_weapons()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::ai_switch_weapons_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void cai_attempt_w_reload()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::cai_attempt_w_reload_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combat_ai()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combat_ai_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combatai_rating()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combatai_rating_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::combatai_rating_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void combatai_check_retaliation()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::combatai_check_retaliation_;</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD is_within_perception(GameObject* source, GameObject* target)</td><td style='font-size: 14px; padding-right: 20px;'> return sf::PerceptionRangeHook_Invoke(watcher, target, hookType, fo::func::is_within_perception(watcher, target));</td><td style='font-size: 14px;'>Game\objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return PerceptionRangeHook_Script(watcher, target, type, fo::func::is_within_perception(watcher, target));</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void config_get_string()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::config_get_string_; // section<edx>, outValue<ecx></td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::config_get_string_;</td><td style='font-size: 14px;'>Modules\Worldmap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void config_get_value()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::config_get_value_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void credits()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::credits_;</td><td style='font-size: 14px;'>Modules\Credits.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void credits_get_next_line()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::credits_get_next_line_;</td><td style='font-size: 14px;'>Modules\Credits.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::credits_get_next_line_; // call default function</td><td style='font-size: 14px;'>Modules\Credits.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>char* critter_name(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::critter_name_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> set->animations[i].source, fo::func::critter_name(set->animations[i].source),</td><td style='font-size: 14px;'>Modules\Animations.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::critter_name_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::critter_pc_set_name(fo::func::critter_name(npc));</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> devlog_f("%s restore sneak: time %d[%d], state %d\n", DL_MAIN, fo::func::critter_name(npc), member.sneak_queue_time, fo::var::fallout_game_time, member.sneak_working);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> devlog_f("%s recheck sneak: time %d<=[%d], state %d\n", DL_MAIN, fo::func::critter_name(npc), member.sneak_queue_time, fo::var::fallout_game_time, member.sneak_working);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::critter_name_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> devlog_f("[Switch] %s update sneak: time %d, state %d\n", DL_MAIN, fo::func::critter_name(fo::var::obj_dude), member.sneak_queue_time, member.sneak_working);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> devlog_f("[Switch] %s save sneak: time %d, state %d\n", DL_MAIN, fo::func::critter_name(fo::var::obj_dude), member.sneak_queue_time, member.sneak_working);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::critter_name_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void critter_pc_set_name(char* newName)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::critter_pc_set_name(fo::func::critter_name(npc));</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void critter_adjust_hits()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::critter_adjust_hits_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void critter_get_rads()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::critter_get_rads_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void critter_kill_count()</td><td style='font-size: 14px; padding-right: 20px;'> critterType = static_cast<int8_t>(fo::func::critter_kill_count_type(srcObject));</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD critter_kill_count_type(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> critterType = static_cast<int8_t>(fo::func::critter_kill_count_type(srcObject));</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::critter_kill_count_type_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void critter_kill()</td><td style='font-size: 14px; padding-right: 20px;'> critterType = static_cast<int8_t>(fo::func::critter_kill_count_type(srcObject));</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD critter_is_dead(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::critter_is_dead_; // found some object, check if it's a dead critter</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::critter_is_dead_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (includeHidden || (obj->IsCritter() && !fo::func::critter_is_dead(obj) && !(obj->flags & fo::ObjectFlag::Mouse_3d))) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD critter_body_type(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::critter_body_type(source)) return; // Robotic/Quadruped cannot use drugs</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::critter_body_type_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> switch (fo::func::critter_body_type(partyMember)) {</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void pc_flag_off()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::pc_flag_off_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void pc_flag_on(DWORD flag)</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::pc_flag_on_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void pc_flag_toggle()</td><td style='font-size: 14px; padding-right: 20px;'>// jmp fo::funcoffs::pc_flag_toggle_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD is_pc_flag(DWORD flag)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::is_pc_flag(0)) { // sneak flag</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (realDude.sneak_queue_time && fo::func::is_pc_flag(0)) {</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void critter_sneak_check()</td><td style='font-size: 14px; padding-right: 20px;'> if (!exist) __asm call fo::funcoffs::critter_sneak_check_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD is_pc_sneak_working()</td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::is_pc_sneak_working());</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Misc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void critter_wake_up()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::critter_wake_up_; // (stand up anim)</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void critter_compute_ap_from_distance()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::critter_compute_ap_from_distance_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void datafileConvertData()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::datafileConvertData_;</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void display_print(char* msg)</td><td style='font-size: 14px; padding-right: 20px;'> push fo::funcoffs::display_print_; // func replaced by Mash's HRP</td><td style='font-size: 14px;'>Game\GUI\Text.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> sf::MakeJump(fo::funcoffs::display_print_, display_print_hack_replacemet); // 0x43186C</td><td style='font-size: 14px;'>Game\GUI\Text.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::display_print_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::display_print_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::display_print_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::display_print_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::display_print_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (!HRP::Setting::IsEnabled()) MakeJump(0x43186C, display_print_hack);</td><td style='font-size: 14px;'>Modules\Console.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::display_print_;</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::display_print(superStimMsg.c_str());</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::display_print(buf);</td><td style='font-size: 14px;'>Modules\Karma.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::display_print(fo::util::GetMessageStr(&fo::var::proto_main_msg_file, 675)); // I Can't do that</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::display_print(Translate::CombatBlockMessage().c_str());</td><td style='font-size: 14px;'>Modules\SubModules\CombatBlock.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void display_redraw()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::display_redraw_;</td><td style='font-size: 14px;'>Game\GUI\Text.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::display_redraw_;</td><td style='font-size: 14px;'>HRP\InterfaceBar.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void display_scroll_up()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::display_scroll_up_;</td><td style='font-size: 14px;'>InputFuncs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void display_scroll_down()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::display_scroll_down_;</td><td style='font-size: 14px;'>InputFuncs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void editor_design()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::editor_design_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void DrawFolder()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::DrawFolder_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void PrintLevelWin()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::PrintLevelWin_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::PrintLevelWin_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void PrintBasicStat()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::PrintBasicStat_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::PrintBasicStat_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ListDrvdStats()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ListDrvdStats_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ListDrvdStats_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ListSkills()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ListSkills_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ListSkills_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void DrawInfoWin()</td><td style='font-size: 14px; padding-right: 20px;'> //call fo::funcoffs::DrawInfoWin_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void SexWindow()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::SexWindow_; // call gender selection window</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>bool db_access(char* fileName)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::db_access_; // check art file exists</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> bool hookHasScript = fo::func::db_access(filePath);</td><td style='font-size: 14px;'>Modules\HookScripts.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (!fo::func::db_access("art\\intrface\\worldmap.frm")) return;</td><td style='font-size: 14px;'>Modules\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::db_access_;</td><td style='font-size: 14px;'>Modules\LoadOrder.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return (path && fo::func::db_access(path)) ? path : premadePath;</td><td style='font-size: 14px;'>Modules\Premade.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (direction > 0 && !fo::func::db_access(artPathName)) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::db_access(outFilePath)) return direction;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void DrawCard()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::DrawCard_;</td><td style='font-size: 14px;'>Modules\Karma.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ListTraits()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ListTraits_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ListDPerks()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ListDPerks_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD folder_print_seperator(char* text)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::folder_print_seperator(message)) {</td><td style='font-size: 14px;'>Modules\Drugs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD folder_print_line(char* text)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::folder_print_line(message)) {</td><td style='font-size: 14px;'>Modules\Drugs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::folder_print_line(fakeTraits[i].Name) && !isSelect) {</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void elevator_start()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::elevator_start_;</td><td style='font-size: 14px;'>Modules\Elevators.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void elevator_end()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::elevator_end_;</td><td style='font-size: 14px;'>Modules\Elevators.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void Check4Keys()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::Check4Keys_;</td><td style='font-size: 14px;'>Modules\Elevators.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void endgame_slideshow()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::endgame_slideshow_;</td><td style='font-size: 14px;'>Modules\SpeedPatch.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void endgame_load_palette(DWORD artType, DWORD fid)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::endgame_load_palette(fo::ArtType::OBJ_TYPE_INTRFACE, artID & 0xFFF);</td><td style='font-size: 14px;'>HRP\SlidesScreen.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::endgame_load_palette(fo::ArtType::OBJ_TYPE_INTRFACE, 327); // panning desert image (DP.FRM)</td><td style='font-size: 14px;'>HRP\SlidesScreen.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void findVar()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::findVar_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::findVar_; // else - proceed normal</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD FMtext_width(char* text)</td><td style='font-size: 14px; padding-right: 20px;'> return fo::func::FMtext_width(TextMsg); //get text width</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void FMtext_char_width()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::FMtext_char_width_;</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void FMtext_to_buf()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::FMtext_to_buf_;</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void game_reset()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::game_reset_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::game_reset_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void game_exit()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::game_exit_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD game_get_global_var(DWORD globalVar)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::game_get_global_var(fo::GVAR_CAR_BLOWER)) {</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::game_get_global_var(fo::GVAR_NEW_RENO_CAR_UPGRADE)) {</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::game_get_global_var(fo::GVAR_NEW_RENO_SUPER_CAR)) {</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void game_set_global_var()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::game_set_global_var_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void game_screendump()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::game_screendump_; // call ds:[FO_VAR_screendump_func];</td><td style='font-size: 14px;'>Modules\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void game_help()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::game_help_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void game_quit_with_confirm()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::game_quit_with_confirm_;</td><td style='font-size: 14px;'>WinProc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gdialogActive()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gdialogActive_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gdialogActive_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gdialogDisplayMsg(char* message)</td><td style='font-size: 14px; padding-right: 20px;'> cmp dword ptr [esp + 0x1AC - 0x14 + 4], 0x445448; // gdialogDisplayMsg_</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> cmp dword ptr [esp + 0x1AC - 0x14 + 4], 0x445448; // gdialogDisplayMsg_</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gdialogDisplayMsg_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> cmp dword ptr [esp + 0x1AC - 0x14], 0x445448; // gdialogDisplayMsg_</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gdialogDisplayMsg(message);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gdReviewInit()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gdReviewInit_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gdReviewExit()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gdReviewExit_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gdDestroyHeadWindow()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gdDestroyHeadWindow_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void talk_to_critter_reacts()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::talk_to_critter_reacts_; // -1 - good, 0 - neutral, 1 - bad</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gdialog_window_create()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gdialog_window_create_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gdialog_window_destroy()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gdialog_window_destroy_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gdialog_window_destroy_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void talk_to_translucent_trans_buf_to_buf()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::talk_to_translucent_trans_buf_to_buf_;</td><td style='font-size: 14px;'>Modules\TalkingHeads.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gmouse_bk_process()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gmouse_bk_process_;</td><td style='font-size: 14px;'>HRP\Init.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD gmouse_set_cursor(DWORD picNum)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gmouse_set_cursor_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gmouse_set_cursor(1);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gmouse_set_cursor(oldMouse);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gmouse_set_cursor_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gmouse_set_cursor(20);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gmouse_set_cursor(0);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gmouse_3d_set_mode(DWORD mode)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gmouse_3d_set_mode(2);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gmouse_3d_set_mode(1);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gmouse_3d_set_mode(ctx.arg(0).rawValue());</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* object_under_mouse(DWORD crSwitch, DWORD inclDude, DWORD elevation)</td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* underObject = fo::func::object_under_mouse(1, 0, fo::var::map_elevation);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::object_under_mouse(ctx.arg(0).asBool() ? 1 : -1, ctx.arg(1).rawValue(), fo::var::map_elevation)</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gmovie_play()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gmovie_play_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> MakeJump(0x44E690, gmovie_play_hack);</td><td style='font-size: 14px;'>Modules\Movies.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gmovieIsPlaying()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gmovieIsPlaying_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_background_volume_get()</td><td style='font-size: 14px; padding-right: 20px;'> backgroundVolume = fo::func::gsound_background_volume_get_set(0);</td><td style='font-size: 14px;'>Modules\Movies.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (backgroundVolume) backgroundVolume = fo::func::gsound_background_volume_get_set(backgroundVolume); // restore volume</td><td style='font-size: 14px;'>Modules\Movies.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD gsound_background_volume_get_set(DWORD setVolume)</td><td style='font-size: 14px; padding-right: 20px;'> backgroundVolume = fo::func::gsound_background_volume_get_set(0);</td><td style='font-size: 14px;'>Modules\Movies.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (backgroundVolume) backgroundVolume = fo::func::gsound_background_volume_get_set(backgroundVolume); // restore volume</td><td style='font-size: 14px;'>Modules\Movies.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_background_play()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gsound_background_play_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_background_play_level_music()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gsound_background_play_level_music_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_background_stop()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::gsound_background_stop_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gsound_background_stop_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_background_restart_last()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::gsound_background_restart_last_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_background_pause()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gsound_background_pause_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_background_unpause()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gsound_background_unpause_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_speech_length_get()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gsound_speech_length_get_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_speech_play()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gsound_speech_play_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_delete_sfx()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gsound_delete_sfx_;</td><td style='font-size: 14px;'>Modules\Animations.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_red_butt_press()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::gsound_red_butt_press_;</td><td style='font-size: 14px;'>Modules\ExtraSaveSlots.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::gsound_red_butt_press_;</td><td style='font-size: 14px;'>Modules\ExtraSaveSlots.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::gsound_red_butt_press_;</td><td style='font-size: 14px;'>Modules\ExtraSaveSlots.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::gsound_red_butt_press_;</td><td style='font-size: 14px;'>Modules\ExtraSaveSlots.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> mov edx, fo::funcoffs::gsound_red_butt_press_;</td><td style='font-size: 14px;'>Modules\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> mov edx, fo::funcoffs::gsound_red_butt_press_;</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_red_butt_release()</td><td style='font-size: 14px; padding-right: 20px;'> mov ebx, fo::funcoffs::gsound_red_butt_release_;</td><td style='font-size: 14px;'>Modules\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> mov ebx, fo::funcoffs::gsound_red_butt_release_;</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_med_butt_press()</td><td style='font-size: 14px; padding-right: 20px;'> mov edx, fo::funcoffs::gsound_med_butt_press_;</td><td style='font-size: 14px;'>Modules\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> mov edx, 0x451988 // gsound_med_butt_press_</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_med_butt_release()</td><td style='font-size: 14px; padding-right: 20px;'> mov ebx, 0x451990 // gsound_med_butt_release_</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void gsound_play_sfx_file(char* name)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gsound_play_sfx_file((const char*)0x50163C); // "monitor"</td><td style='font-size: 14px;'>Game\GUI\Text.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gsound_play_sfx_file_;</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gsound_play_sfx_file("ib1p1xx1");</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gsound_play_sfx_file("ib1p1xx1");</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gsound_play_sfx_file("ib1p1xx1");</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gsound_play_sfx_file("ib3p1xx1");</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gsound_play_sfx_file("ISDXXXX1");</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gsound_play_sfx_file("IB3LU1X1");</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gsound_play_sfx_file_;</td><td style='font-size: 14px;'>Modules\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gsound_play_sfx_file_;</td><td style='font-size: 14px;'>Modules\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::gsound_play_sfx_file("IISXXXX1");</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::gsound_play_sfx_file_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::gsound_play_sfx_file_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void correctFidForRemovedItem(GameObject* critter, GameObject* item, DWORD slotFlag)</td><td style='font-size: 14px; padding-right: 20px;'> if (result) fo::func::correctFidForRemovedItem(critter, item, flags);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::correctFidForRemovedItem_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_hide()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::intface_hide_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_show()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::intface_show_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD intface_is_hidden()</td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::intface_is_hidden());</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_redraw()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::intface_redraw();</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::intface_redraw();</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::intface_redraw();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_update_hit_points()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::intface_update_hit_points_;</td><td style='font-size: 14px;'>Modules\Unarmed.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_update_ac(DWORD animate)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::intface_update_ac_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (isDude) fo::func::intface_update_ac(0);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_update_move_points(DWORD ap, DWORD freeAP)</td><td style='font-size: 14px; padding-right: 20px;'> if (obj == fo::var::obj_dude) fo::func::intface_update_move_points(ap, fo::var::combat_free_move);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Stats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD intface_get_attack(DWORD* hitMode, DWORD* isSecondary)</td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(!fo::func::intface_get_attack(&unused, &isAimed) ? isAimed : 0);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_update_items(DWORD animate, DWORD modeLeft, DWORD modeRight)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::intface_update_items_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::intface_update_items_;</td><td style='font-size: 14px;'>Modules\Unarmed.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (update) fo::func::intface_update_items(0, -1, -1);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_toggle_items()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::intface_toggle_items_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_get_item_states()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::intface_get_item_states_;</td><td style='font-size: 14px;'>Modules\Unarmed.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_toggle_item_state()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::intface_toggle_item_state();</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void intface_use_item()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::intface_use_item();</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::intface_use_item();</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD intface_is_item_right_hand()</td><td style='font-size: 14px; padding-right: 20px;'> auto itemInHand = fo::func::intface_is_item_right_hand()</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void construct_box_bar_win()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::construct_box_bar_win_;</td><td style='font-size: 14px;'>Modules\BarBoxes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void reset_box_bar_win()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::reset_box_bar_win_;</td><td style='font-size: 14px;'>Modules\BarBoxes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void refresh_box_bar_win()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::refresh_box_bar_win_;</td><td style='font-size: 14px;'>Modules\BarBoxes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::refresh_box_bar_win_;</td><td style='font-size: 14px;'>Modules\BarBoxes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void add_bar_box()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::add_bar_box_;</td><td style='font-size: 14px;'>Modules\BarBoxes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>char* findCurrentProc(Program* program)</td><td style='font-size: 14px; padding-right: 20px;'> metafunc, fo::var::currentProgram->fileName, fo::func::findCurrentProc(fo::var::currentProgram));</td><td style='font-size: 14px;'>Modules\MetaruleExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> const char* procName = fo::func::findCurrentProc(_program);</td><td style='font-size: 14px;'>Modules\Scripting\OpcodeContext.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void interpretError()</td><td style='font-size: 14px; padding-right: 20px;'> __asm jmp fo::funcoffs::interpretError_;</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::interpretError("Unknown opcode: %d", opcode);</td><td style='font-size: 14px;'>Modules\Scripting\Opcodes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void fetchLong()</td><td style='font-size: 14px; padding-right: 20px;'> SafeWrite32(0x4672A4, 0x0F02048B);</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void pushLongStack()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::pushLongStack_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void interpretPushShort()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPushShort_; // pushes value type to Data stack (must be preceded by InterpretPushLong)</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPushShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPushShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void interpretPushLong()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPushLong_; // pushes value to Data stack (must be followed by InterpretPushShort)</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPushLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPushLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD interpretPopShort(Program* scriptPtr)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_; // pops value type from Data stack (must be followed by InterpretPopLong)</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopShort_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if ((short)fo::func::interpretPopShort(script) != (short)VAR_TYPE_INT) illegalArg++;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Memory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD interpretPopLong(Program* scriptPtr)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_; // pops value from Data stack (must be preceded by InterpretPopShort)</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretPopLong_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> args[i] = fo::func::interpretPopLong(script);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Memory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void interpretFreeProgram()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretFreeProgram_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>Program* allocateProgram(char* filePath)</td><td style='font-size: 14px; padding-right: 20px;'> ? fo::func::allocateProgram(fileName)</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>char* interpretGetString(Program* scriptPtr, DWORD dataType, DWORD strId)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretGetString_; // retrieve string argument</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretGetString_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretGetString_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretGetString_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretGetString_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretGetString_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> const char* str = fo::func::interpretGetString(script, type, strID);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Memory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretGetString_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void interpretAddString()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::interpretAddString_;</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD interpret(Program* program, DWORD arg2)</td><td style='font-size: 14px; padding-right: 20px;'> prog.procLookup[i] = fo::func::interpretFindProcedure(prog.ptr, procTable[i]);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::interpret(prog.ptr, -1);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> int procPosition = fo::func::interpretFindProcedure(sptr, procName);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> DWORD rawValue = fo::func::interpretGetValue(_program, rawValueType);</td><td style='font-size: 14px;'>Modules\Scripting\OpcodeContext.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::interpretReturnValue(_program, _ret.rawValue(), getScriptTypeBySfallType(_ret.type()));</td><td style='font-size: 14px;'>Modules\Scripting\OpcodeContext.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::interpretError("Unknown opcode: %d", opcode);</td><td style='font-size: 14px;'>Modules\Scripting\Opcodes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> const char* str = fo::func::interpretGetString(script, type, strID);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Memory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if ((short)fo::func::interpretPopShort(script) != (short)VAR_TYPE_INT) illegalArg++;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Memory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> args[i] = fo::func::interpretPopLong(script);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Memory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void executeProc()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(sptr, procPosition);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(prog->ptr, procPosition);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(prog->ptr, procPosition);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(script->prog.ptr, script->startProc); // run "start"</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(hook->prog.ptr, hook->callback);</td><td style='font-size: 14px;'>Modules\HookScripts\Common.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD interpretFindProcedure(Program* scriptPtr, char* procName)</td><td style='font-size: 14px; padding-right: 20px;'> prog.procLookup[i] = fo::func::interpretFindProcedure(prog.ptr, procTable[i]);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> int procPosition = fo::func::interpretFindProcedure(sptr, procName);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void executeProcedure(Program* sptr, DWORD procNum)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(sptr, procPosition);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(prog->ptr, procPosition);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(prog->ptr, procPosition);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(script->prog.ptr, script->startProc); // run "start"</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::executeProcedure(hook->prog.ptr, hook->callback);</td><td style='font-size: 14px;'>Modules\HookScripts\Common.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::executeProcedure_;</td><td style='font-size: 14px;'>Modules\HookScripts\ObjectHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::executeProcedure_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Anims.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD* runProgram(Program* progPtr)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::runProgram(prog.ptr);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::runProgram(scriptPtr->program);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::runProgram(it->prog.ptr);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void exit_inventory()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::exit_inventory_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::exit_inventory_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void display_inventory(DWORD inventoryOffset, DWORD visibleOffset, DWORD mode)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::display_inventory(0, -1, mode);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void display_target_inventory(DWORD inventoryOffset, DWORD visibleOffset, DWORD* targetInventory, DWORD mode)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::display_target_inventory(0, -1, fo::var::target_pud, mode);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void inven_set_mouse()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::inven_set_mouse_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::inven_set_mouse_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::inven_set_mouse_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void switch_hand()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::switch_hand_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::switch_hand_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void adjust_ac()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::adjust_ac_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::adjust_ac_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::adjust_ac_; // eax - source, edx - removed armor</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::adjust_ac_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void adjust_fid()</td><td style='font-size: 14px; padding-right: 20px;'> sf::MakeJump(fo::funcoffs::adjust_fid_, adjust_fid_replacement); // 0x4716E8</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* inven_right_hand(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> itemPtr = fo::func::inven_right_hand(critter);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* item = fo::func::inven_right_hand(critter);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> handItem = fo::func::inven_right_hand(source);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_right_hand_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (!fo::var::itemButtonItems[fo::HandSlot::Right].item && !fo::func::inven_right_hand(fo::var::obj_dude)) {</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> auto item = fo::func::inven_right_hand(npc);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* rItem = fo::func::inven_right_hand(fo::var::obj_dude);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_right_hand_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::inven_right_hand(critter));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* inven_left_hand(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> itemPtr = fo::func::inven_left_hand(critter);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* itemL = fo::func::inven_left_hand(critter);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> handItem = fo::func::inven_left_hand(source);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_left_hand_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (!fo::var::itemButtonItems[fo::HandSlot::Left].item && !fo::func::inven_left_hand(fo::var::obj_dude)) {</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::util::AnimCodeByWeapon(fo::func::inven_left_hand(npc)) == critterAnim) { // definitely left hand</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> auto item = fo::func::inven_left_hand(npc);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* lItem = fo::func::inven_left_hand(fo::var::obj_dude);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_left_hand_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::inven_left_hand(critter));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* inven_worn(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> itemPtr = fo::func::inven_worn(critter);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> item = fo::func::inven_worn(critter);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_worn_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_worn_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_worn_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::inven_worn(critter));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> item = fo::func::inven_worn(critter);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* inven_pid_is_carried_ptr(GameObject* invenObj, DWORD pid)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_pid_is_carried_ptr_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void display_stats()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::display_stats_;</td><td style='font-size: 14px;'>Modules\Unarmed.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::display_stats(); // calling the function outside of inventory screen will crash the game</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* inven_find_type(GameObject* critter, DWORD itemType, DWORD* slot)</td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* itemFind = fo::func::inven_find_type(source, fo::ItemType::item_type_drug, &slot);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* item = fo::func::inven_find_type(source, fo::ItemType::item_type_drug, &slot);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> item = fo::func::inven_find_type(source, fo::ItemType::item_type_drug, &slot);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> while (fo::GameObject* ammoFind = fo::func::inven_find_type(critter, fo::item_type_ammo, ¤tSlot)) {</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void inven_find_id()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_find_id_; // check prt (fix behavior)</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::inven_find_id_; // vanilla behavior</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD inven_wield(GameObject* critter, GameObject* item, DWORD slot)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::inven_wield_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void invenWieldFunc()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::invenWieldFunc_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD inven_unwield(GameObject* critter, DWORD slot)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_unwield_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::inven_unwield(critter, (slot == fo::INVEN_TYPE_LEFT_HAND) ? fo::Left : fo::Right) == 0) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void invenUnwieldFunc()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::invenUnwieldFunc_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void inven_display_msg()</td><td style='font-size: 14px; padding-right: 20px;'> push fo::funcoffs::inven_display_msg_;</td><td style='font-size: 14px;'>Game\GUI\Text.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::inven_display_msg_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::inven_display_msg_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD barter_compute_value(GameObject* source, GameObject* target)</td><td style='font-size: 14px; padding-right: 20px;'> long computeCost = fo::func::barter_compute_value(source, target);</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void barter_inventory()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::barter_inventory_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void drop_into_container()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::drop_into_container_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void setup_move_timer_win()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::setup_move_timer_win_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_add_mult()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_add_mult_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_add_force(GameObject* critter, GameObject* item, DWORD count)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::item_add_force(source, item, 1);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_add_force_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_add_force_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_add_force_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_add_force_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (forceAdd) fo::func::item_add_force(critter, item, 1);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_remove_mult(GameObject* critter, GameObject* item, DWORD count)</td><td style='font-size: 14px; padding-right: 20px;'> return fo::func::item_remove_mult(source, item, count);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_remove_mult_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_remove_mult_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::item_remove_mult_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> MakeJump(0x477492, RemoveObjHook); // old 0x477490</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_move_all()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_move_all_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_move_all_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_move_all_hidden()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_move_all_hidden_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_get_type(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> } else if (fo::func::item_get_type(tableItem->object) == fo::item_type_container) {</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_get_type_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::item_get_type(item) == fo::ItemType::item_type_weapon) {</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_get_type_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (/*isControllingNPC &&*/ fo::func::item_get_type(item) == fo::ItemType::item_type_weapon) {</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (itemReplaced && fo::func::item_get_type(itemReplaced) == fo::item_type_weapon && fo::func::item_get_type(item) == fo::item_type_ammo) {</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (args[2] != fo::INVEN_TYPE_RIGHT_HAND && fo::func::item_get_type((fo::GameObject*)args[1]) != fo::item_type_armor) {</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_get_type_;</td><td style='font-size: 14px;'>Modules\SubModules\CombatBlock.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_size(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> totalSize += fo::func::item_size(item);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> totalSize += fo::func::item_size(itemL);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> totalSize += fo::func::item_size(item);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_size_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_size_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_size_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_size_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_size_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> int totalSize = game::Inventory::item_total_size(critter) + (fo::func::item_size(item) * count);</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> int size = fo::func::item_size(item);</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_weight(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_weight_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_weight_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_weight_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_weight_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_weight_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::item_weight(ctx.arg(0).object()));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_total_cost(GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> args[5] = fo::func::item_total_cost(bTable);</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> args[7] = pcCost = fo::func::item_total_cost(pTable);</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_total_weight(GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_total_weight_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_total_weight_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_total_weight_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_total_weight_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> pcCost = fo::func::item_total_weight(pTable);</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void can_use_weapon()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::can_use_weapon_; // 1 - can't use</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* item_hit_with(GameObject* critter, DWORD hitMode)</td><td style='font-size: 14px; padding-right: 20px;'>// return item_weapon_range(source, fo::func::item_hit_with(source, hitMode), hitMode);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_hit_with_; // get pointer to weapon</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_hit_with_; // get pointer to weapon</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_mp_cost()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_mp_cost_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_subtype(GameObject* item, DWORD hitMode)</td><td style='font-size: 14px; padding-right: 20px;'> long type = fo::func::item_w_subtype(item, hitMode);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long wType = fo::func::item_w_subtype(item, fo::AttackType::ATKTYPE_RWEAPON_PRIMARY);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_w_subtype_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_w_subtype_; // eax - item</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_w_subtype_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_damage(GameObject* critter, DWORD hitMode)</td><td style='font-size: 14px; padding-right: 20px;'> long rawDamage = fo::func::item_w_damage(ctd.attacker, ctd.hitMode); // get the raw damage value</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long rawDamage = fo::func::item_w_damage(ctd.attacker, ctd.hitMode); // Retrieve Raw Damage</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_w_damage_type()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_w_damage_type_;</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_w_damage_type_;</td><td style='font-size: 14px;'>Modules\Skills.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_w_anim()</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::item_w_anim_weap(weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY) == fo::Animation::ANIM_fire_burst) {</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long anim = fo::func::item_w_anim_weap(weapon, hitMode);</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long anim = fo::func::item_w_anim_weap(weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY);</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_anim_weap(GameObject* item, DWORD hitMode)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::item_w_anim_weap(weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY) == fo::Animation::ANIM_fire_burst) {</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long anim = fo::func::item_w_anim_weap(weapon, hitMode);</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long anim = fo::func::item_w_anim_weap(weapon, fo::AttackType::ATKTYPE_RWEAPON_SECONDARY);</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_max_ammo(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> long maxAmmo = fo::func::item_w_max_ammo(item);</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_curr_ammo(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> long currAmmo = fo::func::item_w_curr_ammo(weapon);</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long curAmmo = fo::func::item_w_curr_ammo(item);</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_w_can_reload()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_w_can_reload_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_reload(GameObject* weapon, GameObject* ammo)</td><td style='font-size: 14px; padding-right: 20px;'> result = fo::func::item_w_reload(weapon, ammo);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_w_reload_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_range(GameObject* critter, DWORD hitMode)</td><td style='font-size: 14px; padding-right: 20px;'> } else if (fastShotTweak < 2 && type > fo::AttackSubType::MELEE && fo::func::item_w_range(source, hitMode) >= 2) { // Fallout 2 behavior (with Haenlomal's fix)</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::item_w_range(source, fo::AttackType::ATKTYPE_PUNCH) >= fo::func::obj_dist(source, target)) {</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long weaponRange = fo::func::item_w_range(source, fo::ATKTYPE_RWEAPON_SECONDARY);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_w_range_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_w_range_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_w_range_; // get weapon's range</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_mp_cost(GameObject* source, DWORD hitMode, DWORD isCalled)</td><td style='font-size: 14px; padding-right: 20px;'> sf::MakeJump(fo::funcoffs::item_w_mp_cost_ + 1, item_w_mp_cost_hack); // 0x478B25</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_w_mp_cost_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_w_perk()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_w_perk_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_rounds(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> rounds = fo::func::item_w_rounds(weapon); // ammo in burst</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_primary_mp_cost(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> cost = fo::func::item_w_primary_mp_cost(weapon);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_secondary_mp_cost(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> cost = fo::func::item_w_secondary_mp_cost(weapon);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_compute_ammo_cost(GameObject* item, DWORD* rounds)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::item_w_compute_ammo_cost(weapon, &newRounds);</td><td style='font-size: 14px;'>Modules\Combat.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> result = fo::func::item_w_compute_ammo_cost(weapon, &rounds);</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_dr_adjust(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> long ammoDRM = fo::func::item_w_dr_adjust(ctd.weapon); // ammoDRM value</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long ammoDT = fo::func::item_w_dr_adjust(ctd.weapon); // Retrieve ammo DT (well, it's really Retrieve ammo DR, but since we're treating ammo DR as ammo DT...)</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_dam_mult(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> long ammoX = fo::func::item_w_dam_mult(ctd.weapon); // ammoX value</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long ammoMult = fo::func::item_w_dam_mult(ctd.weapon); // Retrieve Ammo Dividend</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_w_dam_div(GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> long ammoY = fo::func::item_w_dam_div(ctd.weapon); // ammoY value (divisor)</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long ammoDiv = fo::func::item_w_dam_div(ctd.weapon); // Retrieve Ammo Divisor</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void item_m_turn_off()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_m_turn_off_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_c_curr_size(GameObject* critter)</td><td style='font-size: 14px; padding-right: 20px;'> int totalSize = fo::func::item_c_curr_size(critter);</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_c_curr_size_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_c_curr_size_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_d_take_drug(GameObject* source, GameObject* item)</td><td style='font-size: 14px; padding-right: 20px;'> return fo::func::item_d_take_drug(source, item);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::item_d_take_drug_;</td><td style='font-size: 14px;'>Modules\HookScripts\ObjectHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void insert_withdrawal()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::insert_withdrawal_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void perform_withdrawal_end()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perform_withdrawal_end_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD item_caps_total(GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::item_caps_total_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> args[4] = fo::func::item_caps_total(bTable);</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD light_get_tile(DWORD elevation, DWORD tileNum)</td><td style='font-size: 14px; padding-right: 20px;'> int lightLevel = fo::func::light_get_tile(ctx.arg(0).rawValue(), ctx.arg(1).rawValue());</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Misc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void SaveGame()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::SaveGame_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void LoadGame()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::LoadGame_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void GetSlotList()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::GetSlotList_; // reset page save list func</td><td style='font-size: 14px;'>Modules\ExtraSaveSlots.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void EndLoad(DbFile* file)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::EndLoad_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void MapDirErase(char* folder, char* ext)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::MapDirErase(_F_PROTO_CRITTERS, _F_SAV);</td><td style='font-size: 14px;'>Modules\LoadOrder.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void RestoreLoad()</td><td style='font-size: 14px; padding-right: 20px;'> //0x480708, // RestoreLoad_ (never called)</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void main_init_system()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::main_init_system_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void main_reset_system()</td><td style='font-size: 14px; padding-right: 20px;'> //0x480D0C, // main_reset_system_ (never called)</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void main_load_new()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::main_load_new_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void main_menu_create()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::main_menu_create_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void main_menu_is_shown()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::main_menu_is_shown_;</td><td style='font-size: 14px;'>WinProc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_exit()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_exit_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_enable_bk_processes()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_enable_bk_processes_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_enable_bk_processes_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Misc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_disable_bk_processes()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_disable_bk_processes_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Misc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_set_elevation()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_set_elevation_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_load()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::map_load_;</td><td style='font-size: 14px;'>Modules\Worldmap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_load_idx()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_load_idx_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_load_idx_;</td><td style='font-size: 14px;'>Modules\Worldmap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_load_idx_; // eax - map id</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::map_load_idx_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_load_idx_; // eax - mapID</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Worldmap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_load_file()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::map_load_file_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_target_load_area()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::map_target_load_area_; // returns the area ID of the loaded map</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_fix_critter_combat_data()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::map_fix_critter_combat_data_;</td><td style='font-size: 14px;'>Modules\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void map_scroll_refresh_mapper()</td><td style='font-size: 14px; padding-right: 20px;'> // //fo::var::setInt(FO_VAR_map_scroll_refresh) = fo::funcoffs::map_scroll_refresh_mapper_;</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD message_exit(MessageList* msgList)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::message_exit(&MsgList);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::message_exit(it->second.get());</td><td style='font-size: 14px;'>Modules\Message.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::message_exit(it->second.get());</td><td style='font-size: 14px;'>Modules\Message.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD message_load(MessageList* msgList, char* msgFilePath)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::message_load(&MsgList, MsgFileName) == 1) {</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::message_load(&MsgList, "game\\AppIface.msg") == 1) {</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::message_load(&MsgList, "game\\AppIface.msg") == 1) {</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::message_load(list, path.c_str()) == 1) {</td><td style='font-size: 14px;'>Modules\Message.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (!fo::func::message_load(list, path.c_str())) {</td><td style='font-size: 14px;'>Modules\Message.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> //if (!fo::func::message_load(list, path.c_str())) {</td><td style='font-size: 14px;'>Modules\Message.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD message_search(MessageList* file, MessageNode* msg)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::message_search(file, &messageBuf) == 1) {</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::message_search_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::message_search_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::message_search_;</td><td style='font-size: 14px;'>Modules\Message.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD message_find(DWORD* msgFile, DWORD msgNumber, DWORD* outBuf)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::message_find(msgFile, msgData->number, &outValue);</td><td style='font-size: 14px;'>Modules\Message.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>char* getmsg(MessageList* fileAddr, MessageNode* result, DWORD messageId)</td><td style='font-size: 14px; padding-right: 20px;'> return fo::func::getmsg(file, &messageBuf, messageId);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::getmsg_;</td><td style='font-size: 14px;'>Modules\BarBoxes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::getmsg_;</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::getmsg_;</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void movieStop()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::movieStop_;</td><td style='font-size: 14px;'>Modules\Movies.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void movieRun()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::movieRun_;</td><td style='font-size: 14px;'>Modules\Movies.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void movieUpdate()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::movieUpdate_; // for reading subtitles when playing mve</td><td style='font-size: 14px;'>Modules\Movies.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_new()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::obj_new_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_new_sid_inst(object, scriptType, scriptIndex);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_pid_new(GameObject* object, DWORD pid)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::obj_pid_new((fo::GameObject*)&object, pid) != -1) { // create new object</td><td style='font-size: 14px;'>Modules\HookScripts\DeathHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_connect(GameObject* object, DWORD tile, DWORD elevation, RECT* rect)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_connect(item, source->tile, source->elevation, 0);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_move_to_tile(GameObject* object, DWORD tile, DWORD elevation, RECT* rect)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::obj_move_to_tile_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_move_to_tile_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_change_fid()</td><td style='font-size: 14px; padding-right: 20px;'> //fo::func::obj_change_fid(critter, artID, 0);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_set_light()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_set_light_;</td><td style='font-size: 14px;'>Modules\Explosions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_turn_off_light()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::obj_turn_off_light_;</td><td style='font-size: 14px;'>Modules\HookScripts\ObjectHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_turn_on()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_turn_on_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_erase_object(GameObject* object, RECT* boundRect)</td><td style='font-size: 14px; padding-right: 20px;'> if (createNewObj) fo::func::obj_erase_object(weapon, 0); // delete created object</td><td style='font-size: 14px;'>Modules\HookScripts\DeathHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* obj_find_first()</td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elev, tile);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first();</td><td style='font-size: 14px;'>Game\objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* object = fo::func::obj_find_first_at_tile(srcObject->elevation, tile);</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elv, tile);</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first();</td><td style='font-size: 14px;'>Modules\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elv, tile);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> auto obj = fo::func::obj_find_first_at_tile(elevation, tile);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* obj_find_next()</td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next();</td><td style='font-size: 14px;'>Game\objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> object = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next();</td><td style='font-size: 14px;'>Modules\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_find_first_at()</td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elev, tile);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* object = fo::func::obj_find_first_at_tile(srcObject->elevation, tile);</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elv, tile);</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elv, tile);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> auto obj = fo::func::obj_find_first_at_tile(elevation, tile);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_find_next_at()</td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> object = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* obj_find_first_at_tile(DWORD elevation, DWORD tileNum)</td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elev, tile);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* object = fo::func::obj_find_first_at_tile(srcObject->elevation, tile);</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elv, tile);</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_find_first_at_tile(elv, tile);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> auto obj = fo::func::obj_find_first_at_tile(elevation, tile);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* obj_find_next_at_tile()</td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> object = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_find_next_at_tile();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_bound(GameObject* object, RECT* boundRect)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_bound(obj, &rect);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_bound(targetObject, &rect);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_bound(underObject, &rect);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* obj_blocking_at(GameObject* object, DWORD tile, DWORD elevation)</td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_blocking_at(source, chkTile, source->elevation);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* obj = fo::func::obj_blocking_at(source, chkTile, source->elevation);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_blocking_at(source, chkTile, source->elevation);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> obj = fo::func::obj_blocking_at(source, chkTile, source->elevation);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (checkTargetTile && fo::func::obj_blocking_at_wrapper(srcObject, targetTile, srcObject->elevation, blockFunc)) return 0;</td><td style='font-size: 14px;'>Game\tilemap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_blocking_at_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_blocking_at_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> while (fo::func::obj_blocking_at(0, checkTile, elev)) {</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::obj_blocking_at(source, fo::func::tile_num_in_direction(tilePlace, dir, 1), elevation)) {</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::obj_blocking_at_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_blocking_at_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> MakeJump(0x48B848, HexMoveBlockingHook);</td><td style='font-size: 14px;'>Modules\HookScripts\HexBlockingHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return fo::funcoffs::obj_blocking_at_; // with calling hook</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::GameObject* resultObj = fo::func::obj_blocking_at_wrapper(0, tile, elevation, (void*)getBlockingFunc(type));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_shoot_blocking_at()</td><td style='font-size: 14px; padding-right: 20px;'> push fo::funcoffs::obj_shoot_blocking_at_; // check hex objects func pointer</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_shoot_blocking_at_;</td><td style='font-size: 14px;'>Modules\HookScripts\HexBlockingHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return fo::funcoffs::obj_shoot_blocking_at_; // w/o calling hook</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_ai_blocking_at()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_ai_blocking_at_;</td><td style='font-size: 14px;'>Modules\HookScripts\HexBlockingHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return fo::funcoffs::obj_ai_blocking_at_; // w/o calling hook</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_scroll_blocking_at()</td><td style='font-size: 14px; padding-right: 20px;'> // return fo::funcoffs::obj_scroll_blocking_at_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_sight_blocking_at()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_sight_blocking_at_;</td><td style='font-size: 14px;'>Modules\HookScripts\HexBlockingHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return fo::funcoffs::obj_sight_blocking_at_; // w/o calling hook</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_dist(GameObject* obj_src, GameObject* obj_trg)</td><td style='font-size: 14px; padding-right: 20px;'> return AIHelpers::AttackInRange(source, weapon, fo::func::obj_dist(source, target));</td><td style='font-size: 14px;'>Game\AI\AIHelpers.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::item_w_range(source, fo::AttackType::ATKTYPE_PUNCH) >= fo::func::obj_dist(source, target)) {</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long targetDist = fo::func::obj_dist(source, target);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return (fo::func::obj_dist(source, target) <= (fo::func::stat_level(source, fo::STAT_pe) * 3));</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_dist_; // check distance between dude_obj and party_member</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::obj_dist_;</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long distance = fo::func::obj_dist(fo::var::obj_dude, relativeObject);</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_dist_with_tile(GameObject* source, DWORD sourceTile, GameObject* target, DWORD targetTile)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::obj_dist_with_tile_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void object_description()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::object_description_;</td><td style='font-size: 14px;'>Modules\HookScripts\ObjectHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_save_dude()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_save_dude_; // save current hero state structure fuction</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void do_options()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::do_options_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void do_optionsFunc()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::do_optionsFunc_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void do_prefscreen()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::do_prefscreen_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void palette_init()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::palette_init_;</td><td style='font-size: 14px;'>Modules\Graphics.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::palette_init_;</td><td style='font-size: 14px;'>Modules\SubModules\DirectDraw.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void palette_fade_to()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::palette_fade_to_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Worldmap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void palette_set_to()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::palette_set_to_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Misc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void partyMemberRemove()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::partyMemberRemove_;</td><td style='font-size: 14px;'>Modules\HookScripts\DeathHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void partyMemberRecoverLoad()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::partyMemberRecoverLoad_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD isPartyMember(GameObject* obj)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::isPartyMember_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::isPartyMember_; // and dude</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (!(sizeLimitMode & 2) || !(fo::func::isPartyMember(critter))) return 0; // if mode 2 is selected, check this party member, otherwise 0</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> int level = (isPartyMember) // fo::func::isPartyMember(npc)</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::isPartyMember_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (obj->IsCritter() && fo::func::isPartyMember(obj)) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (obj->IsCritter() && fo::func::isPartyMember(obj)) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (obj->IsCritter() && fo::func::isPartyMember(obj)) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (obj->IsCritter() && fo::func::isPartyMember(obj)) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (obj->IsCritter() && fo::func::isPartyMember(obj)) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void partyMemberSaveProtos()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::partyMemberSaveProtos_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void partyMemberIncLevels()</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::partyMemberIncLevels_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void partyMemberCopyLevelInfo()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::partyMemberCopyLevelInfo_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD partyMemberGetCurLevel(GameObject* obj)</td><td style='font-size: 14px; padding-right: 20px;'> ? fo::func::partyMemberGetCurLevel(npc)</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> int level = fo::func::partyMemberGetCurLevel(partyMember);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void loadPCX()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::loadPCX_;</td><td style='font-size: 14px;'>FalloutEngine\Functions.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> BYTE* data = fo::func::loadPCX(file, &w, &h);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Interface.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD perk_can_add(GameObject* critter, DWORD perkId)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::perk_can_add(fo::var::obj_dude, extPerks[i].id)) data[available++] = extPerks[i].id;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> result = fo::func::perk_can_add(fo::var::obj_dude, perkId);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void perk_add()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::perk_add_effect(critter, queue->perkId);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::perk_add_effect(fo::var::obj_dude, perkID);</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_add_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void perk_add_force()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_add_force_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void perk_make_list()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_make_list_; // return available count</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD perk_level(GameObject* critter, DWORD perkId)</td><td style='font-size: 14px; padding-right: 20px;'> return fo::func::perk_level(source, perkID);</td><td style='font-size: 14px;'>Game\stats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_; // Get rank of Bonus HtH Damage</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_; // Get rank of Bonus HtH Damage</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_; // Return Rank_of_Bonus_HtH_Damage_perk</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_; // Return Rank_of_Bonus_HtH_Damage_perk</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long perkLevel = fo::func::perk_level(fo::var::obj_dude, fo::PERK_quick_pockets);</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> int bonusmove = fo::func::perk_level(fo::var::obj_dude, fo::PERK_bonus_move);</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return fo::func::perk_level(source, perk);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::perk_level(fo::var::obj_dude, i)) return 0x43438A; // print perks</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\Stats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::perk_level_;</td><td style='font-size: 14px;'>Modules\Worldmap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void perk_name()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::perk_name_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::perk_name_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void perk_description()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::perk_description_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::perk_description_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void perk_skilldex_fid()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::perk_skilldex_fid_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::perk_skilldex_fid_;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void perk_add_effect(GameObject* critter, DWORD perkId)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::perk_add_effect(critter, queue->perkId);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::perk_add_effect(fo::var::obj_dude, perkID);</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void EndPipboy()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::EndPipboy_;</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void pip_print()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::pip_print_;</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void pip_back()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::pip_back_;</td><td style='font-size: 14px;'>Modules\QuestList.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void PipStatus()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::PipStatus_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void ListHoloDiskTitles()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::ListHoloDiskTitles_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void PipAlarm()</td><td style='font-size: 14px; padding-right: 20px;'> SafeWrite8(0x499518, CodeType::Ret);</td><td style='font-size: 14px;'>Modules\MiscPatches.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void AddHotLines()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::AddHotLines_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_new_sid()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_new_sid_inst(object, scriptType, scriptIndex);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_new_sid_inst(GameObject* object, DWORD sType, DWORD scriptIndex)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_new_sid_inst(object, scriptType, scriptIndex);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_examine()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_examine_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_remove_from_inven()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::obj_remove_from_inven_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::obj_remove_from_inven_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_drop(GameObject* source, GameObject* objectToDrop)</td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::obj_drop_;</td><td style='font-size: 14px;'>Modules\HookScripts\InventoryHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_destroy(GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_destroy(item);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_destroy(ammo);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_destroy(ammo);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_use_power_on_car()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_use_power_on_car_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void protinst_use_item()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::protinst_use_item_;</td><td style='font-size: 14px;'>Modules\HookScripts\ObjectHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void protinst_use_item_on()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::protinst_use_item_on_;</td><td style='font-size: 14px;'>Modules\HookScripts\ObjectHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_is_a_portal()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_is_a_portal_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::obj_is_a_portal_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_lock()</td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::obj_lock_is_jammed(ctx.arg(0).object()));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>bool obj_is_openable(GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::obj_is_openable(object)) {</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_is_open()</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::obj_is_openable(object)) {</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD obj_lock_is_jammed(GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::obj_lock_is_jammed(ctx.arg(0).object()));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void obj_unjam_lock(GameObject* object)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::obj_unjam_lock(ctx.arg(0).object());</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void proto_list_str()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::proto_list_str_;</td><td style='font-size: 14px;'>Modules\LoadOrder.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::proto_list_str_;</td><td style='font-size: 14px;'>Modules\LoadOrder.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>char* proto_get_msg_info(DWORD pid, DWORD msgType)</td><td style='font-size: 14px; padding-right: 20px;'> : fo::func::proto_get_msg_info(object->protoId, 0);</td><td style='font-size: 14px;'>Modules\SubModules\ObjectName.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void proto_name()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::proto_name_;</td><td style='font-size: 14px;'>Modules\SubModules\ObjectName.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void proto_dude_update_gender()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::proto_dude_update_gender(); // refresh PC base model art</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::proto_dude_update_gender_;</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::proto_dude_update_gender();</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::proto_dude_update_gender();</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void proto_dude_init()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::proto_dude_init_;</td><td style='font-size: 14px;'>Modules\Premade.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void proto_remove_all()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::proto_remove_all_;</td><td style='font-size: 14px;'>Modules\CritterStats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD proto_ptr(DWORD pid, Proto** ptrPtr)</td><td style='font-size: 14px; padding-right: 20px;'> return (fo::func::proto_ptr(pid, outProto) != -1);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::proto_ptr_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::proto_ptr_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::proto_ptr_;</td><td style='font-size: 14px;'>Modules\CritterStats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long result = fo::func::proto_ptr(pid, (fo::Proto**)&proto);</td><td style='font-size: 14px;'>Modules\CritterStats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (proto == nullptr) fo::func::proto_ptr(critter->protoId, (fo::Proto**)&proto); // regular prototype</td><td style='font-size: 14px;'>Modules\CritterStats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::proto_ptr(critter->protoId, (fo::Proto**)&proto) != -1) {</td><td style='font-size: 14px;'>Modules\CritterStats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::proto_ptr_;</td><td style='font-size: 14px;'>Modules\Inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (!proto && fo::func::proto_ptr(critter->protoId, (fo::Proto**)&proto) == -1) return;</td><td style='font-size: 14px;'>Modules\Stats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::proto_ptr(critter->protoId, &proto) == -1) return;</td><td style='font-size: 14px;'>Modules\Stats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::util::CheckProtoID(pid) && fo::func::proto_ptr(pid, &protoPtr) != result) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD queue_add(DWORD time, GameObject* object, void* data, DWORD qType)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::queue_add_; // critter_wake_up_ will be called (stand up anim)</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> //fo::func::queue_add(10 * (505 - 5 * critter->critter.poison), critter, nullptr, fo::QueueType::poison_event);</td><td style='font-size: 14px;'>Modules\CritterPoison.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_add(10, dude, nullptr, fo::QueueType::poison_event);</td><td style='font-size: 14px;'>Modules\CritterPoison.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_add(member.sneak_queue_time - fo::var::fallout_game_time, npc, 0, fo::QueueType::sneak_event);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_add(realDude.sneak_queue_time - fo::var::fallout_game_time, realDude.obj_dude, 0, fo::QueueType::sneak_event);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::queue_add_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::queue_add_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void queue_remove()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_remove_this(critter, fo::QueueType::drug_effect_event);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_remove_this(realDude.obj_dude, fo::QueueType::sneak_event);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_remove_this(fo::var::obj_dude, fo::QueueType::sneak_event); // remove the event</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void queue_remove_this(GameObject* object, DWORD qType)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_remove_this(critter, fo::QueueType::drug_effect_event);</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::queue_remove_this_; // Remove knockout from queue (if there is one)</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::queue_remove_this_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_remove_this(realDude.obj_dude, fo::QueueType::sneak_event);</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::queue_remove_this_;</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_remove_this(fo::var::obj_dude, fo::QueueType::sneak_event); // remove the event</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void queue_find()</td><td style='font-size: 14px; padding-right: 20px;'> return (fo::QueueAddictData*)fo::func::queue_find_first(fo::var::obj_dude, fo::QueueType::addict_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::QueueAddictData* queue = (fo::QueueAddictData*)fo::func::queue_find_first(critter, fo::QueueType::addict_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> queue = (fo::QueueAddictData*)fo::func::queue_find_next(critter, fo::QueueType::addict_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::QueueRadiationData* queue = (fo::QueueRadiationData*)fo::func::queue_find_first(fo::var::obj_dude, fo::radiation_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> queue = (fo::QueueRadiationData*)fo::func::queue_find_next(fo::var::obj_dude, fo::radiation_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::QueueRadiationData* queue = (fo::QueueRadiationData*)fo::func::queue_find_first(fo::var::obj_dude, fo::radiation_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> queue = (fo::QueueRadiationData*)fo::func::queue_find_next(fo::var::obj_dude, fo::radiation_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> auto queue = (fo::QueueDrugData*)fo::func::queue_find_first(critter, 0);</td><td style='font-size: 14px;'>Modules\Drugs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> queue = (fo::QueueDrugData*)fo::func::queue_find_next(critter, 0);</td><td style='font-size: 14px;'>Modules\Drugs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::queue_find_first(partyMember, 2)) {</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void queue_clear()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_clear_type(fo::QueueType::poison_event, nullptr);</td><td style='font-size: 14px;'>Modules\CritterPoison.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void queue_clear_type(DWORD qType, void* func)</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::queue_clear_type_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::queue_clear_type(fo::QueueType::poison_event, nullptr);</td><td style='font-size: 14px;'>Modules\CritterPoison.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::queue_clear_type_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::queue_clear_type_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void queue_next_time()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::queue_next_time_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void queue_explode_exit()</td><td style='font-size: 14px; padding-right: 20px;'> mov edx, fo::funcoffs::queue_explode_exit_; // func</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> mov edx, fo::funcoffs::queue_explode_exit_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void* queue_find_first(GameObject* object, DWORD qType)</td><td style='font-size: 14px; padding-right: 20px;'> return (fo::QueueAddictData*)fo::func::queue_find_first(fo::var::obj_dude, fo::QueueType::addict_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::QueueAddictData* queue = (fo::QueueAddictData*)fo::func::queue_find_first(critter, fo::QueueType::addict_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::QueueRadiationData* queue = (fo::QueueRadiationData*)fo::func::queue_find_first(fo::var::obj_dude, fo::radiation_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::QueueRadiationData* queue = (fo::QueueRadiationData*)fo::func::queue_find_first(fo::var::obj_dude, fo::radiation_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> auto queue = (fo::QueueDrugData*)fo::func::queue_find_first(critter, 0);</td><td style='font-size: 14px;'>Modules\Drugs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::queue_find_first(partyMember, 2)) {</td><td style='font-size: 14px;'>Modules\PartyControl.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void* queue_find_next(GameObject* object, DWORD qType)</td><td style='font-size: 14px; padding-right: 20px;'> queue = (fo::QueueAddictData*)fo::func::queue_find_next(critter, fo::QueueType::addict_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> queue = (fo::QueueRadiationData*)fo::func::queue_find_next(fo::var::obj_dude, fo::radiation_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> queue = (fo::QueueRadiationData*)fo::func::queue_find_next(fo::var::obj_dude, fo::radiation_event);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> queue = (fo::QueueDrugData*)fo::func::queue_find_next(critter, 0);</td><td style='font-size: 14px;'>Modules\Drugs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void roll_check_critical()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::roll_check_critical_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD roll_random(DWORD minValue, DWORD maxValue)</td><td style='font-size: 14px; padding-right: 20px;'> if (!drugWasUsed && chance > 0 && fo::func::roll_random(0, 100) < chance) {</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long dice = fo::func::roll_random(1, 10);</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::roll_random_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm jmp fo::funcoffs::roll_random_;</td><td style='font-size: 14px;'>Modules\HookScripts\CombatHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void game_time_date()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::game_time_date_;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Misc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void set_game_time()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::set_game_time_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void inc_game_time()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::inc_game_time_;</td><td style='font-size: 14px;'>Modules\Worldmap.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD new_obj_id()</td><td style='font-size: 14px; padding-right: 20px;'> obj->id = fo::func::new_obj_id();</td><td style='font-size: 14px;'>Modules\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::new_obj_id_;</td><td style='font-size: 14px;'>Modules\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> id = fo::func::new_obj_id();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void scr_find_obj()</td><td style='font-size: 14px; padding-right: 20px;'> self_obj = fo::func::scr_find_obj_from_program(scriptPtr->program);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::scr_find_obj_from_program(scriptPtr->program));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD scr_find_sid_from_program(Program* program)</td><td style='font-size: 14px; padding-right: 20px;'>static const DWORD scr_find_sid_from_program_back = fo::funcoffs::scr_find_sid_from_program_ + 5;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> MakeJump(0x4A390C, scr_find_sid_from_program_hack);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long sid = fo::func::scr_find_sid_from_program(ctx.program());</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Misc.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>GameObject* scr_find_obj_from_program(Program* program)</td><td style='font-size: 14px; padding-right: 20px;'> self_obj = fo::func::scr_find_obj_from_program(scriptPtr->program);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> ctx.setReturn(fo::func::scr_find_obj_from_program(scriptPtr->program));</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void scr_set_ext_param()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::scr_set_ext_param_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::scr_set_ext_param_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>Program* loadProgram(char* fileName)</td><td style='font-size: 14px; padding-right: 20px;'> : fo::func::loadProgram(fileName);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> scriptPtr->program = fo::func::loadProgram(fo::var::scriptListInfo[scriptPtr->scriptIdx & 0xFFFFFF].fileName);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void exec_script_proc()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::exec_script_proc_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::exec_script_proc_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::exec_script_proc_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> __asm call fo::funcoffs::exec_script_proc_ \</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void scr_build_lookup_table(ScriptInstance* script)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::scr_build_lookup_table(scriptPtr);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void scr_clear_dude_script()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::scr_clear_dude_script_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void scr_write_ScriptNode()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::scr_write_ScriptNode_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD scr_ptr(DWORD scriptId, ScriptInstance** scriptPtr)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::scr_ptr(sid, &script);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::scr_ptr(obj->scriptId, &script) != -1) {</td><td style='font-size: 14px;'>Modules\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'>static const DWORD scr_ptr_back = fo::funcoffs::scr_ptr_ + 5;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::scr_ptr(sid, &scriptPtr) == -1) return -1;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> MakeJump(0x4A5E34, scr_ptr_hack);</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::scr_new(&scriptId, fo::Scripts::ScriptTypes::SCRIPT_SPATIAL) == -1 || fo::func::scr_ptr(scriptId, &scriptPtr) == -1) return;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::scr_ptr(spatialObj->scriptId, &script) != -1) {</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD scr_new(DWORD* scriptID, DWORD sType)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::scr_new(&scriptId, fo::Scripts::ScriptTypes::SCRIPT_SPATIAL) == -1 || fo::func::scr_ptr(scriptId, &scriptPtr) == -1) return;</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD scr_remove(DWORD scriptID)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::scr_remove_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::scr_remove(object->scriptId);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> fo::func::scr_remove(object->scriptId);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Objects.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>ScriptInstance* scr_find_first_at(DWORD elevation)</td><td style='font-size: 14px; padding-right: 20px;'> fo::ScriptInstance* scriptPtr = fo::func::scr_find_first_at(elev);</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>ScriptInstance* scr_find_next_at()</td><td style='font-size: 14px; padding-right: 20px;'> scriptPtr = fo::func::scr_find_next_at();</td><td style='font-size: 14px;'>Modules\Scripting\Handlers\Arrays.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void scr_exec_map_exit_scripts()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::scr_exec_map_exit_scripts_;</td><td style='font-size: 14px;'>Modules\ScriptExtender.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD scr_get_local_var(DWORD sid, DWORD varId, DWORD* value)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::scr_get_local_var(id, i, &varVal);</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD scr_set_local_var(DWORD sid, DWORD varId, DWORD value)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::scr_set_local_var(id, i, values[i]);</td><td style='font-size: 14px;'>Modules\DebugEditor.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void skill_set_tags(DWORD* tags, DWORD num)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::skill_set_tags(tags, num);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::skill_set_tags_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void skill_get_tags(DWORD* tags, DWORD num)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::skill_get_tags(result, num);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD skill_is_tagged(DWORD skill)</td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::skill_is_tagged(skill)) mod /= 2;</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> if (fo::func::skill_is_tagged(skill)) rawPoints *= 2;</td><td style='font-size: 14px;'>Modules\Skills.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD skill_level(GameObject* critter, DWORD statID)</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::skill_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::skill_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> unarmed.GetDudeStats(fo::func::skill_level(fo::var::obj_dude, fo::Skill::SKILL_UNARMED_COMBAT));</td><td style='font-size: 14px;'>Modules\Unarmed.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> //unarmed.GetDudeStats(fo::func::skill_level(fo::var::obj_dude, fo::Skill::SKILL_UNARMED_COMBAT));</td><td style='font-size: 14px;'>Modules\Unarmed.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void skill_points()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::skill_points_;</td><td style='font-size: 14px;'>Modules\Skills.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::skill_points_;</td><td style='font-size: 14px;'>Modules\Skills.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::skill_points_;</td><td style='font-size: 14px;'>Modules\Skills.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void skill_inc_point()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::skill_inc_point_force(critter, skill);</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD skill_inc_point_force(GameObject* critter, DWORD skill)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::skill_inc_point_force(critter, skill);</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void skill_dec_point()</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::skill_dec_point_force(critter, skill);</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD skill_dec_point_force(GameObject* critter, DWORD skill)</td><td style='font-size: 14px; padding-right: 20px;'> fo::func::skill_dec_point_force(critter, skill);</td><td style='font-size: 14px;'>Modules\Perks.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void skill_use()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::skill_use_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void skill_check_stealing()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::skill_check_stealing_;</td><td style='font-size: 14px;'>Modules\HookScripts\MiscHs.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void skilldex_select()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::skilldex_select_;</td><td style='font-size: 14px;'>Modules\LoadGameHook.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void soundPlay()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::soundPlay_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void soundDelete()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::soundDelete_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void soundPlaying()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::soundPlaying_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void soundVolume()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::soundVolume_; // set sfx volume</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void soundSetCallback()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::soundSetCallback_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void soundSetFileIO()</td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::soundSetFileIO_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>void soundGetPosition()</td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::soundGetPosition_;</td><td style='font-size: 14px;'>Modules\Sound.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'>DWORD stat_level(GameObject* critter, DWORD statId)</td><td style='font-size: 14px; padding-right: 20px;'> return (fo::func::stat_level(fo::var::obj_dude, fo::Stat::STAT_gender) == fo::Gender::GENDER_FEMALE);</td><td style='font-size: 14px;'>FalloutEngine\EngineUtils.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long minHP = (hpPercent * fo::func::stat_level(source, fo::Stat::STAT_max_hit_points)) / 100;</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> while (fo::func::stat_level(source, fo::Stat::STAT_current_hp) < minHP && source->critter.movePoints >= aiUseItemAPCost) {</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long maxHP = fo::func::stat_level(source, fo::Stat::STAT_max_hit_points);</td><td style='font-size: 14px;'>Game\combatAI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> DWORD armorFid = fo::func::stat_level(fo::var::inven_dude, fo::STAT_gender) == fo::GENDER_FEMALE</td><td style='font-size: 14px;'>Game\inventory.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long stRange = fo::func::stat_level(source, fo::Stat::STAT_st);</td><td style='font-size: 14px;'>Game\items.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> st = fo::func::stat_level(fo::var::obj_dude, fo::STAT_st);</td><td style='font-size: 14px;'>Game\stats.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_; // current hp</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_;</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> return (fo::func::stat_level(attacker, fo::STAT_iq) >= dice); // true - is friendly</td><td style='font-size: 14px;'>Modules\AI.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_; // Perception</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> jmp fo::funcoffs::stat_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_;</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_; // get ST</td><td style='font-size: 14px;'>Modules\BugFixes.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> amount -= fo::func::stat_level(critter, fo::STAT_poison_resist) * amount / 100;</td><td style='font-size: 14px;'>Modules\CritterPoison.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_; // Get Melee Damage</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_; // Get Melee Damage</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_; // Get Total_Melee_Damage</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> call fo::funcoffs::stat_level_; // get STAT_melee_dmg</td><td style='font-size: 14px;'>Modules\DamageMod.cpp</td></tr>
<tr><td style='font-size: 14px; padding-right: 20px;'></td><td style='font-size: 14px; padding-right: 20px;'> long newGender = fo::func::stat_level(fo::var::obj_dude, fo::STAT_gender);</td><td style='font-size: 14px;'>Modules\HeroAppearance.cpp</td></tr>