Added DMFI
Added DMFI. Set Diamond Golem appearance size to large. Full compile. Updated release archive.
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64
_module/nss/dmfi_db_biow_inc.nss
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64
_module/nss/dmfi_db_biow_inc.nss
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//DMFI Persistence wrapper functions
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//This include file contains the wrapper functions for the
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//persistent settings of the DMFI Wand and Widget package
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//Advanced users can adapt this to the database system that
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//they want to use for NWN.
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//
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//These functions use the Bioware database by default and use a primitive form
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//of "caching" to avoid lots of database R/W
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//:://////////////////////////////////////////////
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//:: Created By: The DMFI Team
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//:: Created On:
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//:://////////////////////////////////////////////
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//:: 2008.07.10 tsunami282 - implemented alternate database support, initially
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//:: for Knat's NBDE
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const int DMFI_DB_TYPE =DMFI_DB_TYPE_BIOWARE;
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void FlushDMFIPersistentData(string sDBName)
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{
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// no flushing required for Bioware database
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}
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int IsDMFIPersistentDataDirty(string sDBName)
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{
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return FALSE; // bioware database system has no cache, so is never dirty
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}
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//Int functions
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int GetDMFIPersistentInt(string sDBName, string sDBSetting, object oPlayer = OBJECT_INVALID)
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{
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int iReturn = GetCampaignInt(sDBName, sDBSetting, oPlayer);
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return iReturn;
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}
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void SetDMFIPersistentInt(string sDBName, string sDBSetting, int iDBValue, object oPlayer = OBJECT_INVALID)
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{
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SetCampaignInt(sDBName, sDBSetting, iDBValue, oPlayer);
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}
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//Float functions
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float GetDMFIPersistentFloat(string sDBName, string sDBSetting, object oPlayer = OBJECT_INVALID)
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{
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float fReturn = GetCampaignFloat(sDBName, sDBSetting, oPlayer);
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return fReturn;
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}
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void SetDMFIPersistentFloat(string sDBName, string sDBSetting, float fDBValue, object oPlayer = OBJECT_INVALID)
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{
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SetCampaignFloat(sDBName, sDBSetting, fDBValue, oPlayer);
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}
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//String functions
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string GetDMFIPersistentString(string sDBName, string sDBSetting, object oPlayer = OBJECT_INVALID)
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{
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string sReturn = GetCampaignString(sDBName, sDBSetting, oPlayer);
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return sReturn;
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}
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void SetDMFIPersistentString(string sDBName, string sDBSetting, string sDBValue, object oPlayer = OBJECT_INVALID)
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{
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SetCampaignString(sDBName, sDBSetting, sDBValue, oPlayer);
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}
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