</code></pre></div></div> <ul> <li>makes the specified item (pid) an explosive item like Dynamite or Plastic Explosives</li> <li><code class="language-plaintext highlighter-rouge">maxDamage</code> is optional</li> <li><code class="language-plaintext highlighter-rouge">activePid</code> is for an item with an active timer, can be the same as the <code class="language-plaintext highlighter-rouge">pid</code> argument</li> <li>the item proto must be “Misc Item” type and have “Use” action flag</li> <li>minDamage/maxDamage are the minimum and maximum explosion damage</li> <li>using the function on an item that is already set as an explosive will override its previous settings</li> <li>NOTE: this function does not work for pids of Dynamite and Plastic Explosives</li> </ul><hr /> <h3 id="metarule2_explosions"> <a href="#metarule2_explosions" class="anchor-heading" aria-labelledby="metarule2_explosions"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>metarule2_explosions</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">metarule2_explosions</span><span class="p">(</span><span class="kt">int</span> <span class="n">arg1</span><span class="p">,</span> <span class="kt">int</span> <span class="n">arg2</span><span class="p">)</span>
</code></pre></div></div> <p>Was made as a dirty easy hack to allow dynamically change some explosion parameters (ranged attack). All changed parameters are reset to vanilla state automatically after each attack action.</p><hr /> <h3 class="d-inline-block" id="set_attack_explosion_art"> <a href="#set_attack_explosion_art" class="anchor-heading" aria-labelledby="set_attack_explosion_art"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_attack_explosion_art</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_attack_explosion_art</span><span class="p">(</span><span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">)</span>
</code></pre></div></div> <p>Y not used and X is a misc frame ID (last 3 bytes, without object type) to use for the next explosion.</p><hr /> <h3 class="d-inline-block" id="set_attack_explosion_pattern"> <a href="#set_attack_explosion_pattern" class="anchor-heading" aria-labelledby="set_attack_explosion_pattern"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_attack_explosion_pattern</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_attack_explosion_pattern</span><span class="p">(</span><span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">)</span>
</code></pre></div></div> <p>Currently Y is not used and X means: 1 - reduced explosion pattern (3 effects are spawned instead of 7), 0 - full pattern.</p><hr /> <h3 class="d-inline-block" id="set_attack_explosion_radius"> <a href="#set_attack_explosion_radius" class="anchor-heading" aria-labelledby="set_attack_explosion_radius"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_attack_explosion_radius</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_attack_explosion_radius</span><span class="p">(</span><span class="n">x</span><span class="p">)</span>
</code></pre></div></div> <p>Changes radius at which explosion will hit secondary targets for the next attack (from the experiments it is limited to something around 8 by the engine).</p><hr /> <h3 class="d-inline-block" id="set_attack_is_explosion_fire"> <a href="#set_attack_is_explosion_fire" class="anchor-heading" aria-labelledby="set_attack_is_explosion_fire"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_attack_is_explosion_fire</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_attack_is_explosion_fire</span>
</code></pre></div></div> <p>If you call this right before using a weapon with fire damage type (e.g. in <code class="language-plaintext highlighter-rouge">HOOK_AFTERHITROLL</code>), it will produce explosion effects (and radius damage) just like “explosion” type, but all targets will still receive fire damage.</p><hr /> <h3 class="d-inline-block" id="set_dynamite_damage"> <a href="#set_dynamite_damage" class="anchor-heading" aria-labelledby="set_dynamite_damage"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_dynamite_damage</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_dynamite_damage</span><span class="p">(</span><span class="n">minDmg</span><span class="p">,</span> <span class="n">maxDmg</span><span class="p">)</span>
</code></pre></div></div> <p>Sets the minimum and maximum damage for Dynamite. Changed damage will be reset each time the player reloads the game.</p><hr /> <h3 class="d-inline-block" id="set_explosion_max_targets"> <a href="#set_explosion_max_targets" class="anchor-heading" aria-labelledby="set_explosion_max_targets"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_explosion_max_targets</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_explosion_max_targets</span><span class="p">(</span><span class="n">x</span><span class="p">)</span>
</code></pre></div></div> <p>Sets the maximum number of additional targets for an explosion, valid range: 1..6 (default is 6).</p><hr /> <h3 class="d-inline-block" id="set_explosion_radius"> <a href="#set_explosion_radius" class="anchor-heading" aria-labelledby="set_explosion_radius"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_explosion_radius</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_explosion_radius</span><span class="p">(</span><span class="n">grenade</span><span class="p">,</span> <span class="n">rocket</span><span class="p">)</span>
</code></pre></div></div> <p>Sets a permanent radius of the explosion for grenades and/or rockets. Passing 0 means not changing the corresponding radius. Changed radius will be reset each time the player reloads the game.</p><hr /> <h3 class="d-inline-block" id="set_plastic_damage"> <a href="#set_plastic_damage" class="anchor-heading" aria-labelledby="set_plastic_damage"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_plastic_damage</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_plastic_damage</span><span class="p">(</span><span class="n">minDmg</span><span class="p">,</span> <span class="n">maxDmg</span><span class="p">)</span>
</code></pre></div></div> <p>Sets the minimum and maximum damage for Plastic Explosives. Changed damage will be reset each time the player reloads the game.</p> </div> </div> <div class="search-overlay"></div> </div> </body> </html>