</code></pre></div></div><p>Returns an array of the minimum and maximum damage of the explosive item.</p><hr/><h3class="d-inline-block"id="item_make_explosive"><ahref="#item_make_explosive"class="anchor-heading"aria-labelledby="item_make_explosive"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>item_make_explosive</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">item_make_explosive</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">pid</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">activePid</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">minDamage</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">maxDamage</span><spanclass="p">)</span>
</code></pre></div></div><ul><li>makes the specified item (pid) an explosive item like Dynamite or Plastic Explosives</li><li><codeclass="language-plaintext highlighter-rouge">maxDamage</code> is optional</li><li><codeclass="language-plaintext highlighter-rouge">activePid</code> is for an item with an active timer, can be the same as the <codeclass="language-plaintext highlighter-rouge">pid</code> argument</li><li>the item proto must be the <strong>Misc Item</strong> type and have the <strong>Use</strong> 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/><h3id="metarule2_explosions"><ahref="#metarule2_explosions"class="anchor-heading"aria-labelledby="metarule2_explosions"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>metarule2_explosions</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">metarule2_explosions</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">arg1</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">arg2</span><spanclass="p">)</span>
</code></pre></div></div><p>Was made as a quick-and-dirty hack to enable dynamic changes to some explosion parameters for ranged attacks. All changed parameters are automatically reset to vanilla state after each attack action.</p><hr/><h3class="d-inline-block"id="set_attack_explosion_art"><ahref="#set_attack_explosion_art"class="anchor-heading"aria-labelledby="set_attack_explosion_art"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_attack_explosion_art</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_attack_explosion_art</span><spanclass="p">(</span><spanclass="n">x</span><spanclass="p">,</span><spanclass="n">y</span><spanclass="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/><h3class="d-inline-block"id="set_attack_explosion_pattern"><ahref="#set_attack_explosion_pattern"class="anchor-heading"aria-labelledby="set_attack_explosion_pattern"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_attack_explosion_pattern</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_attack_explosion_pattern</span><spanclass="p">(</span><spanclass="n">x</span><spanclass="p">,</span><spanclass="n">y</span><spanclass="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/><h3class="d-inline-block"id="set_attack_explosion_radius"><ahref="#set_attack_explosion_radius"class="anchor-heading"aria-labelledby="set_attack_explosion_radius"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_attack_explosion_radius</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_attack_explosion_radius</span><spanclass="p">(</span><spanclass="n">x</span><spanclass="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/><h3class="d-inline-block"id="set_attack_is_explosion_fire"><ahref="#set_attack_is_explosion_fire"class="anchor-heading"aria-labelledby="set_attack_is_explosion_fire"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_attack_is_explosion_fire</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="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 <codeclass="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/><h3class="d-inline-block"id="set_dynamite_damage"><ahref="#set_dynamite_damage"class="anchor-heading"aria-labelledby="set_dynamite_damage"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_dynamite_damage</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_dynamite_damage</span><spanclass="p">(</span><spanclass="n">minDmg</span><spanclass="p">,</span><spanclass="n">maxDmg</span><spanclass="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/><h3class="d-inline-block"id="set_explosion_max_targets"><ahref="#set_explosion_max_targets"class="anchor-heading"aria-labelledby="set_explosion_max_targets"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_explosion_max_targets</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_explosion_max_targets</span><spanclass="p">(</span><spanclass="n">x</span><spanclass="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/><h3class="d-inline-block"id="set_explosion_radius"><ahref="#set_explosion_radius"class="anchor-heading"aria-labelledby="set_explosion_radius"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_explosion_radius</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_explosion_radius</span><spanclass="p">(</span><spanclass="n">grenade</span><spanclass="p">,</span><spanclass="n">rocket</span><spanclass="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/><h3class="d-inline-block"id="set_plastic_damage"><ahref="#set_plastic_damage"class="anchor-heading"aria-labelledby="set_plastic_damage"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_plastic_damage</strong></h3><pclass="label label-green">sfall.h</p><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_plastic_damage</span><spanclass="p">(</span><spanclass="n">minDmg</span><spanclass="p">,</span><spanclass="n">maxDmg</span><spanclass="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></main></div></div><divclass="search-overlay"></div></div></body></html>