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@@ -301,7 +301,7 @@
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},"50": {
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"doc": "Hook types",
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"title": "AmmoCost",
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"content": "HOOK_AMMOCOST (hs_ammocost.int) . Runs when calculating ammo cost for a weapon. Doesn’t affect damage, only how much ammo is spent. By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations. To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg3), set CheckWeaponAmmoCost=1 in Misc section of ddraw.ini. Item arg0 - The weapon int arg1 - Number of bullets in burst or 1 for single shots int arg2 - The amount of ammo that will be consumed, calculated by the original ammo cost function (this is basically 2 for Super Cattle Prod and Mega Power Fist) NOTE: for hook type 2, this value is the ammo cost per round (default is always 1) int arg3 - Type of hook: 0 - when subtracting ammo after single shot attack 1 - when checking for \"out of ammo\" before attack 2 - when calculating number of burst rounds 3 - when subtracting ammo after burst attack int ret0 - The new amount of ammo to be consumed, or ammo cost per round for hook type 2 (set to 0 for unlimited ammo) . ",
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"content": "HOOK_AMMOCOST (hs_ammocost.int) . Runs when calculating ammo cost for a weapon. Doesn’t affect damage, only how much ammo is spent. By default, weapons can make attacks when at least 1 ammo is left, regardless of ammo cost calculations. To add proper check for ammo before attacking and proper calculation of the number of burst rounds (hook type 1 and 2 in arg3), set CheckWeaponAmmoCost=1 in Misc section of ddraw.ini. Item arg0 - The weapon int arg1 - Number of bullets in burst or 1 for single shots int arg2 - The amount of ammo that will be consumed, calculated by the original ammo cost function (this is basically 2 for Super Cattle Prod and Mega Power Fist) NOTE: for hook type 2, this value is the ammo cost per round (default is always 1) int arg3 - Type of hook: 0 - when subtracting ammo after single shot attack 1 - when checking for \"out of ammo\" before attack 2 - when calculating number of burst rounds 3 - when subtracting ammo after burst attack int ret0 - The new amount of ammo to be consumed, or ammo cost per round for hook type 2 (set to 0 for unlimited ammo) . ",
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"url": "/sfall/hook-types/#ammocost",
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"relUrl": "/hook-types/#ammocost"
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},"51": {
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@@ -1 +1 @@
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.6.2">Jekyll</generator><link href="/sfall/feed.xml" rel="self" type="application/atom+xml" /><link href="/sfall/" rel="alternate" type="text/html" /><updated>2021-10-15T02:53:42+00:00</updated><id>/sfall/</id><title type="html">sfall</title><subtitle>Sfall documentation</subtitle></feed>
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.6.2">Jekyll</generator><link href="/sfall/feed.xml" rel="self" type="application/atom+xml" /><link href="/sfall/" rel="alternate" type="text/html" /><updated>2021-11-10T00:53:27+00:00</updated><id>/sfall/</id><title type="html">sfall</title><subtitle>Sfall documentation</subtitle></feed>
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@@ -22,7 +22,7 @@ int arg4 - The hit chance
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int ret0 - Override the hit/miss
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int ret1 - Override the targeted bodypart
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Critter ret2 - Override the target of the attack
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</code></pre></div></div> <h2 id="ammocost"> <a href="#ammocost" class="anchor-heading" aria-labelledby="ammocost"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> AmmoCost </h2> <p><code class="highlighter-rouge">HOOK_AMMOCOST</code> (hs_ammocost.int)</p> <p>Runs when calculating ammo cost for a weapon. Doesn’t affect damage, only how much ammo is spent. By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations. To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg3), set <strong>CheckWeaponAmmoCost=1</strong> in <strong>Misc</strong> section of ddraw.ini.</p> <div class="highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Item arg0 - The weapon
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</code></pre></div></div> <h2 id="ammocost"> <a href="#ammocost" class="anchor-heading" aria-labelledby="ammocost"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> AmmoCost </h2> <p><code class="highlighter-rouge">HOOK_AMMOCOST</code> (hs_ammocost.int)</p> <p>Runs when calculating ammo cost for a weapon. Doesn’t affect damage, only how much ammo is spent. By default, weapons can make attacks when at least 1 ammo is left, regardless of ammo cost calculations. To add proper check for ammo before attacking and proper calculation of the number of burst rounds (hook type 1 and 2 in arg3), set <strong>CheckWeaponAmmoCost=1</strong> in <strong>Misc</strong> section of ddraw.ini.</p> <div class="highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Item arg0 - The weapon
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int arg1 - Number of bullets in burst or 1 for single shots
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int arg2 - The amount of ammo that will be consumed, calculated by the original ammo cost function (this is basically 2 for Super Cattle Prod and Mega Power Fist)
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NOTE: for hook type 2, this value is the ammo cost per round (default is always 1)
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