Edited the description of HOOK_USEANIMOBJ in hookscripts.txt.

Removed obsoleted WIN2K preprocessor define.
Updated version number.
This commit is contained in:
NovaRain
2018-06-25 22:12:42 +08:00
parent 3f03cf3c18
commit 2f22a1e982
4 changed files with 9 additions and 18 deletions
+6 -7
View File
@@ -497,7 +497,7 @@ int arg2 - event type: 1 - when the resting ends normally, -1 - when pressin
int arg3 - the hour part of the length of resting time
int arg4 - the minute part of the length of resting time
int ret1 - pass 1 to interrupt the resting, or pass 0 to continue the rest if it was interrupted by the player using the Esc key.
int ret1 - pass 1 to interrupt the resting, pass 0 to continue the rest if it was interrupted by pressing ESC key
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@@ -511,11 +511,10 @@ int arg1 - event type: 1 - when the player exits the game, 0 - otherwise
HOOK_USEANIMOBJ (hs_useanimobj.int)
Runs before the uses animation the map object (or walking/running animation if the player is at a distance from the object).
Hook allows to override the usage animation.
Runs before playing the "use" (usually "magic hands") animation when a critter uses a scenery/container object on the map, or before walking/running animation if the player is at a distance from the object.
Critter arg1 - critter that uses an object (usually dude_obj)
Obj arg2 - the map object that is used
int arg3 - animation code (ANIM_* see Animcomd.h)
Critter arg1 - the critter that uses an object (usually dude_obj)
Obj arg2 - the object being used
int arg3 - the animation code being used (see ANIM_* in Animcomd.h)
int ret1 - pass the animation code to override the animation, or pass -1 to skip the usage animation
int ret1 - overrides the animation code (pass -1 if you want to skip the animation)