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2023-10-05 02:10:15 +00:00
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},"57": { },"57": {
"doc": "Hook types", "doc": "Hook types",
"title": "CombatTurn", "title": "CombatTurn",
"content": "HOOK_COMBATURN (hs_combatturn.int) . Runs before and after each turn in combat (for both PC and NPC). int arg0 - event type: 1 - start of turn 0 - normal end of turn -1 - combat ends abruptly (by script or by pressing Enter during PC turn) -2 - combat ends normally (hook always runs at the end of combat) Critter arg1 - critter doing the turn bool arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise int ret0 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat . ", "content": "HOOK_COMBATURN (hs_combatturn.int) . Runs before and after each turn in combat (for both PC and NPC). int arg0 - event type: 1 - start of turn 0 - normal end of turn -1 - combat ends abruptly (by script or by pressing Enter during PC turn) -2 - combat ends normally (hook always runs at the end of combat) Critter arg1 - critter doing the turn int arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise int ret0 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat . ",
"url": "/sfall/hook-types/#combatturn", "url": "/sfall/hook-types/#combatturn",
"relUrl": "/hook-types/#combatturn" "relUrl": "/hook-types/#combatturn"
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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="3.9.0">Jekyll</generator><link href="/sfall/feed.xml" rel="self" type="application/atom+xml" /><link href="/sfall/" rel="alternate" type="text/html" /><updated>2023-10-02T00:50:20+00:00</updated><id>/sfall/feed.xml</id><title type="html">sfall</title><subtitle>Sfall documentation</subtitle></feed> <?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.9.0">Jekyll</generator><link href="/sfall/feed.xml" rel="self" type="application/atom+xml" /><link href="/sfall/" rel="alternate" type="text/html" /><updated>2023-10-05T02:10:05+00:00</updated><id>/sfall/feed.xml</id><title type="html">sfall</title><subtitle>Sfall documentation</subtitle></feed>
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@@ -96,7 +96,7 @@ int ret4 - The amount of knockback to the target
-1 - combat ends abruptly (by script or by pressing Enter during PC turn) -1 - combat ends abruptly (by script or by pressing Enter during PC turn)
-2 - combat ends normally (hook always runs at the end of combat) -2 - combat ends normally (hook always runs at the end of combat)
Critter arg1 - critter doing the turn Critter arg1 - critter doing the turn
bool arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise int arg2 - 1 at the start/end of the player's turn after loading a game saved in combat mode, 0 otherwise
int ret0 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat int ret0 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat
</code></pre></div></div> <h2 id="deathanim1"> <a href="#deathanim1" class="anchor-heading" aria-labelledby="deathanim1"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> DeathAnim1 </h2> <p><code class="language-plaintext highlighter-rouge">HOOK_DEATHANIM1</code> (hs_deathanim1.int)</p> <p>Runs before Fallout tries to calculate the death animation. Lets you switch out which weapon Fallout sees.</p> <p>Does not run for critters in the knockdown/out state.</p> <div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>int arg0 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed) </code></pre></div></div> <h2 id="deathanim1"> <a href="#deathanim1" class="anchor-heading" aria-labelledby="deathanim1"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> DeathAnim1 </h2> <p><code class="language-plaintext highlighter-rouge">HOOK_DEATHANIM1</code> (hs_deathanim1.int)</p> <p>Runs before Fallout tries to calculate the death animation. Lets you switch out which weapon Fallout sees.</p> <p>Does not run for critters in the knockdown/out state.</p> <div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>int arg0 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)