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Backported three game hooks from 4.1:
* USEANIMOBJ, EXPLOSIVETIMER, DESCRIPTIONOBJ Updated documents and example mods
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@@ -632,3 +632,47 @@ Runs once every time when the game mode was changed, like opening/closing the in
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int arg0 - event type: 1 - when the player exits the game, 0 - otherwise
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int arg1 - the previous game mode
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```
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-------------------------------------------
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#### `HOOK_USEANIMOBJ (hs_useanimobj.int)`
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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.
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```
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Critter arg0 - the critter that uses an object (usually dude_obj)
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Obj arg1 - the object being used
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int arg2 - the animation code being used (see ANIM_* in Animcomd.h)
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int ret0 - overrides the animation code (pass -1 if you want to skip the animation)
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```
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-------------------------------------------
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#### `HOOK_EXPLOSIVETIMER (hs_explosivetimer.int)`
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Runs after setting the explosive timer. You can override the result.
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```
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int arg0 - the time in ticks set in the timer
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Obj arg1 - the explosive object
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int arg2 - the result of engine calculation of whether the timer was set successfully: 1 - failure, 2 - success (similar to ROLL_* in Condtion.h)
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int ret0 - overrides the time of the timer (maximum 18000 ticks)
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int ret1 - overrides the result of engine calculation: 0/1 - failure, 2/3 - success (similar to ROLL_*), any other value - use engine handler
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```
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-------------------------------------------
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#### `HOOK_DESCRIPTIONOBJ (hs_descriptionobj.int)`
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Runs when using the examine action icon to display the description of an object. You can override the description text.
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An example usage would be to add an additional description to the item based on player's stats/skills.
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Does not run if the script of the object overrides the description.
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```
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Obj arg0 - the object
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int ret0 - a pointer to the new text received by using the get_string_pointer function
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```
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