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</code></pre></div></div> <p>Allows overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) Will allow a weapon to make aimed shots even if it normally couldnt. Affects player and NPCs alike. Does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the function once at each reload. Use a pid of 0 to represent unarmed.</p><hr /> <h3 id="get_attack_type"> <a href="#get_attack_type" class="anchor-heading" aria-labelledby="get_attack_type"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_attack_type</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_attack_type</span>
</code></pre></div></div><hr /> <h3 id="get_bodypart_hit_modifier"> <a href="#get_bodypart_hit_modifier" class="anchor-heading" aria-labelledby="get_bodypart_hit_modifier"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_bodypart_hit_modifier</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_bodypart_hit_modifier</span><span class="p">(</span><span class="kt">int</span> <span class="n">bodypart</span><span class="p">)</span>
</code></pre></div></div> <p>Gets the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart ids are from 0 to 8.</p><hr /> <h3 id="get_critical_table"> <a href="#get_critical_table" class="anchor-heading" aria-labelledby="get_critical_table"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_critical_table</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_critical_table</span><span class="p">(</span><span class="kt">int</span> <span class="n">crittertype</span><span class="p">,</span> <span class="kt">int</span> <span class="n">bodypart</span><span class="p">,</span> <span class="kt">int</span> <span class="n">level</span><span class="p">,</span> <span class="kt">int</span> <span class="n">valuetype</span><span class="p">)</span>
</code></pre></div></div> <p>Gets current critical table. For details see <a href="http://falloutmods.wikia.com/wiki/Critical_hit_tables">critical hit tables</a>. Requires <code class="language-plaintext highlighter-rouge">OverrideCriticalTable</code> to be set to 1 in <code class="language-plaintext highlighter-rouge">ddraw.ini</code>. (Disabled by default, because it noticably increases loading times.)</p><hr /> <h3 id="get_critter_current_ap"> <a href="#get_critter_current_ap" class="anchor-heading" aria-labelledby="get_critter_current_ap"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_critter_current_ap</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_critter_current_ap</span><span class="p">(</span><span class="n">CritterPtr</span><span class="p">)</span>
</code></pre></div></div> <p>Gets current critical table. For details see <a href="http://falloutmods.wikia.com/wiki/Critical_hit_tables">critical hit tables</a>. Requires <code class="language-plaintext highlighter-rouge">OverrideCriticalTable</code> to be enabled in <code class="language-plaintext highlighter-rouge">ddraw.ini</code> (already enabled by default).</p><hr /> <h3 id="get_critter_current_ap"> <a href="#get_critter_current_ap" class="anchor-heading" aria-labelledby="get_critter_current_ap"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_critter_current_ap</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_critter_current_ap</span><span class="p">(</span><span class="n">CritterPtr</span><span class="p">)</span>
</code></pre></div></div> <p>Should only be used during the target critters turn while in combat. Calling it outside of combat typically returns the critters max ap, but dont rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base ap ignoring any extra bonuses from perks etc.)</p><hr /> <h3 id="get_last_attacker"> <a href="#get_last_attacker" class="anchor-heading" aria-labelledby="get_last_attacker"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_last_attacker</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">ObjectPtr</span> <span class="n">get_last_attacker</span><span class="p">(</span><span class="n">ObjectPtr</span> <span class="n">critter</span><span class="p">)</span>
</code></pre></div></div> <p>Will return the last critter to deliberately launch an attack against the argument critter. If a critter has not launched/received an attack, it will return 0. Outside of combat always returns 0.</p><hr /> <h3 id="get_last_target"> <a href="#get_last_target" class="anchor-heading" aria-labelledby="get_last_target"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_last_target</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">ObjectPtr</span> <span class="n">get_last_target</span><span class="p">(</span><span class="n">ObjectPtr</span> <span class="n">critter</span><span class="p">)</span>
</code></pre></div></div> <p>Will return the last critter to be deliberately attacked. Outside of combat always returns 0.</p><hr /> <h3 id="reset_critical_table"> <a href="#reset_critical_table" class="anchor-heading" aria-labelledby="reset_critical_table"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reset_critical_table</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reset_critical_table</span><span class="p">(</span><span class="kt">int</span> <span class="n">crittertype</span><span class="p">,</span> <span class="kt">int</span> <span class="n">bodypart</span><span class="p">,</span> <span class="kt">int</span> <span class="n">level</span><span class="p">,</span> <span class="kt">int</span> <span class="n">valuetype</span><span class="p">)</span>
</code></pre></div></div> <p>Resets the critical table to default (or to the contents of <code class="language-plaintext highlighter-rouge">CriticalOverrides.ini</code>, if it exists). For details see http://falloutmods.wikia.com/wiki/Critical_hit_tables. Requires <code class="language-plaintext highlighter-rouge">OverrideCriticalTable</code> to be set to 1 in <code class="language-plaintext highlighter-rouge">ddraw.ini</code>. (Disabled by default, because it noticably increases loading times.)</p><hr /> <h3 id="set_bodypart_hit_modifier"> <a href="#set_bodypart_hit_modifier" class="anchor-heading" aria-labelledby="set_bodypart_hit_modifier"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_bodypart_hit_modifier</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_bodypart_hit_modifier</span><span class="p">(</span><span class="kt">int</span> <span class="n">bodypart</span><span class="p">,</span> <span class="kt">int</span> <span class="n">value</span><span class="p">)</span>
</code></pre></div></div> <p>Alters the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart ids are from 0 to 8. Changes are not saved, and will reset to the defaults (or to the values specified in ddraw.ini if they exist) at each reload.</p><hr /> <h3 id="set_critical_table"> <a href="#set_critical_table" class="anchor-heading" aria-labelledby="set_critical_table"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_critical_table</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_critical_table</span><span class="p">(</span><span class="kt">int</span> <span class="n">crittertype</span><span class="p">,</span> <span class="kt">int</span> <span class="n">bodypart</span><span class="p">,</span> <span class="kt">int</span> <span class="n">level</span><span class="p">,</span> <span class="kt">int</span> <span class="n">valuetype</span><span class="p">,</span> <span class="kt">int</span> <span class="n">value</span><span class="p">)</span>
</code></pre></div></div> <p>Used for modifying the critical table. For details see <a href="http://falloutmods.wikia.com/wiki/Critical_hit_tables">critical hit tables</a>. Changes are not saved, and will reset to the defaults, (or to the contents of <code class="language-plaintext highlighter-rouge">CriticalOverrides.ini</code>, if it exists) at each game reload. Requires <code class="language-plaintext highlighter-rouge">OverrideCriticalTable</code> to be set to 1 in <code class="language-plaintext highlighter-rouge">ddraw.ini</code>. (Disabled by default, because it noticably increases loading times.)</p><hr /> <h3 id="set_critter_burst_disable"> <a href="#set_critter_burst_disable" class="anchor-heading" aria-labelledby="set_critter_burst_disable"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_critter_burst_disable</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_critter_burst_disable</span><span class="p">(</span><span class="kt">int</span> <span class="n">critter</span><span class="p">,</span> <span class="kt">int</span> <span class="n">disable</span><span class="p">)</span>
</code></pre></div></div> <p>Used for modifying the critical table. For details see <a href="http://falloutmods.wikia.com/wiki/Critical_hit_tables">critical hit tables</a>. Changes are not saved, and will reset to the defaults (or to the contents of <code class="language-plaintext highlighter-rouge">CriticalOverrides.ini</code>, if it exists) at each game reload. Requires <code class="language-plaintext highlighter-rouge">OverrideCriticalTable</code> to be enabled in <code class="language-plaintext highlighter-rouge">ddraw.ini</code> (already enabled by default).</p><hr /> <h3 id="set_critter_burst_disable"> <a href="#set_critter_burst_disable" class="anchor-heading" aria-labelledby="set_critter_burst_disable"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_critter_burst_disable</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_critter_burst_disable</span><span class="p">(</span><span class="kt">int</span> <span class="n">critter</span><span class="p">,</span> <span class="kt">int</span> <span class="n">disable</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_critter_current_ap"> <a href="#set_critter_current_ap" class="anchor-heading" aria-labelledby="set_critter_current_ap"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_critter_current_ap</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_critter_current_ap</span><span class="p">(</span><span class="n">CritterPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">ap</span><span class="p">)</span>
</code></pre></div></div> <p>Should only be used during the target critters turn while in combat.</p> </main> </div> </div> <div class="search-overlay"></div> </div> </body> </html>