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</code></pre></div></div> <p>Exactly like <code class="language-plaintext highlighter-rouge">reg_anim_animate</code> but the object will automatically disappear after the last animation frame (but not destroyed).</p><hr /> <h3 id="reg_anim_callback"> <a href="#reg_anim_callback" class="anchor-heading" aria-labelledby="reg_anim_callback"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_callback</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_callback</span><span class="p">(</span><span class="n">procedure</span> <span class="n">proc</span><span class="p">)</span> </code></pre></div></div> <p>Exactly like <code class="language-plaintext highlighter-rouge">reg_anim_animate</code> but the object will automatically disappear after the last animation frame (but not destroyed).</p><hr /> <h3 id="reg_anim_callback"> <a href="#reg_anim_callback" class="anchor-heading" aria-labelledby="reg_anim_callback"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_callback</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_callback</span><span class="p">(</span><span class="n">procedure</span> <span class="n">proc</span><span class="p">)</span>
</code></pre></div></div> <p>Adds the given procedure to an animation sequence-list and executes it in the registered sequence.</p><hr /> <h3 id="reg_anim_change_fid"> <a href="#reg_anim_change_fid" class="anchor-heading" aria-labelledby="reg_anim_change_fid"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_change_fid</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_change_fid</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">FID</span><span class="p">,</span> <span class="kt">int</span> <span class="n">delay</span><span class="p">)</span> </code></pre></div></div> <p>Adds the given procedure to an animation sequence-list and executes it in the registered sequence.</p><hr /> <h3 id="reg_anim_change_fid"> <a href="#reg_anim_change_fid" class="anchor-heading" aria-labelledby="reg_anim_change_fid"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_change_fid</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_change_fid</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">FID</span><span class="p">,</span> <span class="kt">int</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Should work like <code class="language-plaintext highlighter-rouge">art_change_fid_num</code> but in <code class="language-plaintext highlighter-rouge">reg_anim</code> sequence.</p><hr /> <h3 id="reg_anim_combat_check"> <a href="#reg_anim_combat_check" class="anchor-heading" aria-labelledby="reg_anim_combat_check"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_combat_check</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_combat_check</span><span class="p">(</span><span class="kt">int</span> <span class="n">enable</span><span class="p">)</span> </code></pre></div></div> <p>Should work like <code class="language-plaintext highlighter-rouge">art_change_fid_num</code> but in <code class="language-plaintext highlighter-rouge">reg_anim</code> sequence.</p><hr /> <h3 id="reg_anim_combat_check"> <a href="#reg_anim_combat_check" class="anchor-heading" aria-labelledby="reg_anim_combat_check"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_combat_check</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_combat_check</span><span class="p">(</span><span class="kt">int</span> <span class="n">enable</span><span class="p">)</span>
</code></pre></div></div> <p>Allows to enable all <code class="language-plaintext highlighter-rouge">reg_anim_*</code> functions in combat (including vanilla functions) if set to 0. It is automatically reset at the end of each frame, so you need to call it before <code class="language-plaintext highlighter-rouge">reg_anim_begin</code> - <code class="language-plaintext highlighter-rouge">reg_anim_end</code> block.</p><hr /> <h3 id="reg_anim_destroy"> <a href="#reg_anim_destroy" class="anchor-heading" aria-labelledby="reg_anim_destroy"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_destroy</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_destroy</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">)</span> </code></pre></div></div> <p>Allows enabling all <code class="language-plaintext highlighter-rouge">reg_anim_*</code> functions in combat (including vanilla functions) if set to 0. It is automatically reset at the end of each frame, so you need to call it before <code class="language-plaintext highlighter-rouge">reg_anim_begin</code> - <code class="language-plaintext highlighter-rouge">reg_anim_end</code> block.</p><hr /> <h3 id="reg_anim_destroy"> <a href="#reg_anim_destroy" class="anchor-heading" aria-labelledby="reg_anim_destroy"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_destroy</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_destroy</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">)</span>
</code></pre></div></div> <p>Given object is destroyed at the end of current animation set.</p><hr /> <h3 id="reg_anim_light"> <a href="#reg_anim_light" class="anchor-heading" aria-labelledby="reg_anim_light"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_light</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_light</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">light</span><span class="p">,</span> <span class="kt">int</span> <span class="n">delay</span><span class="p">)</span> </code></pre></div></div> <p>Given object is destroyed at the end of current animation set.</p><hr /> <h3 id="reg_anim_light"> <a href="#reg_anim_light" class="anchor-heading" aria-labelledby="reg_anim_light"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_light</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_light</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">light</span><span class="p">,</span> <span class="kt">int</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Change light of any object. Light argument is a light radius (0-8), but you can use highest 2 bytes to pass light intensity as well (example: 0xFFFF0008 - intensity 65535 and radius 8). If highest 2 bytes are 0, intensity will not be changed. Intensity range is from 0 to 65535 (0xFFFF)</p><hr /> <h3 id="reg_anim_take_out"> <a href="#reg_anim_take_out" class="anchor-heading" aria-labelledby="reg_anim_take_out"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_take_out</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_take_out</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="n">holdFrameID</span><span class="p">,</span> <span class="n">delay</span><span class="p">)</span> </code></pre></div></div> <p>Change light of any object. Light argument is a light radius (0-8), but you can use highest 2 bytes to pass light intensity as well (example: 0xFFFF0008 - intensity 65535 and radius 8). If highest 2 bytes are 0, intensity will not be changed. Intensity range is from 0 to 65535 (0xFFFF)</p><hr /> <h3 id="reg_anim_take_out"> <a href="#reg_anim_take_out" class="anchor-heading" aria-labelledby="reg_anim_take_out"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_take_out</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_take_out</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="n">holdFrameID</span><span class="p">,</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Plays “take out weapon” animation for given <code class="language-plaintext highlighter-rouge">holdFrameID</code>. It is not required to have such weapon in critters inventory.</p><hr /> <h3 id="reg_anim_turn_towards"> <a href="#reg_anim_turn_towards" class="anchor-heading" aria-labelledby="reg_anim_turn_towards"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_turn_towards</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_turn_towards</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">tile</span><span class="o">/</span><span class="n">target</span><span class="p">,</span> <span class="n">delay</span><span class="p">)</span> </code></pre></div></div> <p>Plays “take out weapon” animation for given <code class="language-plaintext highlighter-rouge">holdFrameID</code>. It is not required to have such weapon in critters inventory.</p><hr /> <h3 id="reg_anim_turn_towards"> <a href="#reg_anim_turn_towards" class="anchor-heading" aria-labelledby="reg_anim_turn_towards"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>reg_anim_turn_towards</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">reg_anim_turn_towards</span><span class="p">(</span><span class="n">ObjectPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">tile</span><span class="o">/</span><span class="n">target</span><span class="p">,</span> <span class="n">delay</span><span class="p">)</span>
</code></pre></div></div> <p>Makes object change its direction to face given tile num or target object.</p> </main> </div> </div> <div class="search-overlay"></div> </div> </body> </html> </code></pre></div></div> <p>Makes object change its direction to face given tile number or target object.</p> </main> </div> </div> <div class="search-overlay"></div> </div> </body> </html>
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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> <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><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 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>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 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>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>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>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><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> </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>
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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>2023-08-22T02:01:08+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>2023-08-22T02:07:31+00:00</updated><id>/sfall/feed.xml</id><title type="html">sfall</title><subtitle>Sfall documentation</subtitle></feed>
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</code></pre></div></div> <p>Cosine of x</p><hr /> <h3 id="div"> <a href="#div" class="anchor-heading" aria-labelledby="div"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>div</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">div</span><span class="p">(</span><span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">)</span> </code></pre></div></div> <p>Cosine of x</p><hr /> <h3 id="div"> <a href="#div" class="anchor-heading" aria-labelledby="div"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>div</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">div</span><span class="p">(</span><span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">)</span>
</code></pre></div></div> <p>Unsigned integer division. Use as a division operator, like <code class="language-plaintext highlighter-rouge">3 + (20 div 5)</code>. If both dividend and divisor are integers, they will be treated as unsigned integers. If one of them is a float, div will perform the signed division just like vanilla division operator.</p><hr /> <h3 id="exponent"> <a href="#exponent" class="anchor-heading" aria-labelledby="exponent"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>exponent</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">float</span> <span class="n">exponent</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span> </code></pre></div></div> <p>Unsigned integer division. Use as a division operator, like <code class="language-plaintext highlighter-rouge">3 + (20 div 5)</code>. If both dividend and divisor are integers, they will be treated as unsigned integers. If one of them is a float, div will perform the signed division just like vanilla division operator.</p><hr /> <h3 id="exponent"> <a href="#exponent" class="anchor-heading" aria-labelledby="exponent"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>exponent</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">float</span> <span class="n">exponent</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span>
</code></pre></div></div> <p>E^X</p><hr /> <h3 class="d-inline-block" id="floor2"> <a href="#floor2" class="anchor-heading" aria-labelledby="floor2"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>floor2</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">floor2</span><span class="p">(</span><span class="kt">int</span><span class="o">/</span><span class="kt">float</span> <span class="n">value</span><span class="p">)</span> </code></pre></div></div> <p>E^X</p><hr /> <h3 class="d-inline-block" id="floor2"> <a href="#floor2" class="anchor-heading" aria-labelledby="floor2"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>floor2</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">floor2</span><span class="p">(</span><span class="kt">int</span><span class="o">/</span><span class="kt">float</span> <span class="n">value</span><span class="p">)</span>
</code></pre></div></div> <p>Works just like vanilla floor function, but returns correct integers for negative values (vanilla floor function works exactly the same as <code class="language-plaintext highlighter-rouge">ceil</code> for negative values, much like <code class="language-plaintext highlighter-rouge">trunc</code> in C/C++).</p><hr /> <h3 id="log"> <a href="#log" class="anchor-heading" aria-labelledby="log"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>log</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">float</span> <span class="n">log</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span> </code></pre></div></div> <p>Works just like vanilla floor function, but returns correct integers for negative floats.</p> <ul> <li><strong>NOTE:</strong> vanilla <code class="language-plaintext highlighter-rouge">floor</code> function works exactly the same as <code class="language-plaintext highlighter-rouge">ceil</code> for negative floats (i.e. basically <code class="language-plaintext highlighter-rouge">trunc</code> in C/C++).</li> </ul><hr /> <h3 id="log"> <a href="#log" class="anchor-heading" aria-labelledby="log"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>log</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">float</span> <span class="n">log</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span>
</code></pre></div></div> <p>Natural logarithm of x.</p><hr /> <h3 id="round"> <a href="#round" class="anchor-heading" aria-labelledby="round"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>round</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">round</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span> </code></pre></div></div> <p>Natural logarithm of x.</p><hr /> <h3 id="round"> <a href="#round" class="anchor-heading" aria-labelledby="round"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>round</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">round</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span>
</code></pre></div></div> <p>Round x to the nearest integer.</p><hr /> <h3 id="sin"> <a href="#sin" class="anchor-heading" aria-labelledby="sin"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>sin</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">float</span> <span class="n">sin</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span> </code></pre></div></div> <p>Round x to the nearest integer.</p><hr /> <h3 id="sin"> <a href="#sin" class="anchor-heading" aria-labelledby="sin"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>sin</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">float</span> <span class="n">sin</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span>
</code></pre></div></div> <p>Sine of x</p><hr /> <h3 id="sqrt"> <a href="#sqrt" class="anchor-heading" aria-labelledby="sqrt"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>sqrt</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">float</span> <span class="n">sqrt</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span> </code></pre></div></div> <p>Sine of x</p><hr /> <h3 id="sqrt"> <a href="#sqrt" class="anchor-heading" aria-labelledby="sqrt"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>sqrt</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">float</span> <span class="n">sqrt</span><span class="p">(</span><span class="kt">float</span> <span class="n">x</span><span class="p">)</span>
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