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Backported optimization for global/hook scripts execution from 4.x
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@@ -10,8 +10,6 @@ To aid in mods compatibility, avoid using hs_xxx .int scripts. Instead it is rec
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Example setup for a hook-script based mod:
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procedure tohit_hook_handler begin
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display_msg("Modifying hit_hook " + get_sfall_arg);
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set_hit_chance_max(100);
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@@ -25,8 +23,6 @@ procedure start begin
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end
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There are script functions available, specific to hook scripts:
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> int init_hook()
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@@ -48,7 +44,7 @@ Changes argument value. The argument number (argnum) is 0-indexed. This is usefu
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Used from a normal global script if you want to run it at the same point a full hook script would normally run. In case of this function, "start" proc will be executed in a current global script. You can use all above functions like normal.
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> void register_hook_proc(int hook, procedure proc)
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The same as register_hook, except that you specifically define which procedure in the current script should be called as a hook (instead of "start"). Pass procedure the same as how you use dialog option functions. This IS the recommended way to use hook scripts, as it gives both modularity (each mod logic in a separate global script, no conflicts if you don't use "hs_*.int" scripts) and flexibility (you can place all related hook scripts for specific mod in a single script!).
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The same as register_hook, except that you specifically define which procedure in the current script should be called as a hook (instead of "start" by default). Pass procedure the same as how you use dialog option functions. This IS the recommended way to use hook scripts, as it gives both modularity (each mod logic in a separate global script, no conflicts if you don't use "hs_*.int" scripts) and flexibility (you can place all related hook scripts for specific mod in a single script!).
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NOTE: you can hook several scripts to a single hook point, for example if it's different mods from different authors or just some different aspects of one larger mod. In this case scripts are executed in reverse order of how they were registered. When one of the scripts in a chain returns value with "set_sfall_return", the next script may override this value if calls "set_sfall_return" again. Sometimes you need to multiply certain value in a chain of hook scripts.
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Example: let's say we have a Mod A which reduces all "to hit" chances by 50%. The code might look like this:
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@@ -336,7 +332,6 @@ int arg4 - Type of hook (0 - when subtracting ammo after single shot attack,
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int ret1 - new ammo cost value (set to 0 for unlimited ammo)
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-------------------------------------------
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HOOK_KEYPRESS (hs_keypress.int)
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