diff --git a/artifacts/ddraw.ini b/artifacts/ddraw.ini index 771b088e..e1944956 100644 --- a/artifacts/ddraw.ini +++ b/artifacts/ddraw.ini @@ -628,7 +628,7 @@ ExplosionsEmitLight=0 ;Set to 0 for backward compatibility with pre-3.4 scripts arraysBehavior=1 -;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot +;Set to 1 to add proper checks to see if there is enough ammo to attack with weapons that use multiple ammo per shot CheckWeaponAmmoCost=0 ;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535) diff --git a/artifacts/scripting/hookscripts.txt b/artifacts/scripting/hookscripts.txt index ffadfa6b..9936ee25 100644 --- a/artifacts/scripting/hookscripts.txt +++ b/artifacts/scripting/hookscripts.txt @@ -327,7 +327,7 @@ Runs when retrieving the damage rating of the player's used weapon. (Which may b int arg0 - The default min damage int arg1 - The default max damage -Item arg2 - The weapon used. (0 if unarmed) +Item arg2 - The weapon used (0 if unarmed) Critter arg3 - The critter doing the attacking int arg4 - The type of attack int arg5 - non-zero if this is an attack using a melee weapon @@ -343,13 +343,16 @@ Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how mu By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations. To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg4), set Misc.CheckWeaponAmmoCost=1 in ddraw.ini -Item arg0 - weapon -int arg1 - Number of bullets in burst (1 for single shots) -int arg2 - Ammo cost calculated by original function (this is basically 2 for Super Cattle Prod and Mega Power Fist) -int arg3 - Type of hook (0 - when subtracting ammo after single shot attack, 1 - when checking for "out of ammo" before attack, 2 - when calculating number of burst rounds, 3 - when subtracting ammo after burst attack) +Item arg0 - The weapon +int arg1 - Number of bullets in burst or 1 for single shots +int arg2 - The amount of ammo that will be consumed, calculated by the original ammo cost function (this is basically 2 for Super Cattle Prod and Mega Power Fist) +int arg3 - Type of hook: + 0 - when subtracting ammo after single shot attack + 1 - when checking for "out of ammo" before attack + 2 - when calculating number of burst rounds + 3 - when subtracting ammo after burst attack -int ret0 - new ammo cost value (set to 0 for unlimited ammo) - NOTE: for hook type 2, you should return the new cost value based on the original ammo cost instead of the number of bullets +int ret0 - The new amount of ammo to be consumed, or ammo cost of each round for hook type 2 (set to 0 for unlimited ammo) -------------------------------------------