From f3c48d98e59227705ab13b6559c1a44d48b1633e Mon Sep 17 00:00:00 2001 From: "github-actions[bot]" Date: Tue, 18 Oct 2022 03:17:07 +0000 Subject: [PATCH] deploy: 61811409541f203d11c2f6ffaa95392b170c00ff --- assets/css/just-the-docs-dark.css | 138 ++++++++++++++++++++++++++- assets/css/just-the-docs-default.css | 138 ++++++++++++++++++++++++++- assets/css/just-the-docs-light.css | 138 ++++++++++++++++++++++++++- assets/js/search-data.json | 2 +- feed.xml | 2 +- hook-types/index.html | 2 +- 6 files changed, 414 insertions(+), 6 deletions(-) diff --git a/assets/css/just-the-docs-dark.css b/assets/css/just-the-docs-dark.css index 3fda6199..81e5ddef 100644 --- a/assets/css/just-the-docs-dark.css +++ b/assets/css/just-the-docs-dark.css @@ -1,4 +1,140 @@ @charset "UTF-8"; +.highlight .c { color: #586e75; } + +.highlight .err { color: #93a1a1; } + +.highlight .g { color: #93a1a1; } + +.highlight .k { color: #859900; } + +.highlight .l { color: #93a1a1; } + +.highlight .n { color: #93a1a1; } + +.highlight .o { color: #859900; 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Runs when: . | Game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). This happens BEFORE the actual attack animation. | AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies. | . Does not run for misses, or non-combat damage like dynamite explosions. Critter arg0 - The target Critter arg1 - The attacker int arg2 - The amount of damage to the target int arg3 - The amount of damage to the attacker int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags) int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags) int arg6 - The weapon used in the attack int arg7 - The bodypart that was struck int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled) int arg9 - Number of bullets actually hit the target (1 for melee attacks) int arg10 - The amount of knockback to the target int arg11 - Attack Type (see ATKTYPE_* constants) mixed arg12 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data) int ret0 - The damage to the target int ret1 - The damage to the attacker int ret2 - The special effect flags for the target int ret3 - The special effect flags for the attacker int ret4 - The amount of knockback to the target . ", + "content": "HOOK_COMBATDAMAGE (hs_subcombatdmg.int) . Runs when: . | Game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). This happens BEFORE the actual attack animation. | AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies. | . Does not run for misses, or non-combat damage like dynamite explosions. Critter arg0 - The target Critter arg1 - The attacker int arg2 - The amount of damage to the target int arg3 - The amount of damage to the attacker int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags) int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags) Item arg6 - The weapon used in the attack int arg7 - The bodypart that was struck int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled) int arg9 - Number of bullets actually hit the target (1 for melee attacks) int arg10 - The amount of knockback to the target int arg11 - Attack Type (see ATKTYPE_* constants) mixed arg12 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data) int ret0 - The damage to the target int ret1 - The damage to the attacker int ret2 - The special effect flags for the target int ret3 - The special effect flags for the attacker int ret4 - The amount of knockback to the target . ", "url": "/sfall/hook-types/#combatdamage", "relUrl": "/hook-types/#combatdamage" },"57": { diff --git a/feed.xml b/feed.xml index 54da31be..38eae6ee 100644 --- a/feed.xml +++ b/feed.xml @@ -1 +1 @@ -Jekyll2022-09-22T02:47:38+00:00/sfall/feed.xmlsfallSfall documentation \ No newline at end of file +Jekyll2022-10-18T03:16:58+00:00/sfall/feed.xmlsfallSfall documentation \ No newline at end of file diff --git a/hook-types/index.html b/hook-types/index.html index 42a2624a..120c1389 100644 --- a/hook-types/index.html +++ b/hook-types/index.html @@ -77,7 +77,7 @@ int arg2 - The amount of damage to the target int arg3 - The amount of damage to the attacker int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags) int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags) -int arg6 - The weapon used in the attack +Item arg6 - The weapon used in the attack int arg7 - The bodypart that was struck int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled) int arg9 - Number of bullets actually hit the target (1 for melee attacks)