This commit is contained in:
github-actions[bot]
2022-10-18 03:17:07 +00:00
parent 458a69dc9f
commit f3c48d98e5
6 changed files with 414 additions and 6 deletions
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/* Document ========================================================================== */
/** 1. Correct the line height in all browsers. 2. Prevent adjustments of font size after orientation changes in iOS. */
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},"56": {
"doc": "Hook types",
"title": "CombatDamage",
"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) 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": {
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@@ -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)