NPOTB: Clarify forward declarations in sdhooks.inc (#1152)

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Bara 2020-02-09 02:35:40 +01:00 committed by GitHub
parent 4ea85a9291
commit 1534f8749b
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@ -278,12 +278,20 @@ typeset SDKHookCB
// OnTakeDamage // OnTakeDamage
// OnTakeDamageAlive // OnTakeDamageAlive
// Note: The weapon parameter is not used by all games and damage sources.
// Note: Force application is dependent on game and damage type(s)
// SDKHooks 1.0+ // SDKHooks 1.0+
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype); function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype);
// OnTakeDamage
// OnTakeDamageAlive
// Note: The weapon parameter is not used by all games and damage sources.
// Note: Force application is dependent on game and damage type(s)
// SDKHooks 2.0+ // SDKHooks 2.0+
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, float damageForce[3], float damagePosition[3]); function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, float damageForce[3], float damagePosition[3]);
// OnTakeDamage
// OnTakeDamageAlive
// Note: The weapon parameter is not used by all games and damage sources.
// Note: Force application is dependent on game and damage type(s)
// SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability. // SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability.
// DON'T attempt to access 'damagecustom' var if feature status != available // DON'T attempt to access 'damagecustom' var if feature status != available
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon,
@ -292,7 +300,13 @@ typeset SDKHookCB
// OnTakeDamagePost // OnTakeDamagePost
// OnTakeDamageAlivePost // OnTakeDamageAlivePost
function void (int victim, int attacker, int inflictor, float damage, int damagetype); function void (int victim, int attacker, int inflictor, float damage, int damagetype);
// OnTakeDamagePost
// OnTakeDamageAlivePost
function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3]); function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3]);
// OnTakeDamagePost
// OnTakeDamageAlivePost
function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon,
const float damageForce[3], const float damagePosition[3], int damagecustom); const float damageForce[3], const float damagePosition[3], int damagecustom);