NPOTB: Clarify forward declarations in sdhooks.inc (#1152)
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@ -278,12 +278,20 @@ typeset SDKHookCB
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// OnTakeDamage
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// OnTakeDamage
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// OnTakeDamageAlive
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// OnTakeDamageAlive
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// Note: The weapon parameter is not used by all games and damage sources.
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// Note: Force application is dependent on game and damage type(s)
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// SDKHooks 1.0+
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// SDKHooks 1.0+
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype);
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype);
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// OnTakeDamage
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// OnTakeDamageAlive
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// Note: The weapon parameter is not used by all games and damage sources.
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// Note: Force application is dependent on game and damage type(s)
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// SDKHooks 2.0+
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// SDKHooks 2.0+
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, float damageForce[3], float damagePosition[3]);
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, float damageForce[3], float damagePosition[3]);
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// OnTakeDamage
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// OnTakeDamageAlive
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// Note: The weapon parameter is not used by all games and damage sources.
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// Note: Force application is dependent on game and damage type(s)
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// SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability.
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// SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability.
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// DON'T attempt to access 'damagecustom' var if feature status != available
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// DON'T attempt to access 'damagecustom' var if feature status != available
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon,
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon,
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@ -292,7 +300,13 @@ typeset SDKHookCB
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// OnTakeDamagePost
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// OnTakeDamagePost
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// OnTakeDamageAlivePost
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// OnTakeDamageAlivePost
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function void (int victim, int attacker, int inflictor, float damage, int damagetype);
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function void (int victim, int attacker, int inflictor, float damage, int damagetype);
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// OnTakeDamagePost
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// OnTakeDamageAlivePost
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function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3]);
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function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3]);
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// OnTakeDamagePost
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// OnTakeDamageAlivePost
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function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon,
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function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon,
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const float damageForce[3], const float damagePosition[3], int damagecustom);
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const float damageForce[3], const float damagePosition[3], int damagecustom);
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