Difference between revisions of "031D"
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{{OpCode | {{OpCode | ||
− | | | + | | games = {{Icon|t}} |
− | | description = Checks if the character has been damaged by the specified weapon | + | | command = HAS_CHAR_BEEN_DAMAGED_BY_WEAPON |
− | | | + | | description = Checks if the character has been damaged by the specified [[weapon]] or environment |
− | | | + | | syntax1 = 031D: actor [''char handle''] hit_by_weapon [''int''] |
− | | | + | | p1t = [''char handle''] |
+ | | p1d = The handle of the character | ||
+ | | p2t = [''int''] | ||
+ | | p2d = [[Weapon#Lists of weapons|Weapon type]] (or environmental damage type listed below) | ||
| native = [[HAS_CHAR_BEEN_DAMAGED_BY_WEAPON]] | | native = [[HAS_CHAR_BEEN_DAMAGED_BY_WEAPON]] | ||
}} | }} | ||
− | |||
− | + | This conditional opcode returns true if the character has been damaged by the specified weapon or environment. The last damage done to the character can be cleared using opcode [[0467]]. Values outside the range of weapon types are supported for a variety of environmental damage. Weapon types for projectiles do not get recognized so environmental damage types have to be used instead. | |
− | + | ||
− | + | == Environmental damage values == | |
− | + | {|class="wikitable center-col-1 center-col-2" | |
− | + | !style="width: 2em;" |{{Icon|3}} | |
− | + | !style="width: 2em;" |{{Icon|VC}} | |
− | + | ![[SCM language III/VC definitions#WEAPONTYPE|Enum]] | |
− | + | !Notes | |
− | + | |- | |
+ | | - ||28 ||WEAPONTYPE_SNIPERRIFLE ||opcode [[0321]] or [[0322]] (explode head) | ||
+ | |- | ||
+ | |9 ||31 ||WEAPONTYPE_FLAMETHROWER ||any fire, not just Flamethrower | ||
+ | |- | ||
+ | |16 ||39 ||WEAPONTYPE_RAMMEDBYCAR ||damaged but not killed by vehicle | ||
+ | |- | ||
+ | |17 ||40 ||WEAPONTYPE_RUNOVERBYCAR ||instantly killed by vehicle, includes helicopter blades | ||
+ | |- | ||
+ | |18 ||41 ||WEAPONTYPE_EXPLOSION ||explosion | ||
+ | |- | ||
+ | |19 ||42 ||WEAPONTYPE_UZI_DRIVEBY ||drive-by | ||
+ | |- | ||
+ | |20 ||43 ||WEAPONTYPE_DROWNING ||water | ||
+ | |- | ||
+ | |21 ||44 ||WEAPONTYPE_FALL ||ground damage | ||
+ | |- | ||
+ | | - ||46 ||WEAPONTYPE_ANYMELEE ||any melee | ||
+ | |- | ||
+ | | - ||47 ||WEAPONTYPE_ANYWEAPON ||any weapon (melee, fire, gun, explosion) | ||
+ | |} | ||
+ | |||
+ | == Keywords == | ||
+ | has, actor, character, been, damaged, damage, hit, by, weapon |
Latest revision as of 06:43, 8 July 2017
HAS_CHAR_BEEN_DAMAGED_BY_WEAPON
- Description
- Checks if the character has been damaged by the specified weapon or environment
- Syntax
- 031D: actor [char handle] hit_by_weapon [int]
- Parameter
- [char handle]
- The handle of the character
- [int]
- Weapon type (or environmental damage type listed below)
- Native analog
- HAS_CHAR_BEEN_DAMAGED_BY_WEAPON
This conditional opcode returns true if the character has been damaged by the specified weapon or environment. The last damage done to the character can be cleared using opcode 0467. Values outside the range of weapon types are supported for a variety of environmental damage. Weapon types for projectiles do not get recognized so environmental damage types have to be used instead.
Environmental damage values
Enum | Notes | ||
---|---|---|---|
- | 28 | WEAPONTYPE_SNIPERRIFLE | opcode 0321 or 0322 (explode head) |
9 | 31 | WEAPONTYPE_FLAMETHROWER | any fire, not just Flamethrower |
16 | 39 | WEAPONTYPE_RAMMEDBYCAR | damaged but not killed by vehicle |
17 | 40 | WEAPONTYPE_RUNOVERBYCAR | instantly killed by vehicle, includes helicopter blades |
18 | 41 | WEAPONTYPE_EXPLOSION | explosion |
19 | 42 | WEAPONTYPE_UZI_DRIVEBY | drive-by |
20 | 43 | WEAPONTYPE_DROWNING | water |
21 | 44 | WEAPONTYPE_FALL | ground damage |
- | 46 | WEAPONTYPE_ANYMELEE | any melee |
- | 47 | WEAPONTYPE_ANYWEAPON | any weapon (melee, fire, gun, explosion) |
Keywords
has, actor, character, been, damaged, damage, hit, by, weapon