Combat h

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Includes:

effects_h
items_h
combat_damage_h
ui_h
sys_soundset_h
ai_threat_h
2da_constants_h
stats_core_h

Constants:

const float ATTACK_LOOP_DURATION_INVALID = 999.0f; 
const float ATTACK_HIT_BIAS = 4.0f; 
// General bias in the system towards hits instead of misses. 
 
const int ATTACK_TYPE_MELEE = 1; 
const int ATTACK_TYPE_RANGED = 2;
 
const float SPECIAL_BOSS_DEATHBLOW_THRESHOLD = 0.04; 
// at this % of health, any meelee attack may trigger the deathblow of special bosses; 
 
// ----------------------------------------------------------------------------- 
// Point blank range (no penalty range for bows) 
// ----------------------------------------------------------------------------- 
const float POINT_BLANK_RANGE = 8.0f;

Structs

// ----------------------------------------------------------------------------- 
// Attack Result struct, used by Combat_PerformAttack* <br>
// ----------------------------------------------------------------------------- 
struct CombatAttackResultStruct 
{ 
 
    int     nAttackResult;      //  - COMBAT_RESULT_* constant
    int     nDeathblowType;
    float   fAttackDuration;   //  - Duration of the aim loop for ranged weapons
    effect  eImpactEffect;       //  - Impact Effect
};


Functions

int Combat_GetAttackHand(object oCreature = OBJECT_SELF)
int CheckForDeathblow(object oAttacker, object oTarget)
int Combat_GetValidDeathblow(object oAttacker, object oTarget)
int Combat_GetAttackType(object oAttacker, object oWeapon)
float Combat_GetFlankingBonus(object oAttacker, object oTarget)
int Combat_CheckBackstab(object oAttacker, object oTarget, object oWeapon, float fFlankingBonus)
int Combat_GetAttackResult(object oAttacker, object oTarget, object oWeapon, float fBonus = 0.0f, int nAbility = 0)
struct CombatAttackResultStruct Combat_PerformAttack(object oAttacker, object oTarget, object oWeapon , float fDamageOverride = 0.0f, int nAbility = 0)
int Combat_HandleCommandAttack(object oAttacker, object oTarget, int nCommandSubType)
void Combat_HandleAttackImpact(object oAttacker, object oTarget, int nAttackResult, effect eImpactEffect)
void Combat_HandleAbilityAttackImpact(object oAttacker, object oTarget, int nAttackResult, float fDamage)
void Combat_HandleCreatureDisappear(object oCreature, object oDisappearer)
int IsCombatHit(int nAttackResult)



Category: Core Includes