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    • toaster's avatar
      "PlayerCanDamage" hook! · 3eb9b85f
      toaster authored
      * Takes function(player, mo) input.
      * Return TRUE for stating that yes, the player is in a state that can cause contact damage, do with that what you will.
      * Return FALSE for stating that no, the player is weak and vulnerable and cannot cause contact damage, do with that what you will.
      * Return NIL for allowing the function to continue regular operation.
      
      Fills a different ideological niche than ShouldDamage - that's for determining whether damage dished between two objects should happen, this is for determining which way around damage should be dished when considering a player-object interaction.
      
      Or, in other words, think of it as "ShouldDamage is whether damage that has been requested should be granted, for object-object interaction, while PlayerCanDamage is for whether global player properties should cause damage to enemies and monitors in the first place, like spinning, hammering or stomping."
      3eb9b85f
    • toaster's avatar
      Instead of only performing a hook if the Lua Hook loop determines its type to... · 28dfeb34
      toaster authored
      Instead of only performing a hook if the Lua Hook loop determines its type to be the one we want, actively continue through the loop if it's NOT. This optimisation was performed while preparing the following commit; I have generously split them out for less shitty commit-by-commit review.
      28dfeb34
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