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update slate[no ci]
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github-actions[bot] committed Jul 11, 2024
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10 changes: 5 additions & 5 deletions docs/index.html
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Expand Up @@ -27427,8 +27427,8 @@ <h3 id='Movable'>Movable</h3>
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<td>bool</td>
<td><a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=damage">damage(int damage_dealer_uid, int damage_amount, int stun_time, float velocity_x, float velocity_y, int iframes)</a></td>
<td>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
<td><a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=damage">damage(Entity damage_dealer, int damage_amount, DAMAGE_TYPE damage_flags, Vec2 velocity, int unknown_damage_phase, int stun_amount, int iframes, bool unknown_is_final)</a></td>
<td>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities. <code>damage_dealer</code> can be set to nil.<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
</tr>
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<td>vector&lt;int&gt;</td>
Expand Down Expand Up @@ -27558,12 +27558,12 @@ <h3 id='Movable'>Movable</h3>
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<td><a href="#Aliases">CallbackId</a></td>
<td><a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=set_pre_damage">set_pre_damage(function fun)</a></td>
<td>Hooks before the virtual function.<br/>The callback signature is <code>optional&lt;bool&gt; damage(Movable self, int damage_dealer_uid, int damage_amount, int stun_time, float velocity_x, float velocity_y, int iframes)</code><br/>Virtual function docs:<br/>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
<td>Hooks before the virtual function.<br/>The callback signature is <code>optional&lt;bool&gt; damage(Movable self, Entity damage_dealer, int damage_amount, DAMAGE_TYPE damage_flags, Vec2 velocity, int unknown_damage_phase, int stun_amount, int iframes, bool unknown_is_final)</code><br/>Virtual function docs:<br/>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities. <code>damage_dealer</code> can be set to nil.<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
</tr>
<tr>
<td><a href="#Aliases">CallbackId</a></td>
<td><a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=set_post_damage">set_post_damage(function fun)</a></td>
<td>Hooks after the virtual function.<br/>The callback signature is <code>nil damage(Movable self, int damage_dealer_uid, int damage_amount, int stun_time, float velocity_x, float velocity_y, int iframes)</code><br/>Virtual function docs:<br/>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
<td>Hooks after the virtual function.<br/>The callback signature is <code>nil damage(Movable self, Entity damage_dealer, int damage_amount, DAMAGE_TYPE damage_flags, Vec2 velocity, int unknown_damage_phase, int stun_amount, int iframes, bool unknown_is_final)</code><br/>Virtual function docs:<br/>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities. <code>damage_dealer</code> can be set to nil.<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
</tr>
<tr>
<td><a href="#Aliases">CallbackId</a></td>
Expand Down Expand Up @@ -29987,7 +29987,7 @@ <h2 id='DAMAGE_TYPE'>DAMAGE_TYPE</h2>
<p>Search script examples for <a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=DAMAGE_TYPE">DAMAGE_TYPE</a></p>
</blockquote>

<p>16bit bitmask used in <a href="#Movable">Movable</a>::regular_damage. Can be many things, like 0x2024 = hit by a burning object that was thrown by an explosion.</p>
<p>16bit bitmask used in <a href="#Movable">Movable</a>::damage. Can be many things, like 0x2024 = hit by a burning object that was thrown by an explosion.</p>

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10 changes: 5 additions & 5 deletions docs/light.html
Original file line number Diff line number Diff line change
Expand Up @@ -27427,8 +27427,8 @@ <h3 id='Movable'>Movable</h3>
</tr>
<tr>
<td>bool</td>
<td><a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=damage">damage(int damage_dealer_uid, int damage_amount, int stun_time, float velocity_x, float velocity_y, int iframes)</a></td>
<td>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
<td><a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=damage">damage(Entity damage_dealer, int damage_amount, DAMAGE_TYPE damage_flags, Vec2 velocity, int unknown_damage_phase, int stun_amount, int iframes, bool unknown_is_final)</a></td>
<td>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities. <code>damage_dealer</code> can be set to nil.<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
</tr>
<tr>
<td>vector&lt;int&gt;</td>
Expand Down Expand Up @@ -27558,12 +27558,12 @@ <h3 id='Movable'>Movable</h3>
<tr>
<td><a href="#Aliases">CallbackId</a></td>
<td><a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=set_pre_damage">set_pre_damage(function fun)</a></td>
<td>Hooks before the virtual function.<br/>The callback signature is <code>optional&lt;bool&gt; damage(Movable self, int damage_dealer_uid, int damage_amount, int stun_time, float velocity_x, float velocity_y, int iframes)</code><br/>Virtual function docs:<br/>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
<td>Hooks before the virtual function.<br/>The callback signature is <code>optional&lt;bool&gt; damage(Movable self, Entity damage_dealer, int damage_amount, DAMAGE_TYPE damage_flags, Vec2 velocity, int unknown_damage_phase, int stun_amount, int iframes, bool unknown_is_final)</code><br/>Virtual function docs:<br/>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities. <code>damage_dealer</code> can be set to nil.<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
</tr>
<tr>
<td><a href="#Aliases">CallbackId</a></td>
<td><a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=set_post_damage">set_post_damage(function fun)</a></td>
<td>Hooks after the virtual function.<br/>The callback signature is <code>nil damage(Movable self, int damage_dealer_uid, int damage_amount, int stun_time, float velocity_x, float velocity_y, int iframes)</code><br/>Virtual function docs:<br/>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
<td>Hooks after the virtual function.<br/>The callback signature is <code>nil damage(Movable self, Entity damage_dealer, int damage_amount, DAMAGE_TYPE damage_flags, Vec2 velocity, int unknown_damage_phase, int stun_amount, int iframes, bool unknown_is_final)</code><br/>Virtual function docs:<br/>Damage the movable by the specified amount, stuns and gives it invincibility for the specified amount of frames and applies the velocities. <code>damage_dealer</code> can be set to nil.<br/>Returns: true if entity was affected, damage_dealer should break etc. false if the event should be ignored by damage_dealer?</td>
</tr>
<tr>
<td><a href="#Aliases">CallbackId</a></td>
Expand Down Expand Up @@ -29987,7 +29987,7 @@ <h2 id='DAMAGE_TYPE'>DAMAGE_TYPE</h2>
<p>Search script examples for <a href="https://github.com/spelunky-fyi/overlunky/search?l=Lua&amp;q=DAMAGE_TYPE">DAMAGE_TYPE</a></p>
</blockquote>

<p>16bit bitmask used in <a href="#Movable">Movable</a>::regular_damage. Can be many things, like 0x2024 = hit by a burning object that was thrown by an explosion.</p>
<p>16bit bitmask used in <a href="#Movable">Movable</a>::damage. Can be many things, like 0x2024 = hit by a burning object that was thrown by an explosion.</p>

<table><thead>
<tr>
Expand Down

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