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34 changes: 34 additions & 0 deletions .gitmessage
Original file line number Diff line number Diff line change
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# <type>(<scope>): <imperative summary>
#
# Example:
# fix(eeex): carry op138 state across Hit and Damage
#
# Conventional Commit guidance:
# - type: feat, fix, refactor, perf, build, docs, test, chore
# - scope: use one precise InfinityLoader area
# - summary: imperative, specific, <= 72 chars, no trailing period
#
# Suggested InfinityLoader scopes:
# eeex, loader, common, dll, luabindings, luaprovider, deploy, build, docs
#
# Why:
# - Explain the concrete engine-side bug, regression, or requirement.
# - Prefer observable runtime behavior over generic rationale.
#
# What:
# - Summarize the native/runtime changes made.
# - Mention touched exports, hook points, generated bindings, or patterns as needed.
#
# Validation:
# - Record build status.
# - Record pattern checks, symbol checks, or runtime verification.
# - Mention affected engine variants when relevant.
#
# Risks / Notes:
# - Document deployment requirements, compatibility assumptions, or follow-up work.
#
# Refs:
# - Optional issue, dump, artifact, or reverse-engineering note.
#
# BREAKING CHANGE:
# - Optional footer when behavior or interfaces change incompatibly.
11 changes: 11 additions & 0 deletions EEex-v2.6.6.0/headers/EEex-v2.6.6.0/EEex.h
Original file line number Diff line number Diff line change
Expand Up @@ -81,6 +81,11 @@ namespace EEex {

// op101
bool Opcode_Hook_Op101_ShouldEffectBypassImmunity(CGameEffect* pEffect);
// op138
// This needs native support in addition to the Lua-side repo because the callback
// result must survive across multiple engine phases: ApplyEffect() -> action start
// -> Hit() roll formatting -> Damage() roll formatting -> final damage application.
bool Opcode_Hook_Op138_ApplyEffect(CGameEffect* pEffect, CGameSprite* pSprite);
// op248
void Opcode_Hook_OnOp248AddTail(CGameEffect* pOp248, CGameEffect* pEffect);
// op249
Expand Down Expand Up @@ -120,6 +125,12 @@ namespace EEex {
void Sprite_Hook_OnDestruct(CGameSprite* pSprite);
void Sprite_Hook_OnAfterEffectListUnmarshalled(CGameSprite* pSprite);
void Sprite_Hook_OnBeforeEffectListMarshalled(CGameSprite* pSprite);
// Rewrites only the raw damage Roll:X basis used by op138.
int Sprite_Hook_AdjustDamageRollBasis(CGameSprite* pSprite, CGameSprite* pTargetSprite, int currentBaseDamageRoll);
// Rewrites the displayed / effective attack roll used by op138.
int Sprite_Hook_OnBeforeFormatRollCall(CGameSprite* pSprite, CGameSprite* pTargetSprite, CGameEffect* pEffect, int roll);
// Restores the natural d20 roll for the later critical-hit / critical-miss checks.
int Sprite_Hook_GetNaturalRollForLateHitLogic(CGameSprite* pSprite, CGameSprite* pTargetSprite, int currentRoll);

////////////
// Action //
Expand Down
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