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* Add an "On Ship Damage" script hook Runs after resolved damage has been applied to a ship (lethal hits run before the destruction callback). Hook variables: Target, Source, Attacker, WeaponClass, WeaponSubtype, SourceKind (PROJECTILE, BEAM, SHOCKWAVE, COLLISION, OTHER), DamageType, ShieldDamage, HullDamage, Quadrant, Ballistic, BeamWeapon and LethalHit. Conditions can filter on the target ship. Nothing is computed unless a script has registered the hook. * Move the On Ship Damage hook call out of a lambda ship_do_damage() now calls a file-level static function, ship_run_damage_hook(), that takes the values it needs as arguments instead of capturing the function state. Hook behaviour is unchanged. * Report subsystem damage in the On Ship Damage hook Adds SubsystemDamage, the total subsystem strength a damage application removed, so a hit absorbed by subsystems no longer looks like a small hull hit. The hook description now says it only runs where damage is applied, which excludes multiplayer clients. * Address On Ship Damage review comments - Remove WeaponClass, WeaponSubtype, Ballistic and BeamWeapon from the hook. Scripts read these from Source when it is a weapon. - Add a "Weapon class" condition for the On Ship Damage hook. It matches only when the damage source is a weapon of that class; a weapon name that does not exist never matches. - SubsystemDamage is now a table keyed by subsystem handle that lists only the subsystems that lost strength. The total is removed. - Rename PROJECTILE to NON_BEAM_WEAPON. - Classify SourceKind by damage source: COLLISION for ship, debris and asteroid collisions; EXPLOSION for ship-death and docked-ship blasts and asteroid blasts; WASH for engine wash; SELF for kills where the ship damages itself; OTHER for other ship-sourced damage. - Reword the hook description. * Key On Ship Damage SubsystemDamage by canonical name Lua tables cannot use subsystem handles as keys in a usable way, so key the SubsystemDamage table by each subsystem's CanonicalName instead. * Tag ship-vs-prop damage as a collision and use in_bounds The ship-vs-prop collision call didn't pass DamageSource::Collision, so the On Ship Damage hook reported those hits as OTHER. Every other collision path was already tagged. Also use SCP_vector::in_bounds() for the Weapon_info and Damage_types index checks in ship_run_damage_hook().
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