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Merge branch 'main' into ci/build-strict-mode
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GeckoEidechse authored Oct 1, 2024
2 parents 8770510 + b96d2db commit 861ca17
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2 changes: 1 addition & 1 deletion docs/Modding/guides/tools/MDLModding.md
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Expand Up @@ -249,7 +249,7 @@ This is the way you will usually do it when reimporting a model that you have ed
- Set the name of the material to its NAME in the game files

!!! note
with dmx files you can set the material path later on in the export menu. If you have multiple needed paths we will talk about that in the next step [Multiple Material Paths](#step-5-5-multiple-material-paths-dmx).
with dmx files you can set the material path later on in the export menu. If you have multiple needed paths we will talk about that in the next step [Multiple Material Paths](#step-55-multiple-material-paths-dmx).
This is why we set the name of the material to its name in the game files instead of its path.

- Exit `EDIT Mode`.
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2 changes: 1 addition & 1 deletion docs/Modding/reference/respawn/damagehistory.md
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Expand Up @@ -20,7 +20,7 @@ After a player receives damage it is stored by the game in an array of the follo
The amount of damage inflicted
!!! cpp-var "int damageType"

A value from the [Damage Flags](native_server/damageinfo.md#damage-flags-damage-flag-overview)
A value from the [Damage Flags](native_server/damageinfo.md#damage-flags)
!!! cpp-var "int damageSourceId"

Damage souce ID from the gun ( damage-source-id-overview )
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2 changes: 1 addition & 1 deletion docs/Modding/reference/respawn/native_server/damageinfo.md
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Expand Up @@ -176,7 +176,7 @@ Because damageInfo instances are implemented as userdata they can't be typed.



## Damage Flags {#damage-flag-overview}
## Damage Flags

You can get a bitflag of all damage types used with `DamageInfo_GetDamageType`.

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