gamevar <varname> <value> <flags>
var <varname> <value> <flags>
The gamevar's flags define a bitmap that determines how the variable is treated by the game. For instance, a gamevar with flags of 0 is known as a global variable. A global variable exists once in the code, and any time a global variable is set, the new value is seen by all actors and events. A gamevar with flag bit 1 set is a per-player variable, which exists once for each player in the game. A gamevar with flag bit 2 set is a per-actor variable, which exists as many times in the code as there are sprites in the map. This means that each sprite has its own copy of a per-actor variable stored in memory. Note that a gamevar can only be defined as either global, per-player, or per-actor, but not as a combination thereof.
Gamevars are stored as signed 32-bit integers and therefore have a value range of -2,147,483,648 (-231) to 2,147,483,647 (231-1). Going above and below this range causes the value to overflow and underflow respectively.
Note that it is possible to omit the <value> and <flags> parameters entirely to define a global variable with an initial value of 0, with no other flags set. Example:
It is also possible to chain flags separately at the end of the gamevar definition, instead of compiling them into a single value, as follows:
var TEMP2 10 1 4096 // This defines a per-player (1), read-only (4096) variable with initial value 10.
Keep in mind that global variables are still global, even when defined within a state block. The variable definition is effectively "hoisted," so the variable will not be reset to the initial value each time its definition is encountered.
The following pages contain information on basic gamevar operations as well as conditional statements:
The following table shows all currently defined gamevar flags. The first 2 are the only ones needed under normal circumstances, but one can also assign higher flags to user-defined gamevars (given that you know what you are doing).
|3||GAMEVAR_USER_MASK||Bitmask controlling what flags can be set from con; only flags less than this can.|
|256||GAMEVAR_FLAG_DEFAULT||Allow override (not used).|
|256||GAMEVAR_DEFAULT||Allow override (not used, but always cleared for user-defined gamevars).|
|Yes||1024||GAMEVAR_NODEFAULT||Don't reset. Useful if you want a variable to be set once you start the game (otherwise it's reset each time you start a new game).|
|2048||GAMEVAR_SYSTEM||Cannot change mode flags...(only default value)|
|4096||GAMEVAR_READONLY||Values are read-only (no setvar allowed)|
|8192||GAMEVAR_INT32PTR||plValues is a pointer to an int32_t|
|16384||GAMEVAR_FLAG_SYNCCHECK||check event sync when translating|
|32768||GAMEVAR_INT16PTR||plValues is a pointer to a short|
|Yes||131072||GAMEVAR_NORESET||Variable values are not reset when restoring map state|
|262144||GAMEVAR_SPECIAL||Flag for structure member shortcut vars|
|Yes||524288||GAMEVAR_NOMULTI||Don't attach to multiplayer packets|
|1048576||GAMEVAR_Q16PTR||plValues is a pointer to a q16.16|
|Yes||2097152||GAMEVAR_SERIALIZE||Write into permasaves|
This category has the following 3 subcategories, out of 3 total.
Pages in category "Gamevar manipulation"
The following 129 pages are in this category, out of 129 total.
- Ifvar conditions