https://wiki.eduke32.com/w/api.php?action=feedcontributions&user=CraigFatman&feedformat=atomEDukeWiki - User contributions [en]2024-03-29T14:08:13ZUser contributionsMediaWiki 1.42.0-alphahttps://wiki.eduke32.com/w/index.php?title=Current_menu&diff=12319Current menu2016-02-03T11:03:41Z<p>CraigFatman: </p>
<hr />
<div>'''''current_menu''''' contains an ID number corresponding to the menu that the player is currently displaying. Individual values can be found by looking through [{{EDuke32 source|source/menus.h}} menus.h] and [{{EDuke32 source|source/menus.c}} menus.c].<br />
<br />
// Menu screens<br />
define MENU_MAIN 0<br />
define MENU_MAIN_INGAME 50<br />
define MENU_EPISODE 100<br />
define MENU_USERMAP 101<br />
define MENU_SELECTMAP 102<br />
define MENU_SKILL 110<br />
define MENU_SETUP 200<br />
define MENU_GAMESETUP 201<br />
define MENU_OPTIONS 202<br />
define MENU_VIDEOSETUP 203<br />
define MENU_KEYBOARDSETUP 204<br />
define MENU_MOUSESETUP 205<br />
define MENU_KEYBOARDASSIGN 210<br />
define MENU_MOUSEASSIGN 211<br />
define MENU_ADVMOUSE 212<br />
define MENU_RENDERERSETUP 230<br />
define MENU_COLORCORR 231<br />
define MENU_COLORCORRGAME 232<br />
define MENU_LOAD 300<br />
define MENU_SAVE 351<br />
define MENU_SAVETYPE 360<br />
define MENU_STORY 400<br />
define MENU_F1HELP 401<br />
define MENU_QUIT 500<br />
define MENU_QUITTOTITLE 501<br />
define MENU_QUIT2 502<br />
define MENU_SOUND 700<br />
define MENU_SOUND_INGAME 701<br />
define MENU_CREDITS 990<br />
define MENU_CREDITS2 991<br />
define MENU_CREDITS3 992<br />
define MENU_CREDITS4 993<br />
define MENU_CREDITS5 994<br />
define MENU_CREDITS6 995<br />
define MENU_CREDITS7 996<br />
define MENU_CREDITS8 997<br />
define MENU_CREDITS9 998<br />
define MENU_CREDITS10 999<br />
define MENU_CONFIRMLOAD 1000<br />
define MENU_ABORTGAME 1500<br />
define MENU_CONFIRMSAVE 2000<br />
define MENU_ADULTMODE 10000<br />
define MENU_ADULTPASSWORD 10001<br />
define MENU_BUYDUKE 20000<br />
define MENU_PLAYERSETUP 20002<br />
define MENU_MPMACROS 20004<br />
define MENU_MPMACROSTYPE 20005<br />
<br />
[[Category:Constantly updated gamevars]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Htcgg&diff=12271Htcgg2015-10-28T23:02:04Z<p>CraigFatman: </p>
<hr />
<div>'''htcgg''' is a member of the sprite structure. It's used in the handling of the [[fall]] command:<br />
<br />
if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].[[floorstat]]&2))<br />
{<br />
A_GetZLimits(vm.g_i);<br />
actor[vm.g_i].cgg = 3;<br />
}<br />
<br />
This variable apparently controls a game optimization which causes the z-limits used to simulate actor falling to be updated every four game tics instead of constantly recalculating them every tic.<br />
<br />
[[Category:Sprite structure members]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Floorstat&diff=11795Floorstat2014-03-03T08:42:34Z<p>CraigFatman: </p>
<hr />
<div>'''floorstat''' is a sector-structure member similar to cstat, as it is a [[bitfield]].<br />
<br />
The known values are below:<br />
<br />
:'''1''' = Bit 0: Floor is a parallax sky/texture<br />
:'''2''' = Bit 1: Floor is sloped<br />
:'''4''' = Bit 2: Floor Texture's x & y is swapped<br />
:'''8''' = Bit 3: Floor Texture Expansion is on ["E" key in Build/Mapster32]<br />
:'''16''' = Bit 4: Floor Texture's x is flipped<br />
:'''32''' = Bit 5: Floor Texture's y is flipped<br />
:'''64''' = Bit 6: Floor Texture Relativity is on ["R" key in Build/Mapster32]<br />
<br />
:'''128''' = Bit 7: Masked Floor (different from being clear only for TROR-extended floors)<br />
:'''256''' = Bit 8: Translucent Masked Floor<br />
:'''384''' = Bit 7&8: Reverse Translucent Masked Floor<br />
:'''512''' = Bit 9: Floor blocks movement (for TROR)<br />
:'''1024''' = Bit 10: Floor is a TROR floor<br />
:'''2048''' = Bit 11: Floor blocks projectiles (for TROR)<br />
<br />
See [[ceilingstat]].<br />
<br />
[[Category:Bitfields]]<br />
[[Category:Sector structure members]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Ceilingstat&diff=11794Ceilingstat2014-03-03T08:42:20Z<p>CraigFatman: </p>
<hr />
<div>'''Ceilingstat''' is a sector-structure member similar to cstat, as it is a [[bitfield]].<br />
<br />
The known values are below:<br />
<br />
:'''1''' = Bit 0: Ceiling is a parallax sky/texture<br />
:'''2''' = Bit 1: Ceiling is sloped<br />
:'''4''' = Bit 2: Ceiling Texture's x & y is swapped<br />
:'''8''' = Bit 3: Ceiling Texture Expansion is on ["E" key in Build/Mapster32]<br />
:'''16''' = Bit 4: Ceiling Texture's x is flipped<br />
:'''32''' = Bit 5: Ceiling Texture's y is flipped<br />
:'''64''' = Bit 6: Ceiling Texture Relativity is on ["R" key in Build/Mapster32]<br />
<br />
:'''128''' = Bit 7: Masked Ceiling (different from being clear only for TROR-extended ceilings)<br />
:'''256''' = Bit 8: Translucent Masked Ceiling<br />
:'''384''' = Bit 7&8: Reverse Translucent Masked Ceiling<br />
:'''512''' = Bit 9: Ceiling blocks movement (for TROR)<br />
:'''1024''' = Bit 10: Ceiling is a TROR floor<br />
:'''2048''' = Bit 11: Ceiling blocks projectiles (for TROR)<br />
See [[floorstat]].<br />
<br />
[[Category:Bitfields]]<br />
[[Category:Sector structure members]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Break&diff=10219Break2012-02-20T19:29:09Z<p>CraigFatman: </p>
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<div>'''break'''<br />
<br />
Used to stop code after the break from executing. Can also be used to exit a [[state]] early. Also used inside [[switch]] blocks to close '''[[case]]''' statements.<br />
<br />
[[Category:Duke3D 1.3/1.5 commands]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Switch&diff=10218Switch2012-02-20T19:23:38Z<p>CraigFatman: </p>
<hr />
<div>The '''switch''' statement in CON is similar to that in C.<br />
<br />
switch <gamevar><br />
case <constant><br />
<do something><br />
break<br />
case <constant><br />
<do something><br />
break<br />
default<br />
<do something><br />
break<br />
endswitch<br />
<br />
The '''case''' keyword works like an [[ifvare]] statement, and '''default''' operates on every possibility that is ''not'' specified by a case statement. Each case block must be terminated with a '''[[break]]''' statement.<br />
<br />
Caution: Nested switches do not work because of the way the CON compiler compiles them. A workaround is to put the nested switch in a separate state, and call that state from inside the first switch.<br />
<br />
Also, adding extra [[break]] statements inside a case argument will cause a lot of errors. Again, the workaround is to put the commands that need to be separated in another state, along with the break.<br />
<br />
See: [http://www.cplusplus.com/doc/tutorial/control/ Control Structures @ C++ Documentation]<br />
<br />
[[Category:EDuke commands]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Rotatepoint&diff=10193Rotatepoint2012-02-10T23:36:54Z<p>CraigFatman: </p>
<hr />
<div>'''rotatepoint''' <xpivot> <ypivot> <x> <y> <ang> <xreturnvar> <yreturnvar><br />
<br />
Rotates the point around the pivot by the specified angle and returns the coordinates into ''xreturnvar'' and ''yreturnvar''.<br />
<br />
:<xpivot>, <ypivot>: the coordinates (X and Y) of the central pivot point<br />
:<x>, <y>: the coordinates of a point to rotate in relation to the pivot point<br />
:<ang>: how many units to rotate (2048 per revolution; clockwise)<br />
:<xreturnvar>, <yreturnvar>: the post-rotate coordinates of the point<br />
<br />
This command can be used in conjunction with [[dragpoint]] for rotating sectors. The rotatepoint command calculates the end position for a wall point after rotating. To move the point to that position, use [[dragpoint]].<br />
<br />
Swapping the X and Y axes gives the effect of rotating in the opposite direction (CCW instead of CW).<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Sector manipulation]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Sound_pitch&diff=9752Sound pitch2011-05-08T11:30:22Z<p>CraigFatman: </p>
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<div>Changes the pitch of all sounds for the specified player. The pitch is measured in cents (1/100 of a semitone); negative values lower pitch, positive values raise pitch. Pitch will remain altered, even if a new game is started, until sound_pitch is set back to 0. Note that sound_pitch will not affect the pitch of sounds already being played (so a looping sound will not be altered until the next time it starts).<br />
<br />
Example:<br />
<br />
setplayer[THISACTOR].sound_pitch -1024<br />
<br />
...will lower the pitch of sounds as if the player were underwater.<br />
<br />
If you want to manipulate the pitch of a specific sound dynamically, change this parameter before producing the [[sound]] and restore its original value thereafter:<br />
<br />
getplayer[THISACTOR].sound_pitch temp<br />
setplayer[THISACTOR].sound_pitch -1024<br />
sound BOS4_ATTACK<br />
setplayer[THISACTOR].sound_pitch temp<br />
<br />
[[Category:Player structure members]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Totalclock&diff=9707Totalclock2011-04-14T23:41:52Z<p>CraigFatman: </p>
<hr />
<div>The amount of time that the player has been in the map. A value of 120 seems to equal one second. This variable is used by the game to select frames of animated tiles.<br />
[[Category:Constantly updated gamevars]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Rotatepoint&diff=9673Rotatepoint2011-04-05T20:26:54Z<p>CraigFatman: </p>
<hr />
<div>'''rotatepoint''' <xpivot> <ypivot> <x> <y> <ang> <xreturnvar> <yreturnvar><br />
<br />
Rotates the point around the pivot by the specified angle and returns the coordinates into ''xreturnvar'' and ''yreturnvar''.<br />
<br />
:<xpivot>, <ypivot>: the coordinates (X and Y) of the central pivot point<br />
:<x>, <y>: the coordinates of a point to rotate in relation to the pivot point<br />
:<ang>: how many units to rotate (2048 per revolution; clockwise)<br />
:<xreturnvar>, <yreturnvar>: the post-rotate coordinates of the point<br />
<br />
This command can be used in conjunction with [[dragpoint]] for rotating sectors. The rotatepoint command calculates the end position for a wall point after rotating. To move the point to that position, use [[dragpoint]].<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Sector manipulation]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Rotatepoint&diff=9672Rotatepoint2011-04-05T19:52:59Z<p>CraigFatman: </p>
<hr />
<div>'''rotatepoint''' <xpivot> <ypivot> <x> <y> <ang> <xreturnvar> <yreturnvar><br />
<br />
Rotates the point around the pivot by the specified angle and returns the coordinates into ''xreturnvar'' and ''yreturnvar''.<br />
<br />
:<xpivot>, <ypivot>: the coordinates (X and Y) of the central pivot point<br />
:<x>, <y>: the coordinates of a point to rotate in relation to the pivot point<br />
:<ang>: how many units to rotate (2048 per revolution; counter-clockwise)<br />
:<xreturnvar>, <yreturnvar>: the post-rotate coordinates of the point<br />
<br />
This command can be used in conjunction with [[dragpoint]] for rotating sectors. The rotatepoint command calculates the end position for a wall point after rotating. To move the point to that position, use [[dragpoint]].<br />
<br />
[[Category:EDuke32 specific commands]]<br />
[[Category:Sector manipulation]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Framerate&diff=9094Framerate2010-09-20T02:57:20Z<p>CraigFatman: Created page with "Keeps the current framerate value."</p>
<hr />
<div>Keeps the current framerate value.</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Ydim&diff=9093Ydim2010-09-20T02:52:35Z<p>CraigFatman: Created page with "'''ydim''' is the vertical screen resolution in pixels."</p>
<hr />
<div>'''ydim''' is the vertical screen resolution in pixels.</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Xdim&diff=9092Xdim2010-09-20T02:52:17Z<p>CraigFatman: Created page with "'''xdim''' is the horizontal screen resolution in pixels."</p>
<hr />
<div>'''xdim''' is the horizontal screen resolution in pixels.</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Whilevarn&diff=9091Whilevarn2010-09-19T03:22:17Z<p>CraigFatman: </p>
<hr />
<div>'''whilevarn''' <gamevar> <value> { code to execute }<br />
<br />
Executes the code in the curly braces as long as <gamevar> does not equal <value>. This is a simple while loop.<br />
<br />
Caution: Poor execution or endless loops will cause your game to close without error or simply stall and crash!<br />
<br />
This example will set up the palette of the floor from all sectors on the map:<br />
<pre><br />
onevent EVENT_LOADACTOR<br />
setvar TEMP 0<br />
whilevarvarn TEMP NUMSECTORS<br />
{<br />
setsector[TEMPSECTORS].floorpal 1<br />
addvar TEMP 1<br />
}<br />
endevent<br />
</pre><br />
<br />
There's no variable keeping the number of sprites in the map. The sprites may be randomly arranged throughout the array with a maximum of 16384 entries. An example of a correct per-sprite loop:<br />
<br />
<pre><br />
setvar sectnum 0<br />
whilevarvarn sectnum NUMSECTORS<br />
{<br />
headspritesect I sectnum<br />
setvarvar HEAD I<br />
whilevarn I -1 {<br />
// LOOP CODE<br />
nextspritesect I I<br />
ifvarvare I HEAD setvar I -1 // Break the loop<br />
}<br />
addvar sectnum 1<br />
}<br />
</pre><br />
<br />
[[Category:EDuke32 specific commands]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Copy&diff=9002Copy2010-07-09T20:09:25Z<p>CraigFatman: Created page with ''''copy''' <src_array>[<src_index>] <dst_array>[<dst_index>] <size> Copies ''<size>'' elements from the source array starting from ''<src_index>'' to the destination array start...'</p>
<hr />
<div>'''copy''' <src_array>[<src_index>] <dst_array>[<dst_index>] <size><br />
<br />
Copies ''<size>'' elements from the source array starting from ''<src_index>'' to the destination array starting from ''<dst_index>''.</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Scriptsize&diff=9001Scriptsize2010-07-09T17:57:30Z<p>CraigFatman: </p>
<hr />
<div>'''scriptsize''' <integer><br />
<br />
''Scriptsize'' allows the user to enforce a solid buffer limit for compiled code size without any progressive buffer increases up to that point that normally occur during startup.<br />
<br />
Example of normal buffer setup would be from 16384 to 32768 to 65536 (and doubles for each normal increase to buffer size).<br />
<br />
Using ''scriptsize'' can bypass this if you're having in-game problems that you suspect are linked to the normal method of code-buffer increases.<br />
<br />
[[Category:EDuke32 specific commands]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=User:CraigFatman&diff=9000User:CraigFatman2010-07-09T13:45:23Z<p>CraigFatman: </p>
<hr />
<div> :: p1x31 h4x0r ::</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=User:CraigFatman&diff=8999User:CraigFatman2010-07-09T13:45:02Z<p>CraigFatman: Created page with ':: p1x31 h4x0r ::'</p>
<hr />
<div>:: p1x31 h4x0r ::</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Resizearray&diff=8998Resizearray2010-07-09T13:39:19Z<p>CraigFatman: Created page with ''''resizearray''' <array name> <new size> Changes the size of a previously defined gamearray during events, states or actors.'</p>
<hr />
<div>'''resizearray''' <array name> <new size><br />
<br />
Changes the size of a previously defined [[gamearray]] during events, states or actors.</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Getarraysize&diff=8997Getarraysize2010-07-09T13:35:59Z<p>CraigFatman: Created page with ''''getarraysize''' <array name> <return> Returns the number of elements the specified gamearray contains.'</p>
<hr />
<div>'''getarraysize''' <array name> <return><br />
<br />
Returns the number of elements the specified [[gamearray]] contains.</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Full_command_list&diff=8995Full command list2010-07-08T18:59:33Z<p>CraigFatman: </p>
<hr />
<div>{{EDuke32 Intro}}<br />
<br />
This is a list of every CON primitive in EDuke32.<br />
<br />
<div style="column-count:3;-moz-column-count:3;"><br />
*[[action]]<br />
*[[activatebysector]]<br />
*[[activatecheat]]<br />
*[[actor]]<br />
*[[addammo]]<br />
*[[addinventory]]<br />
*[[addkills]]<br />
*[[addlog]]<br />
*[[addlogvar]]<br />
*[[addphealth]]<br />
*[[addstrength]]<br />
*[[addvar]]<br />
*[[addvarvar]]<br />
*[[addweapon]]<br />
*[[addweaponvar]]<br />
*[[ai]]<br />
*[[andvar]]<br />
*[[andvarvar]]<br />
*[[angoff]]<br />
*[[angoffvar]]<br />
*[[betaname]]<br />
*[[break]]<br />
*[[cactor]]<br />
*[[cansee]]<br />
*[[canseespr]]<br />
*[[case]]<br />
*[[changespritesect]]<br />
*[[changespritestat]]<br />
*[[cheatkeys]]<br />
*[[checkactivatormotion]]<br />
*[[checkavailinven]]<br />
*[[checkavailweapon]]<br />
*[[clearmapstate]]<br />
*[[clipdist]]<br />
*[[cmenu]]<br />
*[[copy]]<br />
*[[cos]]<br />
*[[count]]<br />
*[[cstat]]<br />
*[[cstator]]<br />
*[[debris]]<br />
*[[debug]]<br />
*[[default]]<br />
*[[define]]<br />
*[[definecheat]]<br />
*[[definegamefuncname]]<br />
*[[definegametype]]<br />
*[[definelevelname]]<br />
*[[defineprojectile]]<br />
*[[definequote]]<br />
*[[defineskillname]]<br />
*[[definesound]]<br />
*[[definevolumename]]<br />
*[[digitalnumber]]<br />
*[[digitalnumberz]]<br />
*[[displayrand]]<br />
*[[displayrandvar]]<br />
*[[displayrandvarvar]]<br />
*[[dist]]<br />
*[[divvar]]<br />
*[[divvarvar]]<br />
*[[dragpoint]]<br />
*[[dynamicremap]]<br />
*[[else]]<br />
*[[enda]]<br />
*[[endevent]]<br />
*[[endofgame]]<br />
*[[ends]]<br />
*[[endswitch]]<br />
*[[enhanced]]<br />
*[[eqspawn]]<br />
*[[eqspawnvar]]<br />
*[[eshoot]]<br />
*[[eshootvar]]<br />
*[[espawn]]<br />
*[[espawnvar]]<br />
*[[eventloadactor]]<br />
*[[ezshoot]]<br />
*[[ezshootvar]]<br />
*[[fall]]<br />
*[[findnearactor]]<br />
*[[findnearactor3d]]<br />
*[[findnearactor3dvar]]<br />
*[[findnearactorvar]]<br />
*[[findnearactorz]]<br />
*[[findnearactorzvar]]<br />
*[[findnearsprite]]<br />
*[[findnearsprite3d]]<br />
*[[findnearsprite3dvar]]<br />
*[[findnearspritevar]]<br />
*[[findnearspritez]]<br />
*[[findnearspritezvar]]<br />
*[[findotherplayer]]<br />
*[[findplayer]]<br />
*[[flash]]<br />
*[[gamearray]]<br />
*[[gamestartup]]<br />
*[[gametext]]<br />
*[[gametextz]]<br />
*[[gamevar]]<br />
*[[getactor]]<br />
*[[getactorangle]]<br />
*[[getactorvar]]<br />
*[[getangle]]<br />
*[[getangletotarget]]<br />
*[[getarraysize]]<br />
*[[getceilzofslope]]<br />
*[[getcurraddress]]<br />
*[[getflorzofslope]]<br />
*[[getincangle]]<br />
*[[getinput]]<br />
*[[getkeyname]]<br />
*[[getlastpal]]<br />
*[[getplayer]]<br />
*[[getplayerangle]]<br />
*[[getplayervar]]<br />
*[[getpname]]<br />
*[[getprojectile]]<br />
*[[getsector]]<br />
*[[gettextureceiling]]<br />
*[[gettexturefloor]]<br />
*[[getthisprojectile]]<br />
*[[getticks]]<br />
*[[gettimedate]]<br />
*[[gettspr]]<br />
*[[getuserdef]]<br />
*[[getwall]]<br />
*[[getzrange]]<br />
*[[globalsound]]<br />
*[[globalsoundvar]]<br />
*[[gmaxammo]]<br />
*[[guniqhudid]]<br />
*[[guts]]<br />
*[[headspritesect]]<br />
*[[headspritestat]]<br />
*[[hitradius]]<br />
*[[hitradiusvar]]<br />
*[[hitscan]]<br />
*[[ifaction]]<br />
*[[ifactioncount]]<br />
*[[ifactor]]<br />
*[[ifactornotstayput]]<br />
*[[ifactorsound]]<br />
*[[ifai]]<br />
*[[ifangdiffl]]<br />
*[[ifawayfromwall]]<br />
*[[ifbulletnear]]<br />
*[[ifcansee]]<br />
*[[ifcanseetarget]]<br />
*[[ifcanshoottarget]]<br />
*[[ifceilingdistl]]<br />
*[[ifcount]]<br />
*[[ifdead]]<br />
*[[iffloordistl]]<br />
*[[ifgapzl]]<br />
*[[ifgotweaponce]]<br />
*[[ifhitspace]]<br />
*[[ifhitweapon]]<br />
*[[ifinouterspace]]<br />
*[[ifinspace]]<br />
*[[ifinwater]]<br />
*[[ifmove]]<br />
*[[ifmultiplayer]]<br />
*[[ifnosounds]]<br />
*[[ifnotmoving]]<br />
*[[ifonwater]]<br />
*[[ifoutside]]<br />
*[[ifp]]<br />
*[[ifpdistg]]<br />
*[[ifpdistl]]<br />
*[[ifphealthl]]<br />
*[[ifpinventory]]<br />
*[[ifrespawn]]<br />
*[[ifrnd]]<br />
*[[ifsound]]<br />
*[[ifspawnedby]]<br />
*[[ifspritepal]]<br />
*[[ifsquished]]<br />
*[[ifstrength]]<br />
*[[ifvarand]]<br />
*[[ifvare]]<br />
*[[ifvareither]]<br />
*[[ifvarg]]<br />
*[[ifvarl]]<br />
*[[ifvarn]]<br />
*[[ifvaror]]<br />
*[[ifvarvarand]]<br />
*[[ifvarvare]]<br />
*[[ifvarvareither]]<br />
*[[ifvarvarg]]<br />
*[[ifvarvarl]]<br />
*[[ifvarvarn]]<br />
*[[ifvarvaror]]<br />
*[[ifvarvarxor]]<br />
*[[ifvarxor]]<br />
*[[ifwasweapon]]<br />
*[[include]]<br />
*[[inittimer]]<br />
*[[insertspriteq]]<br />
*[[jump]]<br />
*[[killit]]<br />
*[[ldist]]<br />
*[[loadmapstate]]<br />
*[[lockplayer]]<br />
*[[lotsofglass]]<br />
*[[mail]]<br />
*[[mikesnd]]<br />
*[[minitext]]<br />
*[[modvar]]<br />
*[[modvarvar]]<br />
*[[money]]<br />
*[[move]]<br />
*[[movesprite]]<br />
*[[mulscale]]<br />
*[[mulvar]]<br />
*[[mulvarvar]]<br />
*[[music]]<br />
*[[myos]]<br />
*[[myospal]]<br />
*[[myospalx]]<br />
*[[myosx]]<br />
*[[neartag]]<br />
*[[nextspritesect]]<br />
*[[nextspritestat]]<br />
*[[nullop]]<br />
*[[onevent]]<br />
*[[operate]]<br />
*[[operateactivators]]<br />
*[[operatemasterswitches]]<br />
*[[operaterespawns]]<br />
*[[operatesectors]]<br />
*[[orvar]]<br />
*[[orvarvar]]<br />
*[[palfrom]]<br />
*[[paper]]<br />
*[[pkick]]<br />
*[[precache]]<br />
*[[prevspritesect]]<br />
*[[prevspritestat]]<br />
*[[pstomp]]<br />
*[[qgetsysstr]]<br />
*[[qspawn]]<br />
*[[qspawnvar]]<br />
*[[qsprintf]]<br />
*[[qstrcat]]<br />
*[[qstrcpy]]<br />
*[[qstrlen]]<br />
*[[qstrncat]]<br />
*[[qsubstr]]<br />
*[[quake]]<br />
*[[quote]]<br />
*[[randvar]]<br />
*[[randvarvar]]<br />
*[[readarrayfromfile]]<br />
*[[readgamevar]]<br />
*[[redefinequote]]<br />
*[[resetactioncount]]<br />
*[[resetcount]]<br />
*[[resetplayer]]<br />
*[[resizearray]]<br />
*[[respawnhitag]]<br />
*[[return]]<br />
*[[rotatepoint]]<br />
*[[rotatesprite]]<br />
*[[rotatesprite16]]<br />
*[[save]]<br />
*[[savegamevar]]<br />
*[[savemapstate]]<br />
*[[savenn]]<br />
*[[scriptsize]]<br />
*[[sectgethitag]]<br />
*[[sectgetlotag]]<br />
*[[sectorofwall]]<br />
*[[setactor]]<br />
*[[setactorangle]]<br />
*[[setactorvar]]<br />
*[[setarray]]<br />
*[[setaspect]]<br />
*[[setcfgname]]<br />
*[[setdefname]]<br />
*[[setgamename]]<br />
*[[setgamepalette]]<br />
*[[setinput]]<br />
*[[setplayer]]<br />
*[[setplayerangle]]<br />
*[[setplayervar]]<br />
*[[setprojectile]]<br />
*[[setsector]]<br />
*[[setsprite]]<br />
*[[setthisprojectile]]<br />
*[[settspr]]<br />
*[[setuserdef]]<br />
*[[setvar]]<br />
*[[setvarvar]]<br />
*[[setwall]]<br />
*[[shiftvarl]]<br />
*[[shiftvarr]]<br />
*[[shoot]]<br />
*[[shootvar]]<br />
*[[showview]]<br />
*[[sin]]<br />
*[[sizeat]]<br />
*[[sizeto]]<br />
*[[sleeptime]]<br />
*[[smaxammo]]<br />
*[[sound]]<br />
*[[soundonce]]<br />
*[[soundoncevar]]<br />
*[[soundvar]]<br />
*[[spawn]]<br />
*[[spgethitag]]<br />
*[[spgetlotag]]<br />
*[[spriteflags]]<br />
*[[spritenopal]]<br />
*[[spritenoshade]]<br />
*[[spritenvg]]<br />
*[[spritepal]]<br />
*[[spriteshadow]]<br />
*[[sqrt]]<br />
*[[ssp]]<br />
*[[startlevel]]<br />
*[[starttrack]]<br />
*[[starttrackvar]]<br />
*[[state]]<br />
*[[stopactorsound]]<br />
*[[stopallsounds]]<br />
*[[stopsound]]<br />
*[[stopsoundvar]]<br />
*[[strength]]<br />
*[[subvar]]<br />
*[[subvarvar]]<br />
*[[switch]]<br />
*[[time]]<br />
*[[tip]]<br />
*[[tossweapon]]<br />
*[[updatesector]]<br />
*[[updatesectorz]]<br />
*[[useractor]]<br />
*[[userquote]]<br />
*[[wackplayer]]<br />
*[[whilevarn]]<br />
*[[whilevarvarn]]<br />
*[[writearraytofile]]<br />
*[[xorvar]]<br />
*[[xorvarvar]]<br />
*[[zshoot]]<br />
*[[zshootvar]]<br />
</div><br />
<br />
[[Category:All commands]]</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Writearraytofile&diff=8994Writearraytofile2010-07-08T18:59:01Z<p>CraigFatman: </p>
<hr />
<div>'''writearraytofile''' <array name> <quote number><br />
<br />
Saves all content of a [[gamearray]] into a file specified by a quote. Later the file can be read with ''readarrayfromfile''. Each element will be stored by 4 bytes of data.</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Readarrayfromfile&diff=8993Readarrayfromfile2010-07-08T18:58:21Z<p>CraigFatman: </p>
<hr />
<div>'''readarrayfromfile''' <array name> <quote number><br />
<br />
Reads a file into a [[gamearray]]; the [[definequote|quote]] contains the file name. Each array element will contain 4 bytes of file's content. The file is to be previously saved with [[writearraytofile]].<br />
<br />
Here's an example of how an array can be accessed byte-wise (in case you are using files which were not created by ''writearraytofile''):<br />
<br />
gamevar ofs // Byte address<br />
gamevar idx // Array index<br />
gamevar oct // Byte to select<br />
gamevar ret // Value to return<br />
<br />
redefinequote 256 MYFILE.BIN<br />
readarrayfromfile ARRAY[idx] 256<br />
<br />
setvarvar idx ofs shiftvarr idx 2<br />
setvarvar oct ofs andvar oct 3 // DWORD to BYTE ptr<br />
setvarvar ret ARRAY[idx]<br />
ifvarand oct 2 shiftvarr ret 16<br />
ifvarand oct 1 shiftvarr ret 8<br />
andvar ret 255</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Writearraytofile&diff=8992Writearraytofile2010-07-08T18:55:42Z<p>CraigFatman: Created page with ''''writearraytofile''' <array name> <quote number> Saves all content of a gamearray into a file specified by quote. Later the file can be read with ''readarrayfromfile''. Ea...'</p>
<hr />
<div>'''writearraytofile''' <array name> <quote number><br />
<br />
Saves all content of a [[gamearray]] into a file specified by quote. Later the file can be read with ''readarrayfromfile''. Each element will be stored by 4 bytes of data.</div>CraigFatmanhttps://wiki.eduke32.com/w/index.php?title=Readarrayfromfile&diff=8991Readarrayfromfile2010-07-08T18:51:15Z<p>CraigFatman: Created page with ''''readarrayfromfile''' <array name> <quote number> Reads a file into a gamearray; the quote contains file name. Each array element will contain 4 bytes of f...'</p>
<hr />
<div>'''readarrayfromfile''' <array name> <quote number><br />
<br />
Reads a file into a [[gamearray]]; the [[definequote|quote]] contains file name. Each array element will contain 4 bytes of file content. The file is to be previously saved with [[writearraytofile]].<br />
<br />
Here's an example of how an array can be accessed byte-wise (in case you are using files which were not created by ''writearraytofile''):<br />
<br />
gamevar ofs // Byte address<br />
gamevar idx // Array index<br />
gamevar oct // Byte to select<br />
gamevar ret // Value to return<br />
<br />
setvarvar idx ofs shiftvarr idx 2<br />
setvarvar oct ofs andvar oct 3 // DWORD to BYTE ptr<br />
setvarvar ret ARRAY[idx]<br />
ifvarand oct 2 shiftvarr ret 16<br />
ifvarand oct 1 shiftvarr ret 8<br />
andvar ret 255</div>CraigFatman