Category:Gamearray manipulation: Difference between revisions
No edit summary |
Doom64hunter (talk | contribs) mNo edit summary |
||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
'''gamearray''' <name> <size> <flags> | <span {{code}}>'''gamearray''' <name> <size> <flags></span> | ||
A gamearray is a [[Scripting|CON]] version of the [[Wikipedia:Array|array data type]] common in programming languages. In a practical sense, a gamearray works like a global [[gamevar]] | A gamearray is a [[Scripting|CON]] version of the [[Wikipedia:Array|array data type]] common in programming languages. In a practical sense, a gamearray works like a global [[gamevar]] in which a different value can be set for each index. | ||
The size parameter specifies how many values the array holds. Values in the array are accessed as <name>[<index>] with any command that reads from [[gamevar]]s. Values can be set with [[setarray]] or [[setarraysequence]]. | Note that the values stored in gamearrays are not reset when a map is loaded. | ||
The size parameter specifies how many values the array holds. Values in the array are accessed as <name>[<index>] with any command that reads from [[gamevar]]s. Values can be set with [[setarray]] or [[setarraysequence]]. All values are initialized to 0. | |||
WARNING: As of the May 16, 2008 snapshot, some commands may crash when used with a gamearray, so to be safe, use [[setvarvar]] to copy the value to a [[gamevar]]. | WARNING: As of the May 16, 2008 snapshot, some commands may crash when used with a gamearray, so to be safe, use [[setvarvar]] to copy the value to a [[gamevar]]. |
Latest revision as of 01:51, 12 January 2021
gamearray <name> <size> <flags>
A gamearray is a CON version of the array data type common in programming languages. In a practical sense, a gamearray works like a global gamevar in which a different value can be set for each index.
Note that the values stored in gamearrays are not reset when a map is loaded.
The size parameter specifies how many values the array holds. Values in the array are accessed as <name>[<index>] with any command that reads from gamevars. Values can be set with setarray or setarraysequence. All values are initialized to 0.
WARNING: As of the May 16, 2008 snapshot, some commands may crash when used with a gamearray, so to be safe, use setvarvar to copy the value to a gamevar.
Flags
Exposed | Value | Label | Description | |
---|---|---|---|---|
Internal | 8 | GAMEARRAY_RESET | ||
Yes | 16 | GAMEARRAY_RESTORE | ||
No | 32 | GAMEARRAY_VARSIZE | ||
No | 256 | GAMEARRAY_STRIDE2 | ||
No | 512 | GAMEARRAY_ALLOCATED | ||
No | 2048 | GAMEARRAY_SYSTEM | ||
Internal | 4096 | GAMEARRAY_READONLY | ||
Yes | 16384 | GAMEARRAY_INT16 | Values range from -32768 to 32767 | |
Yes | 32768 | GAMEARRAY_INT8 | Values range from -128 to 127 | |
No | 65536 | GAMEARRAY_UNSIGNED | ||
Yes | 16384 + 65536 | GAMEARRAY_UINT16 | Values range from 0 to 65536 | |
Yes | 32768 + 65536 | GAMEARRAY_UINT8 | Values range from 0 to 255 | |
Yes | 1048576 | GAMEARRAY_BOOLEAN | Values are 0 or 1. | |
Internal | 2097152 | GAMEARRAY_WARN |
Pages in category "Gamearray manipulation"
The following 11 pages are in this category, out of 11 total.