Statnum: Difference between revisions
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'''statnum''' is used by the game internally to see whether something is an actor, player, projectile, etc, and then process it appropriately. | |||
The statnums also serve to cache the sprites in shorter lists. It's optimal to use [[for|loops]] of the sprites using a statnum instead of all sprites. | |||
In older version of Eduke32, it was necessary to use [[changespritestat]] to change '''statnum'''. This is no longer necessary. | |||
Unassigned status numbers may be reserved for future EDuke32 features, so it's suggested to define custom statnums starting from 101. | |||
== Values == | |||
{{Statnums}} | |||
[[Category:Sprite structure members]] | |||
Latest revision as of 09:47, 22 February 2020
statnum is used by the game internally to see whether something is an actor, player, projectile, etc, and then process it appropriately.
The statnums also serve to cache the sprites in shorter lists. It's optimal to use loops of the sprites using a statnum instead of all sprites.
In older version of Eduke32, it was necessary to use changespritestat to change statnum. This is no longer necessary.
Unassigned status numbers may be reserved for future EDuke32 features, so it's suggested to define custom statnums starting from 101.
Values
The following values are used with statnum.
Exposed | Value | Label | Description | |
---|---|---|---|---|
Yes | 0 | STAT_DEFAULT | Sprites that are not defined by the CON code as actors, and are not projectiles, etc, have a statnum of 0. (i.e. the floor texture sprites used to make up a sprite bridge) | |
Yes | 1 | STAT_ACTOR | Actors. Sprites with a statnum of 1 will execute the actor code that applies to their tile number in the CON scripts. | |
Yes | 2 | STAT_ZOMBIEACTOR | Sleepers. Sprites taking a break from code execution (e.g. a Pig Cop that has been left alone for long enough will revert to statnum 2, only waking up and going back to statnum 1 upon seeing the player again) | |
Yes | 3 | STAT_EFFECTOR | ||
Yes | 4 | STAT_PROJECTILE | Projectiles. This includes hardcoded projectiles like RPG, FREEZEBLAST, and SHRINKSPARK, as well as custom projectiles. It does not include hitscan projectiles (bullets), since those are not sprites that exist in the game world. (SHOTSPARK1, the sprite spawned by bullets, is not itself a projectile.) | |
Yes | 5 | STAT_MISC | ||
Yes | 6 | STAT_STANDABLE | On spawn, the following sprites have statnum 6: BOLT1+, SIDEBOLT1+, VIEWSCREEN, VIEWSCREEN2, CRANE, TRASH, WATERDRIP, WATERDRIPSPLASH, PLUG, WATERBUBBLEMAKER, MASTERSWITCH, DOORSHOCK, TREE1, TREE2, TIRE, CONE, BOX, FLOORFLAME, CEILINGSTEAM, OOZFILTER, CRACK1-CRACK4, FIREEXT, TOILETWATER.
A few other ones become STANDABLE on seeing the player (changing from ZOMBIEACTOR): RUBBERCAN, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, CANWITHSOMETHING, CANWITHSOMETHING2-4, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TRIPBOMB. | |
Yes | 7 | STAT_LOCATOR | ||
Yes | 8 | STAT_ACTIVATOR | ||
Yes | 9 | STAT_TRANSPORT | ||
Yes | 10 | STAT_PLAYER | Player and Holoduke | |
Yes | 11 | STAT_FX | RESPAWN, MUSICANDSFX | |
Yes | 12 | STAT_FALLER | Decorative sprites that have a nonzero hitag to make them destructible are assigned to the FALLER statnum. | |
Yes | 13 | STAT_DUMMYPLAYER | ||
Yes | 14 | STAT_LIGHT | ||
No | 99 | TSPR_TEMP | A tspr will have this when it is a shadow cast by an actor. | |
No | 100 | STAT_MIRROREDACTOR | A tspr will have this when it is part of a mirror reflection. | |
Yes | 1024 | MAXSTATUS | A sprite id with this statnum is invalid, meaning that it has been deleted or just never existed in the map. Do NOT try to destroy a sprite by setting this value on it, instead use the killit command or else try setting the sprite's xrepeat to zero. |
Defines |
define TSPR_TEMP 99 define STAT_MIRROREDACTOR 100 |