Statnum: Difference between revisions

From EDukeWiki
Jump to navigation Jump to search
Mblackwell (talk | contribs)
m Please edit this to be correct
Mblackwell (talk | contribs)
mNo edit summary
Line 68: Line 68:
|STAT_MIRROREDACTOR
|STAT_MIRROREDACTOR
|align="right"|'''100'''
|align="right"|'''100'''
|
|A [[Members of the tsprite structure|tspr]] will have this when it is part of a mirror reflection.
|-
|-
|MAXSTATUS
|MAXSTATUS

Revision as of 15:47, 29 January 2013

Statnums are used by the game internally to see whether something is an actor, player, projectile, etc, and then process it appropriately.

Name Number Description
STAT_DEFAULT 0 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)
STAT_ACTOR 1 Actors. Sprites with a statnum of 1 will execute the actor code that applies to their tile number in the CON scripts.
STAT_ZOMBIEACTOR 2 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)
STAT_EFFECTOR 3
STAT_PROJECTILE 4 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.)
STAT_MISC 5
STAT_STANDABLE 6 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.

STAT_LOCATOR 7
STAT_ACTIVATOR 8
STAT_TRANSPORT 9
STAT_PLAYER 10 Player and Holoduke
STAT_FX 11 RESPAWN, MUSICANDSFX
STAT_FALLER 12 Decorative sprites that have a nonzero hitag to make them destructible are assigned to the FALLER statnum.
STAT_DUMMYPLAYER 13
STAT_LIGHT 14
STAT_MIRROREDACTOR 100 A tspr will have this when it is part of a mirror reflection.
MAXSTATUS 1024 A sprite id with this statnum is invalid, meaning that it has been deleted or just never existed in the map.

Unassigned status numbers are reserved for future EDuke32 features. Please ask the developers to allocate an official user statnum range for CON-side features, should this be desired.