Category:Structure access: Difference between revisions
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get<struct>[<id>].<[[Full list of structure members|member]]> <[[gamevar]]><br>  | |||
set<struct>[<id>].<[[Full list of structure members|member]]> <value><br>  | |||
get<struct>var[<id>].<[[gamevar]]> <[[gamevar]]><br>  | |||
set<struct>var[<id>].<[[gamevar]]> <value><br>  | |||
getuserdef .<[[Members of the userdef structure|member]]> <[[gamevar]]><br>  | |||
setuserdef .<[[Members of the userdef structure|member]]> <value><br>  | |||
The '''get''' commands fetch one of the [[Full list of structure members|members of a structure]] into a [[gamevar]].  | |||
The '''set''' commands assign the value provided to the member.  | |||
The commands with the "var" suffix are used to access custom members for a struct, which are really just that ID's gamevars which have the per-<struct> flag set. So <code>setactorvar[THISACTOR].temp 0</code> is the same as <code>setvar temp 0</code>.  | |||
{| {{prettytable}}  | |||
!Struct!!ID type!!<nowiki>-</nowiki>'''var'''<nowiki>?</nowiki>!!Description!!Notes!!  | |||
|-  | |||
|[[Members of the sprite, hittype, and spriteext structures|actor]]  | |||
|[[sprite id]]  | |||
|Yes  | |||
|sprites and hittypes  | |||
|You can use [[THISACTOR]] as the id for current sprite.  | |||
|-  | |||
|[[Members of the tsprite structure|tspr]]  | |||
|[[sprite id]]  | |||
|No  | |||
|sprites' display properties  | |||
|Can only be used within [[EVENT_ANIMATESPRITES]] on sprites with [[mdflags]] containing flag 16.<br>You can use [[THISACTOR]] as the id for current sprite.  | |||
|-  | |||
|[[Members of the projectile structure|projectile]]  | |||
|[[tile number]]  | |||
|No  | |||
|projectile types  | |||
|  | |||
|-  | |||
|[[Members of the projectile structure|thisprojectile]]  | |||
|[[sprite id]]  | |||
|No  | |||
|individual projectiles  | |||
|You can use [[THISACTOR]] as the id for current sprite.  | |||
|-  | |||
|[[Members of the sector structure|sector]]  | |||
|[[sector id]]  | |||
|No  | |||
|sectors, floors, and ceilings  | |||
|You can use [[THISACTOR]] as the sector id for the sector in which the current actor is in.  | |||
|-  | |||
|[[Members of the wall structure|wall]]  | |||
|[[wall id]]  | |||
|No  | |||
|walls  | |||
|  | |||
|-  | |||
|[[Members of the player structure|player]]  | |||
|[[yvel|player id]]  | |||
|Yes  | |||
|players  | |||
|The player id is usually [[THISACTOR]], but [[screenpeek]] and [[myconnectindex]] are technically possible.  | |||
|-  | |||
|[[Members of the input structure|input]]  | |||
|[[yvel|player id]]  | |||
|No  | |||
|input  | |||
|Generally used within [[EVENT_PROCESSINPUT]].<br>The player id is usually provided by [[THISACTOR]]. It is unknown whether other values are useful or applicable.  | |||
|-  | |||
|[[Members of the userdef structure|userdef]]  | |||
|(none)  | |||
|No  | |||
|user preferences, game state  | |||
|Brackets are not required.  | |||
|}  | |||
[[Category:EDuke32 end-user documentation]]  | [[Category:EDuke32 end-user documentation]]  | ||
[[Category:Scripting documentation]]  | [[Category:Scripting documentation]]  | ||
Revision as of 18:08, 3 April 2015
get<struct>[<id>].<member> <gamevar>
set<struct>[<id>].<member> <value>
get<struct>var[<id>].<gamevar> <gamevar>
set<struct>var[<id>].<gamevar> <value>
getuserdef .<member> <gamevar>
setuserdef .<member> <value>
The get commands fetch one of the members of a structure into a gamevar.
The set commands assign the value provided to the member.
The commands with the "var" suffix are used to access custom members for a struct, which are really just that ID's gamevars which have the per-<struct> flag set. So setactorvar[THISACTOR].temp 0 is the same as setvar temp 0.
| Struct | ID type | -var? | Description | Notes | |
|---|---|---|---|---|---|
| actor | sprite id | Yes | sprites and hittypes | You can use THISACTOR as the id for current sprite. | |
| tspr | sprite id | No | sprites' display properties | Can only be used within EVENT_ANIMATESPRITES on sprites with mdflags containing flag 16. You can use THISACTOR as the id for current sprite.  | |
| projectile | tile number | No | projectile types | ||
| thisprojectile | sprite id | No | individual projectiles | You can use THISACTOR as the id for current sprite. | |
| sector | sector id | No | sectors, floors, and ceilings | You can use THISACTOR as the sector id for the sector in which the current actor is in. | |
| wall | wall id | No | walls | ||
| player | player id | Yes | players | The player id is usually THISACTOR, but screenpeek and myconnectindex are technically possible. | |
| input | player id | No | input | Generally used within EVENT_PROCESSINPUT. The player id is usually provided by THISACTOR. It is unknown whether other values are useful or applicable.  | |
| userdef | (none) | No | user preferences, game state | Brackets are not required. | 
Pages in category "Structure access"
The following 15 pages are in this category, out of 15 total.
M
- Members of the input structure
 - Members of the paldata structure
 - Members of the player structure
 - Members of the player structure/test
 - Members of the projectile structure
 - Members of the sector structure
 - Members of the sprite, hittype, and spriteext structures
 - Members of the tiledata structure
 - Members of the tsprite structure
 - Members of the userdef structure
 - Members of the userdef structure/WIP
 - Members of the wall structure