Statnum: Difference between revisions

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pretty table, taken from WEAPONx_FLAGS
added MAXSTATUS
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|MAXSTATUS
|align="right"|'''1024'''
|align="right"|'''1024'''
|A sprite id with this statnum is invalid, meaning that it has been deleted or just never existed in the map.
|A sprite id with this statnum is invalid, meaning that it has been deleted or just never existed in the map.

Revision as of 17:36, 19 August 2009

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
STAT_LOCATOR 7
STAT_ACTIVATOR 8
STAT_TRANSPORT 9
STAT_PLAYER 10 Player
STAT_FX 11
STAT_FALLER 12
STAT_DUMMYPLAYER 13
MAXSTATUS 1024 A sprite id with this statnum is invalid, meaning that it has been deleted or just never existed in the map.