Structure access

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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>
getuserdef .<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.