Htg t: Difference between revisions

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'''4''' delay between repeated sound(environment sounds)<br>
'''4''' delay between repeated sound(environment sounds)<br>


The '''htg_t''' is known as , and (n=1..9) in the source code. These names can be considered as aliases but mind the difference in the numbering:  temp_data[3] = g_t[3] = T4.
The '''htg_t''' is known as ''temp_data'', ''g_t''  and ''Tn&''(n=1..9) in the source code. These names can be considered as aliases but mind the difference in the numbering:  temp_data[3] = g_t[3] = T4.


[[Category:Sprite structure members]]
[[Category:Sprite structure members]]

Revision as of 10:16, 30 June 2019

The htg_t is an array with 10 elements(from 0 to 9) assigned to an actor/a sector effector. There is no defined purpose for these elements (multipurpose elements) as their interpretation depends on the situation.

Example:

getactor[THISACTOR].htg_t 0 TEMP // 0 refers to the count(actor)
ifvarg TEMP 122 nullop

Actor (usage discouraged)
0 count
1 move
2 actioncount
3 current frame offset
4 action
5 ai

Projectile hit
6 hitwall
7 hitsector
8 hitsprite

Projectile
8 expanding explosion range
9 zvel for zshoot

Pipebomb control
6 1:pressed, 2:nonpressed
7 press duration

Tribomb control
3 xpos
4 ypos
5 laser/tribomb angle
6 1: delay, 3:armed
7 Activate tribomb when T7 reach 0

Misc
5 lotag=28, delay lighting (not used?)
5 something with the quake
4 delay between repeated sound(environment sounds)

The htg_t is known as temp_data, g_t and Tn&(n=1..9) in the source code. These names can be considered as aliases but mind the difference in the numbering: temp_data[3] = g_t[3] = T4.