Spawn: Difference between revisions

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The spawn commands add [[actor]] <[[tile number]]> to the current map, at the position of the [[actor]] that spawned it.
The spawn commands add [[actor]] <[[tile number]]> to the current map, at the position of the [[actor]] that spawned it.


Commands with an "e" prefix set the [[gamevar]] [[RETURN]] to spawned [[actor]]'s [[sprite id]].
Commands with an "e" prefix set the [[gamevar]] [[RETURN]] to the spawned [[actor]]'s [[sprite id]].


Commands with a "q" prefix insert the spawned sprite into the [[decal deletion queue]], like the command [[insertspriteq]].
Commands with a "q" prefix insert the spawned sprite into the [[decal deletion queue]], like the command [[insertspriteq]].


Commands with a "var" suffix take [[gamevar]]s rather than constants or [[define]]d labels for their inputs.
{{varsuffix}}


[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Duke3D 1.3/1.5 commands]]
[[Category:Sprite manipulation]]
[[Category:Sprite manipulation]]

Latest revision as of 20:33, 24 February 2011

spawn <tile number>
espawn <tile number>
espawnvar <tile number>
qspawn <tile number>
qspawnvar <tile number>
eqspawn <tile number>
eqspawnvar <tile number>

When not used in the specific command sense, spawning is the act of placing a new sprite into the running game.

The spawn commands add actor <tile number> to the current map, at the position of the actor that spawned it.

Commands with an "e" prefix set the gamevar RETURN to the spawned actor's sprite id.

Commands with a "q" prefix insert the spawned sprite into the decal deletion queue, like the command insertspriteq.

Commands with an additional "var" suffix take gamevars rather than constants or defined labels for their inputs. As an alternate short form, "varvar" can be dropped from these commands; for example ife serves an an alias for ifvarvare.