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- 10:52, 7 January 2024 Prependstate (hist | edit) [294 bytes] Doom64hunter (talk | contribs) (Created page with "'''prependstate''' allows appending additional code to the beginning of an existing state. It is essentially the analog to onevent for states, and is mainly intended for modifying existing scripts in a seperate module. See also appendstate. Category:EDuke32 specific commands")
- 10:51, 7 January 2024 Appendstate (hist | edit) [292 bytes] Doom64hunter (talk | contribs) (Created page with "'''appendstate''' allows appending additional code to the end of an existing state. It is essentially the analog to appendevent for states, and is mainly intended for modifying existing scripts in a seperate module. See also prependstate. Category:EDuke32 specific commands")
- 10:40, 7 January 2024 EVENT POSTWEAPONSHOOT (hist | edit) [832 bytes] Doom64hunter (talk | contribs) (Created page with "{{EventTable|1=EVENT_POSTWEAPONSHOOT|2=player that executed the input|3=player->i|4=2 values}} EVENT_POSTWEAPONSHOOT is a game event. This event is called when the player fires a projectile, directly after the projectile has been spawned. See also EVENT_PREWEAPONSHOOT. == Return Values == This event has two return values: :; userdef.return 0 (RETURN) :: This value contains the spritenum of the projectile if spawning was succe...")
- 10:37, 7 January 2024 EVENT PREWEAPONSHOOT (hist | edit) [895 bytes] Doom64hunter (talk | contribs) (Created page with "{{EventTable|1=EVENT_PREWEAPONSHOOT|2=player that executed the input|3=player->i|4=2 values}} EVENT_PREWEAPONSHOOT is a game event. This event is called when the player fires a projectile, just before the projectile has been spawned. See also EVENT_POSTWEAPONSHOOT. == Return Values == This event has two return values: :; userdef.return 0 (RETURN) :: Setting this to any non-zero value prevents spawning the projectile that is b...")
- 10:23, 7 January 2024 EVENT PREACTORDAMAGE (hist | edit) [722 bytes] Doom64hunter (talk | contribs) (Created page with "{{EventTable|1=EVENT_PREACTORDAMAGE|2=closest player to sprite|3=sprite being damaged|4=1 value}} '''EVENT_PREACTORDAMAGE''' is a Game Event. This event is triggered whenever an actor runs ifhitweapon, just before the accumulated damage in htextra is applied to the actor's extra. RETURN is initially set to 0. If nonzero, damage will not be applied for this run of the damage calculation -- however, htextra will also not be set to...")
- 09:58, 7 January 2024 Grpinfo (hist | edit) [2,413 bytes] Doom64hunter (talk | contribs) (Created page with "<span {{code}}>'''grpinfo''' { [...]}</span> Grpinfo is a special token that declares a custom game GRP. If defined properly, the corresponding package can be selected and loaded in the eduke32 startup window. Unlike other DEF tokens, each grpinfo token must be defined in a separate file, corresponding to the game package to be loaded by eduke32. == Tokens == <span {{code}}> '''name''' <name> </span> Required token. Defines the title of the GRP file that will be dis...")
- 05:24, 7 January 2024 Terminate (hist | edit) [1,155 bytes] Doom64hunter (talk | contribs) (Created page with "The '''terminate''' command is used to exit the current state early, without propagating down the entire call chain. By contrast, the return command propagates along a call chain of states and completely terminates the execution of the innermost event or actor code. For clarity, this should be used instead of the break command. == Examples == When the following code snippet is run, quote 125 ("SPAWNED HEAVYHBOMB") and quote 126 ("RAN EVENT_EGS") a...")
- 05:11, 7 January 2024 Exit (hist | edit) [582 bytes] Doom64hunter (talk | contribs) (Created page with "The '''exit''' command breaks out of a loop, in the way one would normally from "break" commands in other languages. It should not be used outside of loops. It should be used instead of break if the intention is to actually leave the loop early. See also continue, return and terminate. == Example == set j 0 whilen j 3 { add j 1 userquote 500 exit userquote 400 } Makes quote 500 be displayed exactly once...")
- 05:04, 7 January 2024 Continue (hist | edit) [406 bytes] Doom64hunter (talk | contribs) (Created page with "The '''continue''' command jumps execution back to the start of a loop. It should not be used outside of a loop. It is essentially the same as a break statement. Note that as of versions from August 24th 2023, eduke32 will produce a warning when using a break inside a loop. See also exit, return and terminate. Category:EDuke32 specific commands Category:Event manipulation")
- 04:46, 7 January 2024 Whilevarvare (hist | edit) [23 bytes] Doom64hunter (talk | contribs) (Redirected page to Whilevare) Tag: New redirect
- 04:45, 7 January 2024 Whilee (hist | edit) [23 bytes] Doom64hunter (talk | contribs) (Redirected page to Whilevare) Tag: New redirect
- 04:44, 7 January 2024 Whilevare (hist | edit) [531 bytes] Doom64hunter (talk | contribs) (Add whilevare)
- 01:22, 7 January 2024 Ang (wall) (hist | edit) [441 bytes] Doom64hunter (talk | contribs) (New struct member added with commit 621fb47a)