System gamearrays: Difference between revisions
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Hendricks266 (talk | contribs) Created page with "These are gamearrays which are defined as direct pointers to internal arrays in the game. While some will change frequently, others will remain static for the whole game...." |
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The following is a listing of accessible arrays along with their size in brackets. Where the size is variable, it indicates the maximum allowable index plus 1. All of the built-in arrays are read-only. | The following is a listing of accessible arrays along with their size in brackets. Where the size is variable, it indicates the maximum allowable index plus 1. All of the built-in arrays are read-only. | ||
The ''tilesiz''(''x''/''y'') arrays are indexed by tile numbers and hold the x/y dimensions of the loaded tiles. If a tile doesn't exist, they will be 0. | |||
*[[ | *[[sizex|tilesizx]][MAXTILES] | ||
*[[sizey|tilesizy]][MAXTILES] | |||
*[[ | |||
Sectors that are visible in 2d map mode: | |||
*[[show2dsector]][numsectors] | |||
* | |||
[ | |||
[ | |||
[[Category:Gamearray manipulation]] | [[Category:Gamearray manipulation]] |
Latest revision as of 11:28, 17 July 2018
These are gamearrays which are defined as direct pointers to internal arrays in the game. While some will change frequently, others will remain static for the whole game. Please note that the values of these array may be different on each peer, so be sure of what you are doing or you could possibly have an effect on sync.
The following is a listing of accessible arrays along with their size in brackets. Where the size is variable, it indicates the maximum allowable index plus 1. All of the built-in arrays are read-only.
The tilesiz(x/y) arrays are indexed by tile numbers and hold the x/y dimensions of the loaded tiles. If a tile doesn't exist, they will be 0.
Sectors that are visible in 2d map mode:
- show2dsector[numsectors]