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352 lines
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ReStructuredText
352 lines
16 KiB
ReStructuredText
======
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Fields
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======
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**Fields** are entity parameters supported by `et.gentity_get() <functions.html#variable-et-gentity-get-entnum-fieldname-arrayindex>`__ and `et.gentity_set() <functions.html#et-gentity-set-entnum-fieldname-arrayindex-value>`__ functions.
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Player fields
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=============
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================================= =========== ======== ==================================
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Name Type Flag Description
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================================= =========== ======== ==================================
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noclip int ro
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lastKillTime int ro
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saved_persistant int_array ro
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lastConstructibleBlockingWarnTime int ro
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landmineSpottedTime int ro
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lasthurt_client int ro
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lasthurt_mod int ro
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lasthurt_time int ro
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respawnTime int ro
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inactivityTime int rw
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inactivityWarning int rw
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combatState int ro
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deathAnimTime int ro
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deathTime int ro
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disguiseClientNum int ro
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medals int ro
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acc float ro
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hspct float ro
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freezed int rw
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constructSoundTime int ro
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pers.connected int ro
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pers.netname string noptr
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pers.localClient int rw
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pers.initialSpawn int rw
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pers.enterTime int rw
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pers.connectTime int ro
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pers.teamState.state int rw
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pers.voteCount int rw
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pers.complaints int rw
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pers.complaintClient int rw
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pers.complaintEndTime int rw
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pers.lastReinforceTime int rw
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pers.applicationClient int rw
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pers.applicationEndTime int rw
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pers.invitationClient int rw
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pers.invitationEndTime int rw
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pers.propositionClient int rw
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pers.propositionClient2 int rw
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pers.propositionEndTime int rw
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pers.autofireteamEndTime int rw
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pers.autofireteamCreateEndTime int rw
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pers.autofireteamJoinEndTime int rw
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pers.lastSpawnTime int ro
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pers.ready int rw
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pers.lastkilled_client int ro
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pers.lastrevive_client int ro
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pers.lastkiller_client int ro
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pers.lastammo_client int ro
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pers.lasthealth_client int rw
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pers.lastteambleed_client int ro
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pers.lastteambleed_dmg int ro
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pers.playerStats.hitRegions int_array ro
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pers.lastBattleSenseBonusTime int ro
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pers.lastHQMineReportTime int ro
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pers.maxHealth int ro
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pers.playerStats.selfkills int ro
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ps.pm_flags int ro
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ps.pm_time int ro
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ps.pm_type int ro
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ps.eFlags int ro
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ps.weapon int ro
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ps.weaponstate int ro
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ps.stats int_array rw
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ps.persistant int_array rw
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ps.ping int ro
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ps.powerups int_array rw
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ps.origin vec3 rw
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ps.viewangles vec3 rw
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ps.velocity vec3 rw
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ps.ammo int_array rw
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ps.ammoclip int_array rw
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ps.classWeaponTime int rw
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ps.viewheight int ro
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ps.leanf float ro
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sess.sessionTeam int rw
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sess.spectatorTime int rw
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sess.spectatorState int rw
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sess.spectatorClient int rw
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sess.playerType int rw
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sess.playerWeapon int rw
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sess.playerWeapon2 int rw
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sess.spawnObjectiveIndex int rw
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sess.latchPlayerType int rw
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sess.latchPlayerWeapon int rw
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sess.latchPlayerWeapon2 int rw
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sess.ignoreClients int_array rw
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sess.muted int rw
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sess.skillpoints float_array ro
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sess.startskillpoints float_array ro
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sess.startxptotal float ro
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sess.skill int_array rw
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sess.rank int rw
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sess.medals int_array rw
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sess.referee int rw
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sess.rounds int rw
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sess.spec_invite int rw
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sess.spec_team int rw
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sess.kills int rw
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sess.deaths int rw
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sess.gibs int rw
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sess.self_kills int rw
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sess.team_kills int rw
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sess.team_gibs int rw
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sess.damage_given int rw
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sess.damage_received int rw
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sess.team_damage_given int rw
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sess.team_damage_received int rw
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sess.time_axis int ro
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sess.time_allies int ro
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sess.time_played int ro
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sess.mu float ro
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sess.sigma float ro
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sess.oldmu float ro
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sess.oldsigma float ro
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sess.uci int rw
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sess.aWeaponStats weaponstat ro
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================================= =========== ======== ==================================
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.. note:: All the session `sess.*` fields will return `nil` unless the entity is associated with a client slot.
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.. note:: All array variables need to be get or set with an additional parameter.
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Entity fields
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=============
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================================= =========== ======== ==================================
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Name Type Flag Description
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================================= =========== ======== ==================================
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activator entity ro
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chain entity rw
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classname string rw
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clipmask int rw
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closespeed float rw
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count int rw
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count2 int rw
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damage int rw
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deathType int rw
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delay float rw
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dl_atten int rw
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dl_color vec3 rw
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dl_shader string ro
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dl_stylestring string ro
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duration float rw
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end_size int rw
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enemy entity rw
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entstate int ro
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flags int ro
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harc float rw
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health int rw
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inuse int rw
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isProp int ro
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item string ro
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key int rw
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message string rw
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methodOfDeath int rw
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mg42BaseEnt int rw
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missionLevel int rw
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model string ro
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model2 string ro
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nextTrain entity rw
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noise_index int rw
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prevTrain entity rw
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props_frame_state int ro
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r.absmax vec3 ro
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r.absmin vec3 ro
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r.bmodel int ro
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r.contents int rw
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r.currentAngles vec3 rw
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r.currentOrigin vec3 rw
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r.eventTime int rw
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r.linked int ro
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r.maxs vec3 rw
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r.mins vec3 rw
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r.ownerNum int rw
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r.singleClient int rw
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r.svFlags int rw
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r.worldflags int ro
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radius int rw
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random float rw
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rotate vec3 rw
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s.angles vec3 rw
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s.angles2 vec3 rw
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s.apos trajectory rw
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s.clientNum int rw
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s.constantLight int rw
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s.density int rw
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s.dl_intensity int rw
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s.dmgFlags int rw
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s.eFlags int rw
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s.eType int rw
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s.effect1Time int rw
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s.effect2Time int rw
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s.effect3Time int rw
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s.frame int rw
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s.groundEntityNum int ro
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s.loopSound int rw
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s.modelindex int rw
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s.modelindex2 int rw
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s.number int ro
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s.onFireEnd int rw
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s.onFireStart int rw
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s.origin vec3 rw
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s.origin2 vec3 rw
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s.pos trajectory rw
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s.powerups int ro
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s.solid int rw
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s.teamNum int rw
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s.time int rw
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s.time2 int rw
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s.weapon int ro
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s.eventParm int rw
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scriptName string ro
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spawnflags int ro
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spawnitem string ro
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speed int rw
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splashDamage int rw
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splashMethodOfDeath int rw
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splashRadius int rw
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start_size int rw
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tagName string noptr+ro
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tagParent entity rw
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takedamage int rw
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tankLink entity rw
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target string rw
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TargetAngles vec3 rw
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TargetFlag int ro
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targetname string ro
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teamchain entity rw
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teammaster entity rw
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track string ro
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varc float rw
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wait float rw
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waterlevel int ro
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watertype int ro
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================================= =========== ======== ==================================
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Field types
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===========
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int
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---
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An integer value.
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float
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-----
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A float value.
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string
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------
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A string.
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array
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-----
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An array is a list of integer or float values. Individual elements of the array are accessed by passing the desired index in the `arrayindex` argument.
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Valid array indexes are integers from 0 up to some field specific maximum.
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.. note:: The `arrayindex` argument is required when accessing array type fields, so only one element of an array can be accessed in a given call to the `et.gentity_get() <functions.html#variable-et-gentity-get-entnum-fieldname-arrayindex>`__ and `et.gentity_set() <functions.html#et-gentity-set-entnum-fieldname-arrayindex-value>`__ functions.
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vec3
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----
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A vec3_t is a 3-element array of numbers, usually used to store and process coordinates in 3D space.
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Similarly, in Legacy a vector is an array (table indexed by integers) containing 3 numbers. It can be accessed by::
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origin = et.gentity_get(entNum, "r.currentOrigin") --a vec3 value
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x, y, z = origin[1], origin[2], origin[3]
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trajectory
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----------
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A trajectory is returned as a lua table as described below::
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{
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trDuration = <number>, --- int
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trTime = <number>, -- int
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trType = <number>, -- see below for allowed values
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trBase = <vec3_t>, -- vec3, as described above
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trDelta = <vec3_t> -- also a vec3
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}
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The allowed values for `trType` are as follows:
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================================= =========================================================
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Name Description
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================================= =========================================================
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TR_STATIONARY
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TR_INTERPOLATE non-parametric, but interpolate between snapshots
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TR_LINEAR
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TR_LINEAR_STOP
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TR_LINEAR_STOP_BACK so reverse movement can be different than forward
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TR_SINE value = base + sin( time / duration ) * delta
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TR_GRAVITY
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TR_GRAVITY_LOW
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TR_GRAVITY_FLOAT super low grav with no gravity acceleration (floating feathers/fabric/leaves/...)
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TR_GRAVITY_PAUSED has stopped, but will still do a short trace to see if it should be switched back to TR_GRAVITY
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TR_ACCELERATE
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TR_DECCELERATE
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TR_SPLINE
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TR_LINEAR_PATH
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================================= =========================================================
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.. note:: Not all values make sense for all entity types.
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entity
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------
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Entity numbers are integers from 0 through 1023.
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Some of the entity numbers have special meanings:
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=========================== ===============================================================
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Value Description
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=========================== ===============================================================
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0 - (sv_privateclients - 1) Reserved for clients who connect with the private slot password
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0 - 63 Reserved for clients and also the client number
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1022 Worldspawn entity
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1023 ENTITYNUM_NONE which is used to indicate no entity when an entity number will be passed over the network
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=========================== ===============================================================
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.. note:: Some other fields not listed as type `entity` may take an entity number value. Examples are `mg42BaseEnt` and `s.number`.
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