Lunatic: (better) document sector[].visibility, sprite[].clipdist, player[].weapon.

git-svn-id: https://svn.eduke32.com/eduke32@4437 1a8010ca-5511-0410-912e-c29ae57300e0
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helixhorned 2014-04-13 14:26:16 +00:00
parent 73b0943e25
commit 9de8ec9ed8

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@ -601,10 +601,12 @@ The index of the sector's first wall and the number of walls in the sector,
respectively. respectively.
_`u8`_ `visibility`:: _`u8`_ `visibility`::
Determines the amount of distance fading. In the range [`0` .. `239`], the Determines the amount of distance fading. The sector `visibility` member is
``darkening'' increases with rising values. The range [`240` .. `255`] should biased: linear visibility is determined from it by adding 16 and taking the
be thought of as [`-16` .. `-1`]. result mod 16. This linear visibility's interpretation is that larger values
// TODO: better wording? correspond to a steeper ``darkening'' (or fogging) attenuation with
distance. Linear visibility 0 -- corresponding to `sector[].visibility` of 240
-- means no attenuation with distance.
_`i16`_ `lotag`, `hitag`, `extra`:: _`i16`_ `lotag`, `hitag`, `extra`::
General-purpose ``tags'' provided for game programming. They may be used by General-purpose ``tags'' provided for game programming. They may be used by
@ -839,15 +841,29 @@ The blending table index of the sprite. See
<<blending_table_interfaces,Blending table interfaces>> for more details. <<blending_table_interfaces,Blending table interfaces>> for more details.
_`u8`_ `clipdist`:: _`u8`_ `clipdist`::
If this sprite is _view-aligned_, controls the distance at which another moving In the engine, this member is used in the `clipmove()` function: it controls
object is considered to be in collision with this *stationary* sprite. (It does the distance at which another moving object is considered to be in collision
not control the inverse case.) More precisely, it designates half the with this *view-aligned* and *stationary* sprite.footnote:[The `clipmove()`
side-length of the bounding square divided by 4. Thus, a value of `255` keeps function is called for the moving object. The stationary one is a candidate for
moving objects away from this one at a max-norm distance collision out of potentially many.] It does *not* control the inverse case: the
footnote:[The max-norm distance between points _p_~1~=(x~1~, y~1~) and distance at which the moving object is considered in collision with the
_p_~2~=(x~2~, y~2~) is defined as max(abs(x~2~ -- x~1~), abs(y~2~ -- y~1~)).] stationary one is determined by the `walldist` argument to `clipmove()`. +
of at least 1020 More precisely, it designates half the side-length of the bounding square
BUILD x/y units. divided by 4. Thus, a value of `255` keeps moving objects away from this one at
a max-norm distance footnote:[The max-norm distance between points
_p_~1~=(x~1~, y~1~) and _p_~2~=(x~2~, y~2~) is defined as max(abs(x~2~ --
x~1~), abs(y~2~ -- y~1~)).] of at least 1020 BUILD x/y units.
+
In the Duke3D game code, it is also used to determine said `walldist` argument
for certain `clipmove()` calls, i.e. to control (1/8^th^ of) the base side
length of the moving sprite's clipping cuboid: this is the case for
+
* user actors declared as `actor.FLAGS.enemy` or `actor.FLAGS.enemystayput` in
the Lua `gameactor` call (or which were provided the corresponsing flags for
CON's `useractor`) having an `xrepeat` less than or equal to 60, or
* non-enemies that are either not projectiles, or projectiles that have a
certain projectile bit set (*TODO*; these are not yet documented.)
// ^ XXX: clipshapes? Also, clipdist is effective for moving sprites (A_MoveSprite()). // ^ XXX: clipshapes? Also, clipdist is effective for moving sprites (A_MoveSprite()).
_`u8`_ `xrepeat`, `yrepeat`:: _`u8`_ `xrepeat`, `yrepeat`::
@ -1211,6 +1227,43 @@ _`bool`_ `jetpack_on`, {nbsp} `scuba_on`, {nbsp} `heat_on`::
Whether the player currently has the jetpack, scuba gear, or night vision Whether the player currently has the jetpack, scuba gear, or night vision
goggles activated, respectively. goggles activated, respectively.
:wiki_predef_gamevars: http://wiki.eduke32.com/wiki/Category:Pre-defined_gamevars
_`weapondata_t`_ +weapon[_weapon_]+::
A struct containing information about the behavior each of weapon for this
player. In CON, these are available under the name
{wiki_predef_gamevars}[`WEAPONx_*`] for weapon indices `x` and members `*`.
[float]
==== _`weapondata_t`_ members
In Lunatic, some members of the _`weapondata_t`_ structure are checked when
being assigned to and issue an error on attempting to set them to an invalid
value. All these members assume *zero* to mean the neutral/no-op value (instead
of --1, as would seem more logical), and consequently, Lunatic only allows
values greater or equal zero to be assigned to them.
// TODO: workslike + flags
* `clip`
* `reload`
* `firedelay`
* `totaltime`
* `holddelay`
* `flags`
* `shoots` (checked)
* `spawntime`
* `spawn` (checked)
* `shotsperburst`
* `initialsound` (checked)
* `firesound` (checked)
* `sound2time` [gray]#// This is a time number, not a sound number#
* `sound2sound` (checked)
* `reloadsound1` (checked)
* `reloadsound2` (checked)
* `selectsound` (checked)
* `flashcolor`
[[player_methods]] [[player_methods]]
===== `player` methods ===== `player` methods