Difference between revisions of "Fieldname"

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m (sess* note)
(fields with type 'entity')
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'''entity''': The fields listed as having type '''enitity''' return an entity number or nil. Entity numbers are integers from 0 through 1023. Some of the entity numbers have special meanings:
 +
* 0 - (sv_privateclients - 1) are reserved for clients who connect with the private slot password
 +
* 0 - 63 are reserved for clients. A clients entity number is also it's client number (as shown by /players for example)
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* 1022 is the '''worldspawn''' entity
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* 1023 is '''ENTITYNUM_NONE''' which is used instead of null in C under some circumstances to indicate no entity. This is needed where an entity number will be passed over the network.
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''note'': Some other fields not listed as type 'entity' may take an entity number value. '''mg42BaseEnt''' and '''s.number''' are examples.
  
 
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Revision as of 08:23, 20 November 2005

List of fields supported by et.gentity_get() and et.gentity_set()

fieldtypeaccess
activatorentityRO
chainentityRW
classnamestringRW
closespeedfloatRW
countintegerRW
count2integerRW
damageintegerRW
deathTypeintegerRW
delayfloatRW
dl_attenintegerRW
dl_colorvec3RW
dl_shaderstringRO
dl_stylestringstringRO
durationfloatRW
end_sizeintegerRW
enemyentityRW
flagsintegerRO
harcfloatRW
healthintegerRW
inusebooleanRO
isPropbooleanRO
itemstringRW
keyintegerRW
messagestringRW
methodOfDeathintegerRW
mg42BaseEntintegerRW
missionLevelintegerRW
modelstringRO
model2stringRO
nextTrainentityRW
noise_indexintegerRW
originvec3RW
prevTrainentityRW
props_frame_stateintegerRO
r.absmaxvec3RO
r.absminvec3RO
r.bmodelbooleanRO
r.contentsintegerRW
r.currentAnglesvec3RW
r.currentOriginvec3RW
r.eventTimeintegerRW
r.linkcountintegerRO
r.linkedbooleanRO
r.maxsvec3RW
r.minsvec3RW
r.ownerNumintegerRW
r.singleClientintegerRW
r.svFlagsintegerRW
r.worldflagsintegerRO
radiusintegerRW
randomfloatRW
rotatevec3RW
s.anglesvec3RW
s.angles2vec3RW
s.apostrajectoryRW
s.clientNumintegerRW
s.constantLightintegerRW
s.densityintegerRW
s.dl_intensityintegerRW
s.dmgFlagsintegerRW
s.eFlagsintegerRW
s.effect1TimeintegerRW
s.effect2TimeintegerRW
s.effect3TimeintegerRW
s.frameintegerRW
s.groundEntityNumintegerRO
s.loopSoundintegerRW
s.modelindexintegerRW
s.modelindex2integerRW
s.numberintegerRO
s.onFireEndintegerRW
s.onFireStartintegerRW
s.postrajectoryRW
s.powerupsintegerRO
s.solidintegerRW
s.teamNumintegerRW
s.timeintegerRW
s.time2integerRW
s.weaponintegerRO
scriptNamestringRO
sess.damage_givenintegerRW
sess.damage_receivedintegerRW
sess.deathsintegerRW
sess.game_pointsintegerRW
sess.gibsintegerRW
sess.killsintegerRW
sess.mutedintegerRW
sess.refereeintegerRW
sess.roundsintegerRW
sess.semiadminintegerRW
sess.spec_inviteintegerRW
sess.spec_teamintegerRW
sess.suicidesintegerRW
sess.team_damageintegerRW
sess.team_killsintegerRW
sess.team_receivedintegerRW
spawnflagsintegerRO
spawnitemstringRO
speedfloatRW
splashDamageintegerRW
splashMethodOfDeathintegerRW
splashRadiusintegerRW
start_sizeintegerRW
tagNamestringRO
tagParententityRW
takedamagebooleanRW
tankLinkentityRW
targetstringRW
TargetAnglesvec3RW
TargetFlagintegerRO
targetnamestringRO
teamchainentityRW
teammasterentityRW
trackstringRO
varcfloatRW
waitfloatRW
waterlevelintegerRO
watertypeintegerRO
note: all the sess.* fields will return nil unless the entity is associated with client slot < sv_maxclients.

ET variable types:

vec3 : a vec3 is a 3-element array of numbers (C definition: typedef float vec3_t[3]; ). It is usually used to store and process coordinates in 3D space.
In etpro-lua a vector is an array (table indexed by integers) containing 3 numbers. It can be accessed by doing:

origin = et.gentity_get(entNum,"r.currentOrigin") --a vec3 value
x,y,z = origin[1],origin[2],origin[3]


trajectory: a trajectory is returned as a lua table described below

{
 trDuration = <number>, --- int
 trTime = <number>, -- int
 trType = <number>, -- see below for allowed values
 trBase { -- this is a vec3, as described above
   [1] = <number>
   [2] = <number>
   [3] = <number>
 },
 trDelta { -- also a vec3
  [1] = <number>
  [2] = <number>
  [3] = <number>
 },
}
the allowed values for trType (along with the enum names and original comments from the ET source), are as follows. Note
that not all values make sense for all entity types
  1. TR_STATIONARY
  2. TR_INTERPOLATE // non-parametric, but interpolate between snapshots
  3. TR_LINEAR
  4. TR_LINEAR_STOP
  5. TR_LINEAR_STOP_BACK //----(SA) added. so reverse movement can be different than forward
  6. TR_SINE // value = base + sin( time / duration ) * delta
  7. TR_GRAVITY
  8. TR_GRAVITY_LOW
  9. TR_GRAVITY_FLOAT // super low grav with no gravity acceleration (floating feathers/fabric/leaves/...)
  10. TR_GRAVITY_PAUSED //----(SA) has stopped, but will still do a short trace to see if it should be switched back to TR_GRAVITY
  11. TR_ACCELERATE
  12. TR_DECCELERATE
  13. TR_SPLINE
  14. TR_LINEAR_PATH

entity: The fields listed as having type enitity return an entity number or nil. Entity numbers are integers from 0 through 1023. Some of the entity numbers have special meanings:

  • 0 - (sv_privateclients - 1) are reserved for clients who connect with the private slot password
  • 0 - 63 are reserved for clients. A clients entity number is also it's client number (as shown by /players for example)
  • 1022 is the worldspawn entity
  • 1023 is ENTITYNUM_NONE which is used instead of null in C under some circumstances to indicate no entity. This is needed where an entity number will be passed over the network.

note: Some other fields not listed as type 'entity' may take an entity number value. mg42BaseEnt and s.number are examples.