Difference between revisions of "Fieldname"
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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: | '''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 - (sv_privateclients - 1) are reserved for clients who connect with the private slot password | ||
− | * 0 - 63 are reserved for clients. A | + | * 0 - 63 are reserved for clients. A client's entity number is also its client number (as shown by /players for example) |
* 1022 is the '''worldspawn''' entity | * 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. | * 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.<br> |
[[Category:ETPro]] | [[Category:ETPro]] | ||
[[Category:ETPro:Mods]] | [[Category:ETPro:Mods]] |
Revision as of 09:40, 20 November 2005
List of fields supported by et.gentity_get() and et.gentity_set()
|
- 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
- TR_STATIONARY
- TR_INTERPOLATE // non-parametric, but interpolate between snapshots
- TR_LINEAR
- TR_LINEAR_STOP
- TR_LINEAR_STOP_BACK //----(SA) added. so reverse movement can be different than forward
- TR_SINE // value = base + sin( time / duration ) * delta
- TR_GRAVITY
- TR_GRAVITY_LOW
- TR_GRAVITY_FLOAT // super low grav with no gravity acceleration (floating feathers/fabric/leaves/...)
- TR_GRAVITY_PAUSED //----(SA) has stopped, but will still do a short trace to see if it should be switched back to TR_GRAVITY
- TR_ACCELERATE
- TR_DECCELERATE
- TR_SPLINE
- 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 client's entity number is also its 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.