Lua/Global variables
To do https://wiki.srb2.org/wiki/User:LJ_Sonik/List_of_outdated_Lua_stuff |
This is a list of all pre-defined global variables and tables that are accessible by Lua.
Variables
This is a list of all non-table global variables. Note that these variables are read-only to Lua, unless stated otherwise.
Server-side
In the event of a netgame, these variables either cannot be manually changed, or are constantly synchronized by the server. Therefore, in normal circumstances, their value across different clients is consistent, and it is thus safe to use them to make logical comparisons without worrying about desynchronization.
Name | Variable type | Accessibility | Description |
---|---|---|---|
udmf
|
boolean | Read-only | Returns true if the map is in UDMF, false if not. |
gamemap
|
number | Read-only | The map number of the map currently being played. |
maptol
|
number | Read-only | The TypeOfLevel of the map currently being played. See Constants > TypeOfLevel flags. |
gamestate
|
number | Read-only | The game's current "state". See Constants > Game states. |
stagefailed
|
boolean | Read-only | TODO. |
ultimatemode
|
boolean | Read-only | Returns true if playing in Ultimate mode, false if not. |
mariomode
|
boolean | Read-only | Returns true if the map is in Mario mode, false if not. |
twodlevel
|
boolean | Read-only | Returns true if the map is in 2D mode, false if not. |
circuitmap
|
boolean | Read-only | Returns true if the map is a Circuit map, false if not. |
stoppedclock
|
boolean | Read+Write | Returns true if the timer was stopped, false if not. |
netgame
|
boolean | Read-only | Returns true if currently in a netgame, false if not. |
multiplayer
|
boolean | Read-only | Returns true if currently playing a multiplayer game, false if not. |
modeattacking
|
boolean | Read-only | Returns true if playing in Record Attack or NiGHTS Mode, false if not. |
metalrecording
|
boolean | Read-only | Returns true if Metal Sonic recording is active, false if not. |
splitscreen
|
boolean | Read-only | Returns true if playing in two-player mode, false if not. |
gamecomplete
|
boolean | Read-only | Returns true if the game has been completed in the current savefile, false if not. |
marathonmode
|
number | Read-only | The current Marathon Mode flags. See Constants > Marathon Mode flags. |
devparm
|
boolean | Read-only | Returns true if the game is being run with the command line parameter -debug , false if not.
|
modifiedgame
|
boolean | Read-only | Returns true if the game has been modified and the modification does not have a custom gamedata file, false if not. |
usedCheats
|
boolean | Read-only | Returns true if cheat commands found here have been used, false if not. |
paused
|
boolean | Read-only | Returns true if the game is currently paused, false if not. |
bluescore
|
number | Read+Write | The number of Blue Team score have in Team Match and CTF. |
redscore
|
number | Read+Write | The number of Red Team score have in Team Match and CTF. |
timelimit
|
number | Read-only | The time limit before a round ends. |
pointlimit
|
number | Read-only | The number of points required before a round can end. |
redflag
|
mobj_t
|
Read-only | This refers to the current Red Team flag's mobj in CTF, becomes nil when a player picked up the flag.
|
blueflag
|
mobj_t
|
Read-only | This refers to the current Blue Team flag's mobj in CTF, becomes nil when a player picked up the flag.
|
rflagpoint
|
mapthing_t
|
Read-only | This refers to the current Red Team flag's spawnpoint in CTF, normally to respawn the flag when tossed for a long time or when falling into a bottomless pit. |
bflagpoint
|
mapthing_t
|
Read-only | This refers to the current Blue Team flag's spawnpoint in CTF, normally to respawn the flag when tossed for a long time or when falling into a bottomless pit. |
spstage_start
|
number | Read-only | The map number of the first map in the Single Player campaign. |
spmarathon_start
|
number | Read-only | The map number of the first map of Marathon Mode. |
sstage_start
|
number | Read-only | The map number of the first Single Player Special Stage. |
sstage_end
|
number | Read-only | The map number of the final Single Player Special Stage, including the unlockable Black Hole Zone. This will always be equal to sstage_start + 7 .
|
smpstage_start
|
number | Read-only | The map number of the first Coop Special Stage. |
smpstage_end
|
number | Read-only | The map number of the final Coop Special Stage. This will always be equal to smpstage_start + 6 .
|
titlemap
|
number | Read-only | The map number used as the background for the title screen. |
titlemapinaction
|
boolean | Read-only | Returns true if a titlemap is currently active, false if not. |
bootmap
|
number | Read-only | The map number to warp to immediately when starting the game. |
tutorialmap
|
number | Read-only | The map number of the tutorial map. |
tutorialmode
|
boolean | Read-only | Returns true if playing in tutorial mode, false if not. |
skincolor_redteam
|
number | Read+Write | The skin color of the Red Team in Team Match and CTF. |
skincolor_blueteam
|
number | Read+Write | The skin color of the Blue Team in Team Match and CTF. |
skincolor_redring
|
number | Read+Write | The skin color of the Red Team thrown ring in Team Match and CTF. |
skincolor_bluering
|
number | Read+Write | The skin color of the Blue Team thrown ring in Team Match and CTF. |
invulntics
|
number | Read-only | How long the Invincibility power-up lasts for. |
sneakertics
|
number | Read-only | How long the Super Sneakers power-up lasts for. |
flashingtics
|
number | Read-only | How long a player flashes and is invincible after taking damage. |
tailsflytics
|
number | Read-only | How long Tails can fly before getting tired. |
underwatertics
|
number | Read-only | How long the player can stay underwater before drowning. |
spacetimetics
|
number | Read-only | How long the player can survive in a space countdown before suffocating. |
extralifetics
|
number | Read-only | How long the extra life music plays. |
nightslinktics
|
number | Read-only | How long it takes for a NiGHTS link to fade out. |
gameovertics
|
number | Read-only | How long the game stays at a Game Over screen before switching to the continue screen or the title screen. |
ammoremovaltics
|
number | Read-only | How long the ammo removal warning will be displayed when shooting a weapon ring without regular rings in Match and related gametypes. |
use1upSound
|
UINT8 | Read-only | When set, the game always plays a 1up sound effect, no matter the client-side setting. |
maxXtraLife
|
UINT8 | Read-only | Defines maximum amount of extra lifes the player can get per 100 rings. By default, only 2 extra lifes per 100 rings. |
useContinues
|
UINT8 | Read-only | When set, continues avaliable outside of no-save sessions. By default, continues are only avaliable on no-save game sessions. |
shareEmblems
|
UINT8 | Read-only | When set, the gamedata being synced with the server's gamedata. By default, this is not the case. |
gametype
|
number | Read-only | The current gametype being played. See Constants > Gametypes. |
gametyperules
|
number | Read-only | The rules of the current gametype being played as a set of GTR_* flags. See Game modes > Custom gametypes.
|
leveltime
|
number | Read-only | The amount of time that has passed in the current level since it has been loaded, measured in tics. In most gametypes, this is normally equal to the time displayed on the HUD (when converted to tics). However, in Race and Competition modes, leveltime includes the 4-second pre-timer, meaning that leveltime will be 4*TICRATE tics ahead of the HUD's displayed time once the latter has started running. Note that leveltime will continue to increase after the level is finished, even after the HUD time has stopped, until the tally screen appears. The actual time displayed on the player's HUD is set by player.realtime (see player_t ).
|
sstimer
|
number | Read-only | Time of how long the special stage can last for, in tics. Default is 90*TICRATE (90 seconds).
|
globalweather
|
number | Read-only | The current weather type set globally. |
globallevelskynum
|
number | Read-only | The current sky set globally. |
server
|
player_t
|
Read-only | The server's host player. |
emeralds
|
number | Read+Write | This variable stores which Chaos Emeralds have been obtained in the current Single Player or Co-op session, as a set of EMERALDn flags. See Chaos Emerald > Technical information.
|
token
|
number | Read+Write | The number of Special Stage Tokens collected in the current level. |
gravity
|
number | Read+Write | The current global gravity value. The default value is FRACUNIT/2 .
|
VERSION
|
number | Read-only | The game's major version number. For SRB2 v2.2.'x', this will return 202. |
SUBVERSION
|
number | Read-only | The game's subversion number. For SRB2 v2.2.13, this will return 13. |
VERSIONSTRING
|
string | Read-only | The game's version string. For SRB2 v2.2.13, this will return "v2.2.13" .
|
Client-side
These variables are not constantly synchronized by the server and can be different across clients either by accident or design. It is not safe to use them in logical comparisons that can affect player positioning, as that will most likely result in the desynchronization of a netgame.
Name | Variable type | Accessibility | Description |
---|---|---|---|
curWeather
|
number | Read-only | The current weather type set locally. |
levelskynum
|
number | Read-only | The current sky set locally. |
mapmusname
|
string | Read+Write | The name of the main music track currently used for playback, if there is no active jingle track being played back. This is by default the music set by current map's level header, but it will be modified when the console command tunes is used, or linedef type 413 is executed in the map. Note: if a jingle track is active, this does not change to the name of the currently playing jingle music track. S_ChangeMusic also does not modify this variable.
|
mapmusflags
|
number | Read+Write | The flags set for the main music track currently used for playback, if there is no active jingle track being played back:
Note: if a jingle track is active, this does not change to the flags set for the currently playing jingle track. |
mapmusposition
|
number | Read-only | Position in which the music starts at. |
consoleplayer
|
player_t
|
Read-only | The local player. |
displayplayer
|
player_t
|
Read+Write | The player visible on screen. |
secondarydisplayplayer
|
player_t
|
Read-only | The secondary player, when splitscreen mode is active. |
isserver
|
boolean | Read-only | Returns true if the game is hosting a server, false if not. |
isdedicatedserver
|
boolean | Read-only | Returns true if the game is a dedicated server, false if not. |
camera
|
camera_t
|
Userdata: Read-only Userdata variables: Read+Write |
The primary camera in-game. |
camera2
|
camera_t
|
Userdata: Read-only Userdata variables: Read+Write |
The secondary camera in-game, only on splitscreen. |
mouse
|
mouse_t
|
Read-only | The first player's mouse. |
mouse2
|
mouse_t
|
Read-only | The second player's mouse. |
menuactive
|
boolean | Read-only | Returns true if a menu is currently active, false if not. |
Tables
This is a list of all global variables that are tables. Most of these serve as global arrays that give access to the userdata available for Lua.
Name | Array type | Usage | # (Length) | Description |
---|---|---|---|---|
mobjinfo
|
mobjinfo_t
|
mobjinfo[MT_NAME]
|
#mobjinfo → Number of Object type slots |
This table is used to look up or modify attributes for a specific Object type, where MT_NAME is an integer that is expected to be the MT_* constant for the Object type in question.
Example usage: mobjinfo[MT_RING_BOX].reactiontime = 20
local playerh = mobjinfo[MT_PLAYER].height
-- Example usage with mobj_t variables, using "mobj" as an example:
mobj.state = mobjinfo[mobj.type].spawnstate
-- mobj.info is a shortcut for mobjinfo[mobj.type],
-- i.e., mobj.info.VARIABLE == mobjinfo[mobj.type].VARIABLE
-- so this last example could be written more concisely as "mobj.state = mobj.info.spawnstate"
Whole entries for |
states
|
state_t
|
states[S_NAME]
|
#states → Number of state slots |
This table is used to look up or modify attributes for a specific state, where S_NAME is an integer that is expected to be the S_* constant for the state in question.
Example usage: states[S_SPOS_STND].sprite = SPR_RBUZ
local standtics = states[S_PLAY_STND].tics
-- Example usage with mobj_t variables, using "mobj" as an example:
local st = states[mobj.state]
st.action(mobj, st.var1, st.var2)
-- calls the action for mobj's current state
Whole entries for |
sfxinfo (alt.: S_sfx )
|
sfxinfo_t
|
sfxinfo[sfx_name]
|
#sfxinfo → Number of sound slots |
This table is used to look up or modify attributes for a specific sound, where sfx_name is an integer that is expected to be the sfx_* constant for the sound in question.
Whole entries for |
sprnames
|
string number |
sprnames[SPR_NAME] sprnames["NAME"] |
#sprnames → Number of sprite set slots |
Converts a sprite prefix number to a string consisting of the 4-letter sprite name, or vice versa. SPR_NAME is an integer that is expected to be the SPR_* constant for the sprite prefix number in question. Likewise, "NAME" must be a four-letter prefix belonging to an existing sprite set.
Example usage: print(sprnames[SPR_NULL]) -- prints "NULL"
print(sprnames["NULL"]) -- prints 0 (the value of SPR_NULL)
-- Example usage with mobj_t variables, using "mobj" as an example:
print("sprite = SPR_"..sprnames[mobj.sprite])
-- prints out prefix of mobj's sprite
|
spr2names
|
string number |
spr2names[SPR2_NAME] spr2names["NAME"] |
#spr2names → Number of sprite2 slots used |
Converts a sprite2 prefix number to a string consisting of the 4-letter sprite2 name, or vice versa. SPR2_NAME is an integer that is expected to be the SPR2_* constant for the sprite2 prefix number in question. Likewise, "NAME" must be a four-letter prefix belonging to an existing sprite2.
|
players
|
player_t
|
players[playernum]
|
#players → Number of player slots |
This table is used to look up the properties of a player, where playernum is an integer between 0 and 31.For example, players[0] is the player_t userdata for player 1, players[1] for player 2, and so on.
|
skins
|
skin_t
|
skins[skinnum] or skins["skinname"]
|
#skins → Number of skin slots |
This table is used to look up the properties of a skin, where skinnum is an integer between 0 and 31. Alternatively, skinname is the skin's name attribute, which can be given instead of the skin number.
Example usage: print(skins[0].name) -- prints "sonic"
print(skins["sonic"].name) -- also prints "sonic"
S_StartSound(nil, skins[0].soundsid[SKSTHOK]) -- plays sfx_thok
-- Example usage with mobj_t variables, using "mobj" as an example:
print("my character's name is "..skins[mobj.skin].realname)
-- prints out the "real" name for the mobj's skin
mobj.color = skins[mobj.skin].prefcolor
-- changes mobj's color to skin's prefcolor
|
mapthings
|
mapthing_t
|
mapthings[i]
|
#mapthings → Number of Things in map |
This table is used to look up the properties of a Thing. |
vertexes
|
vertex_t
|
vertexes[i]
|
#vertexes → Number of vertices in map |
This table is used to look up the properties of a vertex. |
lines
|
line_t
|
lines[i]
|
#lines → Number of linedefs in map |
This table is used to look up the properties of a linedef. |
sides
|
side_t
|
sides[i]
|
#sides → Number of sidedefs in map |
This table is used to look up the properties of a sidedef. |
subsectors
|
subsector_t
|
subsectors[i]
|
#subsectors → Number of subsectors in map |
This table is used to look up the properties of a subsector. |
sectors
|
sector_t
|
sectors[i]
|
#sectors → Number of sectors in map |
This table is used to look up the properties of a sector. |
polyobjects
|
polyobj_t
|
polyobjects[i]
|
#polyobjects → Number of polyobjects in map |
This table is used to look up the properties of a polyobject. |
mapheaderinfo
|
mapheader_t
|
mapheaderinfo[i]
|
#mapheaderinfo → Number of map slots |
This table is used to look up the properties of a level header. |
hudinfo
|
hudinfo_t
|
hudinfo[HUD_NAME]
|
#hudinfo → Number of HUD items (30) |
This table is used to look up or modify attributes for a specific HUD item, where HUD_NAME is an integer that is expected to be the HUD_* constant for the HUD item in question.
|
spriteinfo
|
spriteinfo_t
|
spriteinfo[SPR_NAME] spriteinfo["NAME"] |
#spriteinfo → Number of sprite slots used (395) Increases as more is freeslotted |
This table is used to access the pivots of each of a sprite's frames, where SPR2_NAME is an integer expected to be the SPR_* constant for the sprite in question. Likewise, "NAME" must be a four-letter prefix belonging to an existing sprite set. Each of the entries of this table contain an array of spriteframepivot_t userdata, each index corresponding to a frame of animation the sprite possesses.
Example usage: --Editing pivot properties for frame A of SPR_BUS2
spriteinfo[SPR_BUS2] = {
pivot = {
A = {x = 18, y = 60},
},
}
--Editing pivot properties for frames B to E of SPR_BUS2
spriteinfo[SPR_BUS2].pivot["B"] = {x = 420, y = 69}
spriteinfo[SPR_BUS2].pivot["C"] = spriteinfo[SPR_BUS2].pivot["B"]
spriteinfo[SPR_BUS2].pivot["D"].x = 128
spriteinfo[SPR_BUS2].pivot["E"].y = 64
|
spr2defaults
|
playersprite_t
|
spr2defaults[SPR2_NAME]
|
#spr2defaults → Number of sprite2 slots used (59) Increases as more is freeslotted |
This table is used to look up or set the sprite to fallback to on a specific sprite2, if a character is missing such sprite, where SPR2_NAME is an integer that is expected to be the SPR2_* constant for the sprite2 in question. Likewise, "NAME" must be a four-letter prefix belonging to an existing sprite set. Note that only custom sprite2 defaults can be modified.
Example usage: -- Okay usage of spr2defaults
spr2defaults[SPR2_RAIL] = SPR2_ROLL
-- Will cause an error to be shown on attempt to modify
spr2defaults[SPR2_WAIT] = SPR2_SKID
|
skincolors
|
skincolor_t
|
skincolors[SKINCOLOR_NAME]
|
#skincolors → Number of skin color slots used Increases as more is freeslotted |
This table is used to look up or modify attributes for a specific skin color, where SKINCOLOR_NAME is an integer that is expected to be the SKINCOLOR_* constant for the skin color in question.
|
gamekeydown
|
boolean
|
gamekeydown[keynum]
|
#gamekeydown → Number of keys |
This table is used to look up or modify the pressed state for a specific key. |
tags
|
table/userdata | tags.iterate()
|
#tags → Number of unique tags |
This table is used to look up for unique tags on the map around all sectors, things and lines. |
Lua | [view] | |
Language features | Syntax • Metatables | |
SRB2 data | Actions • Constants • Functions • Global variables • Hooks • Userdata structures | |
SRB2Kart data | Kart Userdata structures • Kart Functions • Kart Hooks • Kart Global Variables and Constants | |
Tutorials | Freeslots and Object resources • Custom player ability |