Lua/Functions
To do https://wiki.srb2.org/wiki/User:LJ_Sonik/List_of_outdated_Lua_stuff |
This is a comprehensive list of all functions that can be utilized by Lua scripting, excluding those that are part of userdata structures.
In the "function" column of each table below, bolded text is the actual name of the function, text in italics represents argument types (e.g.: int
, mobj_t
or boolean
) which should not be written in actual Lua scripts when using the function, while arguments surrounded by brackets ( [ ]
) are optional and can be omitted when using the function. Unless noted otherwise, the argument names can be chosen freely; the argument names used in this article have no special meaning and are only there to simplify the explanations. Some functions have an alternative syntax, using a different number of arguments or different argument types, for instance.
Math library
These are the functions included in SRB2's math library. These are generally simple functions that are meant to be used in mathematical contexts.
Basic math
These are basic mathematical functions that can be used in any context.
Function | Return value(s) | Description |
---|---|---|
abs(int a)
|
int | Returns the absolute value (the number's distance from zero) of a .
Note: |
min(int a, int b)
|
int | Returns the smaller value of a or b .
|
max(int a, int b)
|
int | Returns the larger value of a or b .
|
Angle math
These are mathematical functions that are designed to be used with angles. In SRB2, angles are usually represented by large integers where an angle of 1° is represented by the constant ANG1
, which is equivalent to 11930465 – see Constants > Angles for a full list of constants used to represent angles in this scale. Sometimes, angles may also be represented as fixed-point integers (see below for information on these), where an angle of 1° is represented by the constant FRACUNIT
.
Some of the functions listed below can be used to convert between these two different representations. Also included here are the basic trigonometric functions (sin, cos and tan), which return values in the fixed-point scale.
Fixed-point math
These are mathematical functions that are designed to be used with fixed-point integers – i.e., integers expressed as multiples of the constant FRACUNIT
, or integers bit-shifted to the left by FRACBITS
(FRACUNIT
is the same as 1<<FRACBITS
). In this system, FRACUNIT
itself is treated as 1, 2*FRACUNIT
(or FRACUNIT*2
) is treated as 2, and so on.
Note: As Lua in SRB2 does not support floating-point numbers (e.g., 0.5, 0.25, 1.1, etc.), non-integer multiples of FRACUNIT
should instead be written as fractions with the numerator and denominator surrounding the constant – e.g., 0.5 is written as FRACUNIT/2
, and 1.25 (or 5/4) is written as 5*FRACUNIT/4
.
Function | Return value(s) | Description |
---|---|---|
FixedMul(fixed_t a, fixed_t b)
|
fixed_t | Returns the result of multiplying a by b in the fixed-point scale.
Example: |
FixedInt(fixed_t a)
|
int | Returns the integer component of a as a normal integer.
Example: |
FixedDiv(fixed_t a, fixed_t b)
|
fixed_t | Returns the result of dividing a by b in the fixed-point scale.
Example: |
FixedRem(fixed_t a, fixed_t b)
|
fixed_t | Returns the remainder of dividing a by b in the fixed-point scale.
Note: Negative values for |
FixedSqrt(fixed_t a)
|
fixed_t | Returns the square root of a in the fixed-point scale.
Example: |
FixedHypot(fixed_t a, fixed_t b)
|
fixed_t | Returns the hypotenuse of a and b in the fixed-point scale (i.e., the length of the longest side of a right-angled triangle where the other sides have lengths a and b ).
Example: |
FixedFloor(fixed_t a)
|
fixed_t | Returns the floor of a (the largest integer that is not larger than a ) in the fixed-point scale.
|
FixedTrunc(fixed_t a)
|
fixed_t | Returns the value of a rounded to the nearest whole number towards 0 (or a truncated to zero decimal digits) in the fixed-point scale.
|
FixedCeil(fixed_t a)
|
fixed_t | Returns the ceiling of a (the smallest integer that is not smaller than a ) in the fixed-point scale.
|
FixedRound(fixed_t a)
|
fixed_t | Returns the value of a rounded to the nearest whole number away from 0 in the fixed-point scale.
|
Miscellaneous
These are simple yet specialized functions that do not fit within the base library.
Function | Return value(s) | Description |
---|---|---|
GetSecSpecial(int special, int section)
|
int | For a given sector type number special and a sector type group section (expected to be a value between 1 and 4), returns the number of the sector effect from section that special uses, or 0 if no effect from this group is used. The output values range from 0 to 15 – see Sector types for a list of sector effects and their corresponding effect numbers.
Example: If the sector |
All7Emeralds(int flags)
|
boolean | Returns true if flags contains all the emerald flags from EMERALD1 to EMERALD7 . Intended to be used for checking either the Single Player/Co-op emeralds collected by all players (emeralds ), or the multiplayer emeralds (for gametypes Match, CTF and Tag) collected by a particular player (player.powers[pw_emeralds] ).
|
ColorOpposite(int color)
|
int, int | Returns both the opposite skin color for color , and the associated sprite frame number for the opposite color (the latter is used for the Level End Sign).
Example: |
Easing functions
These are interpolation functions meant to simulate movement between two different points in time in varying degrees of smoothness. Their main use is in the animation of graphics and objects, but there are other applications. Learn more here.
In all of these functions, t
is the interpolation ratio, ranging from 0 to FRACUNIT
. start
is the value where the movement should start and end
where it's supposed to end: the function then returns the interpolated value corresponding to the provided t
.
The start
argument is optional and defaults to 0, with the exception of ease.inback
, ease.outback
and ease.inoutback
, where it is mandatory if the param
argument needs to be specified as well.
Function | Return value(s) | Description |
---|---|---|
ease.linear(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | Linear interpolation. The movement speed will be constant throughout the entire duration of the movement. |
ease.insine(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InSine function. Movement starts slow and accelerates in a sine function rate. |
ease.outsine(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | OutSine function. Movement starts fast and decelerates in a sine function rate. |
ease.inoutsine(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InOutSine function. Movement starts slow, accelerates and decelerates again near the end, in a sine function rate. |
ease.inquad(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InQuad function. Movement starts slow and accelerates in a quadratic function rate. |
ease.outquad(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | OutQuad function. Movement starts fast and decelerates in a quadratic function rate. |
ease.inoutquad(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InOutQuad function. Movement starts slow, accelerates and decelerates again near the end, in a quadratic function rate. |
ease.incubic(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InCubic function. Movement starts slow and accelerates in a cubic function rate. |
ease.outcubic(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | OutCubic function. Movement starts fast and decelerates in a cubic function rate. |
ease.inoutcubic(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InOutCubic function. Movement starts slow, accelerates and decelerates again near the end, in a cubic function rate. |
ease.inquart(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InQuart function. Movement starts slow and accelerates in a quartic function rate. |
ease.outquart(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | OutQuart function. Movement starts fast and decelerates in a quartic function rate. |
ease.inoutquart(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InOutQuart function. Movement starts slow, accelerates and decelerates again near the end, in a quartic function rate. |
ease.inquint(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InQuint function. Movement starts slow and accelerates in a quintic function rate. |
ease.outquint(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | OutQuint function. Movement starts fast and decelerates in a quintic function rate. |
ease.inoutquint(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InOutQuint function. Movement starts slow, accelerates and decelerates again near the end, in a quintic function rate. |
ease.inexpo(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InExpo function. Movement starts slow and accelerates in an exponential function rate. |
ease.outexpo(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | OutExpo function. Movement starts fast and decelerates in an exponential function rate. |
ease.inoutexpo(fixed_t t, [[fixed_t start], fixed_t finish])
|
fixed_t | InOutExpo function. Movement starts slow, accelerates and decelerates again near the end, in an exponential function rate. |
ease.inback(fixed_t t, [[fixed_t start], fixed_t finish, [fixed_t param]])
|
fixed_t | InBack function. Movement initially recoils towards param , then accelerates towards the end.
|
ease.outback(fixed_t t, [[fixed_t start], fixed_t finish, [fixed_t param]])
|
fixed_t | OutBack function. Movement decelerates towards the end and recoils towards param .
|
ease.inoutback(fixed_t t, [[fixed_t start], fixed_t finish, [fixed_t param]])
|
fixed_t | InOutBack function. Movement recoils towards param both at the start and the end.
|
HUD library
These are the functions included in SRB2's HUD library. These functions relate to the head-up display, and are all prefixed with hud. (aside from the patch/string drawing functions). Where they are required, the coordinates provided to these functions should be for the base 320×200 pixel resolution – such that x is a value between 0 and 320 (measured from the left of the screen), y is a value between 0 and 200 (measured from the top of the screen), and x = 0, y = 0 is the top-left corner of the screen. These values will automatically be adjusted by the game for other resolutions.
Main
Function | Return value(s) | Description |
---|---|---|
hud.enable(string huditem)
|
nil | Enables huditem (see below for a list of valid options) if it was disabled by hud.disable .
|
hud.disable(string huditem)
|
nil | Disables huditem (see below for a list of valid options), preventing the game from drawing it.
|
hud.enabled(string huditem)
|
boolean | Returns true if huditem (see below for a list of valid options) is enabled, false if it was disabled by hud.disable .
|
hud.add(function func, [string hook])
|
nil | Adds a new HUD drawing function. hook determines when the contents of the function are run. See below for a list of valid options for hook and the format functions for them take.
Will assume |
Togglable HUD items
Valid huditem string options, for the functions hud.enable
, hud.disable
and hud.enabled
:
Huditem name | Description |
---|---|
"stagetitle"
|
Stage title card |
"textspectator"
|
Information text as a spectator |
"crosshair"
|
Crosshair in first-person |
"score"
|
Score text and counter |
"time"
|
Time text and counter |
"rings"
|
Rings text and counter |
"lives"
|
Lives picture and counter |
"teamscores"
|
Team Match/CTF – Team scores |
"weaponrings"
|
Match/CTF – Weapon ring icons |
"powerstones"
|
Match/CTF – Chaos Emerald icons |
"nightslink"
|
NiGHTS link counter |
"nightsdrill"
|
NiGHTS drill bar |
"nightsrings"
|
NiGHTS ring counter |
"nightsscore"
|
NiGHTS score counter |
"nightstime"
|
NiGHTS time counter |
"nightsrecords"
|
NiGHTS screen text (Bonus time start, "Get n [more] Spheres", Ending bonuses) |
"rankings"
|
Rankings/Scores HUD – Multiplayer rankings (all gametypes) |
"coopemeralds"
|
Rankings/Scores HUD – Single Player Chaos Emerald icons |
"tokens"
|
Rankings/Scores HUD – Single Player Tokens icon and counter |
"tabemblems"
|
Rankings/Scores HUD – Single Player Emblems icon and counter |
"intermissiontally"
|
Intermission – Score tally |
"intermissionmessages"
|
Intermission – Information text |
"intermissiontitletext"
|
Intermission – Co-Op/Special Stage title text |
"intermissionemeralds"
|
Intermission – Special Stage emeralds |
HUD hooks
Valid hook string options for the function hud.add
:
Hook name | Function format | Description |
---|---|---|
"game"
|
function(drawer v, [player_t stplyr, [camera_t cam]])
|
The function is run when the Game HUD is displayed. (Default value)
Notes:
|
"scores"
|
function(drawer v)
|
The function is run when the Rankings/Scores HUD is displayed. |
"title"
|
function(drawer v)
|
The function is run when the Title Screen is displayed. |
"titlecard"
|
function(drawer v, [player_t stplyr, [int ticker, [int endtime]]])
|
The function is run when the stage's level title card is displayed.
Notes:
|
"intermission"
|
function(drawer v)
|
The function is run when intermissions between levels are displayed. |
Patch/string drawing functions
These functions can only be used within functions hooked with hud.add
. Note that the v
prefix given to all functions listed here is adjustable – this can be any name you like, e.g., drawer.draw
can be used instead of v.draw
, if the name of the first argument in the hud.add
function is given as drawer
instead of v
.
Function | Return value(s) | Description | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
v.patchExists(string name)
|
boolean | Returns true if a graphic lump name exists in any WAD file loaded, returns false if not.
| ||||||||||||||||
v.cachePatch(string name)
|
patch_t
|
Caches a new patch using a graphic with name as the name. Returns nil if the graphic does not exist.
| ||||||||||||||||
v.draw(int x, int y, patch_t patch, [int flags, [colormap c]])
|
nil | Draws a patch at the screen coordinates given.
Notes:
| ||||||||||||||||
v.getSpritePatch(string/int sprite, [int frame, [int rotation, [angle_t rollangle]]])
|
patch_t , boolean
|
Returns a patch corresponding to the arguments given, and a boolean specifying whether the patch should be flipped. sprite may be a sprite number (SPR_POSS ) or sprite prefix ("POSS" ). rotation is a number between 1 and 8 (1 to 16 for 16 angle sprites). 0 is equivalent to 1 for rotation as well. rollangle is an angle to rotate the patch counter clockwise.
| ||||||||||||||||
v.getSprite2Patch(string/int skin, string/int sprite2, [boolean super?,] [int frame, [int rotation, [angle_t rollangle]]])
|
patch_t , boolean
|
Returns a patch corresponding to the arguments given, and a boolean specifying whether the patch should be flipped. For a description of some of these parameters, see v.getSpritePatch .
Notes:
| ||||||||||||||||
v.drawScaled(fixed_t x, fixed_t y, fixed_t scale, patch_t patch, [int flags, [colormap c]])
|
nil | Draws a patch at the screen coordinates given, but at a specific scale (e.g.: FRACUNIT is normal scale, FRACUNIT/2 is half normal scale, 2*FRACUNIT is twice normal scale, etc).
Notes:
| ||||||||||||||||
v.drawStretched(fixed_t x, fixed_t y, fixed_t hscale, fixed_t vscale, patch_t patch, [int flags, [colormap c]])
|
nil | Draws a patch at the screen coordinates given, but at a specific horizontal (hscale ) and vertical (vscale ) scale (e.g.: FRACUNIT is normal scale, FRACUNIT/2 is half normal scale, 2*FRACUNIT is twice normal scale, etc).
Notes:
| ||||||||||||||||
v.drawCropped(fixed_t x, fixed_t y, fixed_t hscale, fixed_t vscale, patch_t patch, int flags, colormap c, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h)
|
nil | Draws a patch at the screen coordinates given, but at a specific horizontal (hscale ) and vertical (vscale ) scale, with the sides cut off (sx , sy , w , h ).
Notes:
| ||||||||||||||||
v.drawNum(int x, int y, int num, [int flags])
|
nil | Draws a number at the screen coordinates given.
Notes:
| ||||||||||||||||
v.drawPaddedNum(int x, int y, int num, [int digits, [int flags]])
|
nil | Draws a number at the screen coordinates given with a set number of digits. Leading zeros will be added as padding if the number is not large enough to fit the number of digits specified.
Notes:
| ||||||||||||||||
v.drawFill([int x, [int y, [int width, [int height, [int color]]]]])
|
nil | Fills a box of dimensions width by height with a single palette color number at the screen coordinates given. If no parameters are given, this will default to a black box covering the entire screen.
| ||||||||||||||||
v.drawString(int x, int y, string text, [int flags, [string align]])
|
nil | Draws text on the screen at the screen coordinates given.
Notes:
| ||||||||||||||||
v.drawNameTag(int x, int y, string text, [int flags, [int basecolor, [int outlinecolor]]])
|
nil | Draws text in the style of the Character Select name tags at the screen coordinates given.
Notes:
| ||||||||||||||||
v.drawScaledNameTag(fixed_t x, fixed_t y, string text, [int flags, [int scale, [int basecolor, [int outlinecolor]]]])
|
nil | Draws text in the style of the Character Select name tags at the screen coordinates given, but at a specific scale.
Notes:
| ||||||||||||||||
v.drawLevelTitle(int x, int y, string text, [int flags])
|
nil | Draws text in the style of the titlecard level titles on the screen at the screen coordinates given.
Notes:
| ||||||||||||||||
v.stringWidth(string text, [int flags, [string widthtype])
|
int | Returns what the width of the text displayed as graphics on the screen would be.
Notes:
| ||||||||||||||||
v.nameTagWidth(string text)
|
int | Returns what the width of the text would be if displayed in the style of the Character Select name tag on the screen. | ||||||||||||||||
v.levelTitleWidth(string text)
|
int | Returns what the width of the text would be if displayed in the style of the titlecard level titles on the screen. | ||||||||||||||||
v.levelTitleHeight(string text)
|
int | Returns what the height of the text would be if displayed in the style of the titlecard level titles on the screen. This is affected by whether or not the text has capital characters in it. | ||||||||||||||||
v.getColormap([string/int skin, [int color]])
|
colormap | Returns the colormap to apply to a patch for a particular character skin and/or skin color, as a special type of userdata which can only be used by v.draw or v.drawScaled . Skin names such as "sonic" or "tails" can be used, but their skin slot numbers can also be used (e.g., 0 for "sonic" , 1 for "tails" , etc). If either of these are used, the skin's startcolor value can affect the range of palette colors replaced by the given skin color's palette colors.
Certain skin values have special effects on the colormap returned for a patch to use. They are represented by the following constants:
| ||||||||||||||||
v.getStringColormap(int textcolor)
|
colormap | Returns the colormap to apply to a patch for a particular text color code as a special type of userdata which can only be used by v.draw or v.drawScaled .
See Lua > Text colors for a list of text colors. | ||||||||||||||||
v.fadeScreen(int color, int strength)
|
nil | Fades the screen to a certain palette color.
Notes:
| ||||||||||||||||
v.width()
|
int | Returns the screen width. | ||||||||||||||||
v.height()
|
int | Returns the screen height. | ||||||||||||||||
v.dupx()
|
int, int | Returns the screen's X scale, as both an integer and fixed-point value. | ||||||||||||||||
v.dupy()
|
int, int | Returns the screen's Y scale, as both an integer and fixed-point value. | ||||||||||||||||
v.renderer()
|
string | Returns the renderer used, as a string.
Possible return values:
| ||||||||||||||||
v.userTransFlag()
|
int | Returns the value of translucenthud , as an alpha video flag, i.e., V_**TRANS (see Video flags > Alpha).
| ||||||||||||||||
v.localTransFlag()
|
int | Returns the maximum recommended translucency value for HUD items, as an alpha video flag, i.e., V_**TRANS (see Video flags > Alpha).
Notes:
|
Alignment types
Valid alignment string options for v.drawString
:
Alignment name | Description |
---|---|
"left"
|
(Default value) The string is left-aligned; the X coordinate is the left edge of the string graphic. |
"right"
|
The string is right-aligned; the X coordinate is the right edge of the string graphic. |
"center"
|
The string is center-aligned; the X coordinate is the center of the string graphic. |
"fixed"
|
The string is left-aligned; the X coordinate is the left edge of the string graphic and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"fixed-center"
|
The string is center-aligned; the X coordinate is the center of the string graphic and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"fixed-right"
|
The string is right-aligned; the X coordinate is the right edge of the string graphic and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"small"
|
The string is drawn in a small font, and is left-aligned. |
"small-center"
|
The string is drawn in a small font, and is center-aligned. |
"small-right"
|
The string is drawn in a small font, and is right-aligned. |
"small-fixed"
|
The string is drawn in a small font, and is left-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"small-fixed-center"
|
The string is drawn in a small font, and is center-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"small-fixed-right"
|
The string is drawn in a small font, and is right-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"small-thin"
|
The string is drawn in a small and thin font, and is left-aligned. |
"small-thin-center"
|
The string is drawn in a small and thin font, and is center-aligned. |
"small-thin-right"
|
The string is drawn in a small and thin font, and is right-aligned. |
"small-thin-fixed"
|
The string is drawn in a small and thin font, and is left-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"small-thin-fixed-center"
|
The string is drawn in a small and thin font, and is center-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"small-thin-fixed-right"
|
The string is drawn in a small and thin font, and is right-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"thin"
|
The string is drawn in a thin font, and is left-aligned. |
"thin-center"
|
The string is drawn in a thin font, and is center-aligned. |
"thin-right"
|
The string is drawn in a thin font, and is right-aligned. |
"thin-fixed"
|
The string is drawn in a thin font, and is left-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"thin-fixed-center"
|
The string is drawn in a thin font, and is center-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
"thin-fixed-right"
|
The string is drawn in a thin font, and is right-aligned and coordinates are required to be treated as fixed-point values instead of normal integers, allowing for positions at fractions of a pixel on the screen. (e.g., FRACUNIT is one pixel, FRACUNIT/2 is half a pixel, 2*FRACUNIT is two pixels, etc.).
|
Width types
Valid widthtype options for v.stringWidth
:
Alignment name | Description |
---|---|
"normal"
|
(Default value) The string is drawn in a normal font. |
"small"
|
The string is drawn in a small font. |
"thin"
|
The string is drawn in a thin font. |
Random functions
These functions can only be used within functions hooked with hud.add
. Note that the v
prefix given to all functions listed here is adjustable – this can be any name you like, e.g., drawer.RandomFixed
can be used instead of v.RandomFixed
, if the name of the first argument in the hud.add
function is given as drawer
instead of v
.
Function | Return value(s) | Description |
---|---|---|
v.RandomFixed()
|
fixed_t | Returns a random integer between 0 and FRACUNIT-1 (65535).
|
v.RandomByte()
|
int | Returns a random integer between 0 and 255. |
v.RandomKey(int a)
|
int | Returns a random integer between 0 and a - 1 .
Note: In 2.2.11 and earlier, |
v.RandomRange(int a, int b)
|
int | Returns a random integer between a and b , inclusive.
Note: In 2.2.11 and earlier, the difference between |
v.SignedRandom()
|
int | Returns a random integer between -128 and 127. |
v.RandomChance(fixed_t p)
|
boolean | Returns true p % of the time, where p is a fixed-point number between 0 and FRACUNIT . For example, v.RandomChance(FRACUNIT/2) returns true 50% of the time.
|
Console library
These are the functions included in SRB2's console library. These functions relate to the console and/or commands/variables to be executed by the console.
Function | Return value(s) | Description | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
COM_AddCommand(string name, function fn, [int flags])
|
nil | Format of fn : function(player_t player, [string arg, [...]])
Registers a console command with the name
| ||||||||||||
COM_BufAddText(player_t player, string text)
|
nil | Adds the specified text to player 's console buffer, but does not actually execute the command.
| ||||||||||||
COM_BufInsertText(player_t player, string text)
|
nil | Executes a console command in player 's console.
| ||||||||||||
CV_RegisterVar(table t)
|
consvar_t
|
Format of t : table{string name, string defaultvalue, int flags, table PossibleValue, function(consvar_t var) func}
Registers a console variable with the name
Custom PossibleValue tables need to be formatted as such: {string1=value1, string2=value2, [...]}
This gives each possible value listed in the table a string name of its own, which can be used in the console itself when the variable is in use. If {MIN = 20, MAX = 50}
The contents of CV_RegisterVar({name = , defaultvalue = , flags = , PossibleValue = , func = })
Or: CV_RegisterVar({
name = ,
defaultvalue = ,
flags = ,
PossibleValue = ,
func =
})
In the above two layouts, the names of the variables of the table are written out, and so do not need to be placed in any particular order unlike as in the above. | ||||||||||||
CV_FindVar(string var)
|
consvar_t
|
Returns the corresponding console variable named var .
| ||||||||||||
CV_Set(consvar_t cvar, string/int value)
|
nil | Sets the value of the target console variable cvar to value .
This will call the console variable's callback function, if it has one. | ||||||||||||
CV_StealthSet(consvar_t cvar, string/int value)
|
nil | Sets the value of the target console variable cvar to value without calling its callback function.
| ||||||||||||
CV_AddValue(consvar_t cvar, int increment)
|
nil | Adds the value increment to the console variable cvar . increment can also be a negative number.
If performing the addition causes the variable's value to go below its minimum or above its maximum, the final value will wrap around those bounds. There are special cases for some console variables:
| ||||||||||||
CONS_Printf(player_t player, string text)
|
nil | Prints the text given to the console for player . This is similar to print(text) , but this will only print for one player.
Certain ASCII characters will have special effects when printed out to the console by this function. These can either be given using decimal ( |
Blockmap search library
These are the functions included in SRB2's Blockmap search library. This consists of only one function, searchBlockmap
.
Function | Return value(s) | Description |
---|---|---|
searchBlockmap(string searchtype, function fn, mobj_t refmobj, [fixed_t x1, fixed_t x2, fixed_t y1, fixed_t y2])
|
boolean | Does a search through a specified area of the blockmap. This can be used to find Objects or linedefs in the area and run a function for each them. This function returns true if the search was not interrupted at any point, and false if it was.
In both cases, The return value of
If
|
Input library
These are functions included in SRB2's input library. They relate to client-side input events and are all prefixed with input. The keynum
or keyname
arguments required for some of these functions are obtainable from keyevent_t
variables provided by KeyUp or KeyDown hooks.
Function | Return value(s) | Description |
---|---|---|
input.gameControlDown(int gc)
|
boolean | Returns whether the game control gc (a GC_* constant) is currently pressed for the first player.
|
input.gameControl2Down(int gc)
|
boolean | Returns whether the game control gc (a GC_* constant) is currently pressed for the second player.
|
input.gameControlToKeyNum(int gc)
|
int,int | Returns the numbers of the keys bound to the game control gc (a GC_* constant) for the first player.
|
input.gameControl2ToKeyNum(int gc)
|
int,int | Returns the numbers of the keys bound to the game control gc (a GC_* constant) for the second player.
|
input.joyAxis(int axissel)
|
int | Returns the first player's joystick's position on the axis specified by axissel (a JA_* constant).
|
input.joy2Axis(int axissel)
|
int | Returns the second player's joystick's position on the axis specified by axissel (a JA_* ) constant).
|
input.keyNumToName(int keynum)
|
string | Returns the name of the key specified by the key number keynum .
|
input.keyNameToNum(string keyname)
|
int | Returns the number of the key specified by the key name keyname .
|
input.keyNumPrintable(string keynum)
|
boolean | Returns whether the key specified by the key number keynum corresponds to a printable character.
|
input.shiftKeyNum(string keynum)
|
int | Returns the capitalized form of key number keynum .
|
input.getMouseGrab()
|
boolean | Returns whether the first player's mouse is grabbed (locked and invisible) by the window. |
input.setMouseGrab(boolean grab)
|
nil | Sets whether the first player's mouse is grabbed (locked and invisible) by the window. |
input.getCursorPosition()
|
int, int | Returns the position of the cursor relative to the top-left corner of the window. |
Base library
These are the functions included in SRB2's Base library. All of these functions except for the ones listed under "Base functions" are internal functions from SRB2's source code that are made available for Lua usage. They are grouped here according to their location in the source code.
Base functions
Function | Return value(s) | Description | ||
---|---|---|---|---|
print(string output, [string output2, [...]])
|
nil | Outputs text in the console. Each output string will be separated into different lines.
Certain ASCII characters will have special effects when printed out to the console by this function. These can either be given using decimal ( | ||
chatprint(string output, [boolean sound])
|
nil | Outputs text in the chat window (or the console if it cannot be output in the chat window). Each output string will be separated into different lines. If sound is set to true (defaults to false), a sound will be played when sent.
Certain ASCII characters will have special effects when printed out to the chat window or console by this function. These can either be given using decimal ( | ||
chatprintf(player_t player, string output, [boolean sound])
|
nil | Outputs text in the chat window (or the console if it cannot be output in the chat window). Unlike chatprint , the text will only be output for the player supplied in player . Each output string will be separated into different lines. If sound is set to true (defaults to false), a sound will be played when sent.
Certain ASCII characters will have special effects when printed out to the chat window or console by this function. These can either be given using decimal ( | ||
freeslot(string resource, [string resource2, [...]])
|
int × amount of arguments | Automatically initializes a new named resource based on the name given, declaring the name for the next freeslot available for the appropriate resource type. (e.g.: "MT_NEWOBJECT" will add a new Object type). (See Freeslot for more information.) This function will return the integer representing each resource successfully allocated; unsuccessful allocations will not be returned (e.g. one failed freeslot allocation out of a list of four will only return the successful three).
Example: Note: Resources that begin with | ||
addHook(string hook, function fn, [int/string extra])
|
nil | Binds a function to a hook (i.e., the function will be run when a particular event happens). See Lua/Hooks for more information on using this function. | ||
super(mobj_t actor, int var1, int var2)
|
nil | Only use this inside of an overridden A_ action. Calls the original version of the action.
| ||
IsPlayerAdmin(player_t player)
|
boolean | Returns true if the player has been given administrative privileges by the server via the promote command, or has logged as an admin via a preset password; false if not. Note that the host themselves will not necessarily return true to this function, since their administrative powers are there by default.
| ||
userdataType(* v)
|
string | Returns the userdata type of v as a string.
Possible strings that may be returned by this function:
| ||
reserveLuabanks()
|
luabanks[]
|
Reserves and then returns a luabanks array.
When reserved in an addon with custom gamedata, this array is automatically updated when a save file is loaded, and saved alongside the normal save information when the game writes the save to a file, akin to saving the emeralds collected in a save. Trying to call this function in a hook or otherwise calling it more than once, including if another mod has already called it before, will result in an error. As such, only one | ||
registerMetatable(table metatable)
|
nil |
Registers the metatable Currently, tables passed through NetVars hooks or stored in custom player/mobj fields will not keep their metatable, because SRB2 does not keep track of them by default. This issue can be solved by calling this function during script loading to have SRB2 register the given | ||
userdataMetatable(string userdataname)
|
table or nil | Takes a string as only argument and returns the metatable
associated to the userdata type this string refers to. Returns nil if the string does not refer to a valid userdata type. | ||
getTimeMicros()
|
int
|
Returns a modified value of SDL's high resolution counter. This is used as a profiling timer function: Two values returned by this function can be substracted from each other to find out how much time (in microseconds) is between them. This can be used to measure the performance of Lua code, and as such shouldn't be used for anything else other than performance measurements. Warning about OpenGL and HUD hooks: measuring Lua API calls that contain OpenGL API calls can give unreliable/confusing results because of the asynchronous nature of OpenGL. This applies to measuring HUD drawing functions in OpenGL mode. Example: -- Get the time before the code to be profiled
local first = getTimeMicros()
-- Run a slow function/block, like:
local nums = {}
for i = 1,10000 do
nums[i] = 0
for j = 1,i do
nums[j] = $ + 1
end
end
-- Get the time after the code to be profiled
local second = getTimeMicros()
-- Substract the newest time against the oldest time
local result = second - first
-- This result will represent the time between [first] and [second], in microseconds
|
G_Game
Function | Return value(s) | Description | ||
---|---|---|---|---|
G_BuildMapName([int map])
|
string | Converts the given map number to a map name in MAPXX format, where XX is the extended map number. If no map number is given, the current map's number will be used.
Example: | ||
G_BuildMapTitle([int map])
|
string | Returns the name and act number of map number map .
Example: | ||
G_FindMap(string query)
|
INT32, string, table |
Returns: [1] => map number [2] => map title [3] => search frequency table The frequency table is unsorted. It has the following format: { ['mapnum'], ['matchd'] => matches in map title string ['keywhd'] => matches in map keywords The above two tables have the following format: { ['pos'] => offset from start of string ['siz'] => length of match }... ['total'] => the total matches }... | ||
G_FindMapByNameOrCode(string query)
|
INT32, string or nil |
Returns: [1] => map number [2] => map title | ||
G_DoReborn(int playernum)
|
nil | Respawns the player whose player number is playernum . Avoid calling this function directly in Single Player; set the player's player.playerstate to PST_REBORN instead.
| ||
G_EnoughPlayersFinished()
|
boolean | Checks if the required players to exit the level is reached. The requirement depends of playersforexit .
| ||
G_SetCustomExitVars([int nextmap, [int skipstats]])
|
nil | Alternative version:
Changes the settings that will apply when the current level is exited, but does not actually exit the level.
If a value for | ||
G_ExitLevel()
|
nil | Immediately exits the level.
If | ||
G_IsSpecialStage([int map])
|
boolean | Returns true if the map with the given map number is a Special Stage; otherwise returns false. If no map number is given, the current map's number will be used. | ||
G_AddGametype(table t)
|
nil | Registers a custom gametype into the game. See Custom gametypes for more information on using this function. | ||
G_GametypeUsesLives()
|
boolean | Returns true if the current gametype has the gametype rule GTR_LIVES (Single Player, Coop or Competition); otherwise returns false. If in Record Attack, a Special Stage or a NiGHTS level, this returns false regardless of gametype.
| ||
G_GametypeUsesCoopLives()
|
boolean | Returns true if the current gametype has the gametype rule GTR_LIVES and GTR_FRIENDLY ; otherwise it returns false.
| ||
G_GametypeUsesCoopStarposts()
|
boolean | Returns true if the current gametype has the gametype rule GTR_FRIENDLY ; otherwise it returns false.
| ||
G_GametypeHasTeams()
|
boolean | Returns true if the current gametype has the gametype rule GTR_TEAMS (Team Match or CTF); otherwise returns false.
| ||
G_GametypeHasSpectators()
|
boolean | Returns true if the current gametype has the gametype rule GTR_SPECTATORS (Match, CTF or Tag); otherwise returns false.
| ||
G_RingSlingerGametype()
|
boolean | Returns true if the current gametype has the gametype rule GTR_RINGSLINGER (Match, CTF or Tag) or if the ringslinger cvar is enabled; otherwise returns false.
| ||
G_PlatformGametype()
|
boolean | Returns true if the current gametype doesn't have gametype rule GTR_RINGSLINGER (Single Player, Coop, Race or Competition); otherwise returns false.
| ||
G_CoopGametype()
|
boolean | Returns true if the current gametype has the gametype rules GTR_FRIENDLY and GTR_CAMPAIGN (Single Player or Coop); otherwise returns false.
| ||
G_TagGametype()
|
boolean | Returns true if the current gametype has the gametype rules GTR_TAG (Tag or Hide and Seek); otherwise returns false.
| ||
G_CompetitionGametype()
|
boolean | Returns true if the current gametype has the gametype rules GTR_RACE and GTR_LIVES (Competition); otherwise returns false.
| ||
G_AddPlayer(int skin, int color, string name, int bottype)
|
player_t | Adds a bot to the game. skin , color and name specify how bot will look like. bottype can be one of the following values:
Note: Console commands (COM_BufInsertText) can't be executed as a bot at the moment. | ||
G_RemovePlayer(int playernum)
|
nil | Removes the bot. (Cannot be applied to human players.) | ||
G_SetUsedCheats(boolean silent?)
|
nil | Marks the current game session as cheats has been used, silent makes the notice about the game no longer saving progress until restart will not display.
| ||
G_TicsToHours(int tics)
|
int | Converts the given time in tics to hours. | ||
G_TicsToMinutes(int tics, [boolean full?])
|
int | Converts the given time in tics to minutes. By default, this returns only values between 0 and 59, assuming the return value is used for timers with both "hours" and "minutes" displays (e.g., hours:minutes:seconds). If full? is given and set to true, then hours (or multiples of 60 minutes) will not be truncated, allowing for return values over 59. This latter case is used for timers without an "hours" display (e.g., minutes:seconds).
| ||
G_TicsToSeconds(int tics)
|
int | Converts the given time in tics to seconds. This returns only values between 0 and 59, assuming the return value is used for timers with both "minutes" and "seconds" displays (e.g., hours:minutes:seconds). | ||
G_TicsToCentiseconds(int tics)
|
int | Converts the given time in tics to centiseconds. This returns only values between 0 and 99, assuming the return value is used for timers with both "seconds" and "centiseconds" displays (e.g., minutes:seconds.centiseconds). | ||
G_TicsToMilliseconds(int tics)
|
int | Converts the given time in tics to milliseconds. This returns only values between 0 and 999. |
M_Random
Function | Return value(s) | Description |
---|---|---|
P_RandomFixed()
|
fixed_t | Returns a random integer between 0 and FRACUNIT-1 (65535).
|
P_RandomByte()
|
int | Returns a random integer between 0 and 255. |
P_RandomKey(int a)
|
int | Returns a random integer between 0 and a - 1 .
Note: |
P_RandomRange(int a, int b)
|
int | Returns a random integer between a and b , inclusive.
Note: The difference between |
P_SignedRandom()
|
int | Returns a random integer between -128 and 127. |
P_RandomChance(fixed_t p)
|
boolean | Returns true p % of the time, where p is a fixed-point number between 0 and FRACUNIT . For example, P_RandomChance(FRACUNIT/2) returns true 50% of the time.
|
M_Menu
Function | Return value(s) | Description |
---|---|---|
M_MoveColorAfter(UINT16 color, UINT16 target)
|
nil | Shifts the given color skincolor ahead of the target skincolor. Reflected in the multiplayer setup menu and other functions, but will not affect color 's index value.
|
M_MoveColorBefore(UINT16 color, UINT16 target)
|
nil | Shifts the given color skincolor behind the target skincolor. Reflected in the multiplayer setup menu and other functions, but will not affect color 's index value.
|
M_GetColorAfter(UINT16 color)
|
UINT16 | Returns the skincolor after color as a UINT16 value.
|
M_GetColorBefore(UINT16 color)
|
UINT16 | Returns the skincolor before color as a UINT16 value.
|
M_Map
Function | Return value(s) | Description |
---|---|---|
M_MapNumber(string name)
|
INT32 | Returns the map number for a map identified by the last two characters in its name, or 0 if no map corresponds to these characters. |
P_Enemy
Function | Return value(s) | Description |
---|---|---|
P_CheckMeleeRange(mobj_t actor)
|
boolean | Returns true if actor 's target is within the actor's melee range, false if not.
|
P_JetbCheckMeleeRange(mobj_t actor)
|
boolean | Same as P_CheckMeleeRange , except the melee range is adjusted for use with the Jetty-Syn Bomber.
|
P_FaceStabCheckMeleeRange(mobj_t actor)
|
boolean | Same as P_CheckMeleeRange , except the melee range is adjusted for use with the CastleBot FaceStabber.
|
P_SkimCheckMeleeRange(mobj_t actor)
|
boolean | Same as P_CheckMeleeRange , except the melee range is adjusted for use with the Skim.
|
P_CheckMissileRange(mobj_t actor)
|
boolean | Returns true if actor is able to shoot its target at the moment. Returns false if actor.reactiontime has not reached 0 or actor cannot see the target. Otherwise, the result is randomly decided based on the distance between them.
|
P_NewChaseDir(mobj_t actor)
|
nil | Changes actor.movedir to be the decided best direction of the actor to be in relation to its target (provided it has one, of course).
Note: These directions include only the 8 basic cardinal directions (N, S, E, W, NE etc.; also see the |
P_LookForPlayers(mobj_t actor, [fixed_t dist, [boolean allaround?, [boolean tracer?]]])
|
boolean | Can actor find a player with the conditions provided? If yes, this returns true and the actor's target is set to the first player found. Otherwise this returns false and the actor's target is unchanged.
|
P_Inter
Function | Return value(s) | Description |
---|---|---|
P_RemoveShield(player_t player)
|
nil | Removes any shield player may be carrying. This will not throw back the player nor play a sound.
|
P_DamageMobj(mobj_t target, [mobj_t inflictor, [mobj_t source, [int damage, [int damagetype]]]])
|
boolean | Inflicts damage on the target Object, causing it to lose a certain amount of health and use the state determined by target.info.painstate . However, if target has lost all health as a result of this function, P_KillMobj is called by this function instead. The return value of this function depends on whether target was damaged or not – if it was, this returns true; if not, this returns false.
Note that, if not given, A list of damage types can be found here. |
P_KillMobj(mobj_t target, [mobj_t inflictor, [mobj_t source, [int damagetype]]])
|
nil | Kills the target Object, making it become intangible as well as using the state determined by target.info.deathstate (if set to nil, the Object will be removed from existence). If target is an enemy or boss, and the Object that killed it was a player or one of their projectiles, points may be awarded to this player. Flickies (and/or other items) will also be spawned by enemies killed by this function. damagetype determines the damage type that was dealt.
A list of damage types can be found here. Note: This function is not designed to be used to kill players directly; use |
P_PlayerRingBurst(player_t player, [int numrings])
|
nil | Spills the specified number of rings. Also spills all weapon panels, ammo and emeralds player may be carrying at the time, but does not throw back player . If numrings is not given (or set to -1), it will default to the player's current ring count (i.e. player.rings ).
In normal gameplay, up to 32 rings will be spilled by this function; the remainder will not be spawned. The speed at which the rings are flung depends on the duration since the last time this function was used (determined by Note that this function does not actually affect |
P_PlayerWeaponPanelBurst(player_t player)
|
nil | Spills all weapon panels that player is carrying, but does not throw back player . Unlike the rings in P_PlayerRingBurst , the player will actually lose the weapon panels spilled by this function.
|
P_PlayerWeaponAmmoBurst(player_t player)
|
nil | Spills all weapon panels and ammo that player is carrying, but does not throw back player . Unlike the rings in P_PlayerRingBurst , the player will actually lose the weapon ammo spilled by this function.
|
P_PlayerWeaponPanelOrAmmoBurst(player_t player)
|
nil | Spills weapon panels/ammo depending of what player is carrying, but does not throw back player . If player doesn't have a weapon but it's ammo, then the ammo is spilled instead. Otherwise, if player does have the weapon then the weapon is spilled. Unlike the rings in P_PlayerRingBurst , the player will actually lose the weapon panels/ammo spilled by this function.
|
P_PlayerEmeraldBurst(player_t player, [boolean toss?])
|
nil | Spills all emeralds that player is carrying, but does not throw back player . If toss is true, all the emeralds are thrown in the player's forward direction and a toss delay of 2 seconds is set (for players tossing emeralds). Otherwise, the emeralds are spilled around the player (for players dropping emeralds after being hurt). Unlike the rings in P_PlayerRingBurst , the player will actually lose the emeralds spilled by this function.
|
P_PlayerFlagBurst(player_t player, [boolean toss?])
|
nil | Spills any CTF flags that player is carrying, but does not throw back player . If toss is true, the flag is thrown in the player's forward direction and a toss delay of 2 seconds is set (for players tossing a flag). Otherwise, the direction is random (for players dropping a flag after being hurt).
|
P_PlayRinglossSound(mobj_t source, [player_t player])
|
nil | Plays one of the 4 player ring spill sounds randomly, which can vary depending on the skin, or plays the Mario ring loss sound if in Mario mode. source is the Object the sound came from.
|
P_PlayDeathSound(mobj_t source, [player_t player])
|
nil | Plays one of the 4 player death sounds randomly, which can vary depending on the skin. source is the Object the sound came from.
|
P_PlayVictorySound(mobj_t source, [player_t player])
|
nil | Plays one of the 4 player victory taunt sounds randomly, which can vary depending on the skin. source is the Object the sound came from.
|
P_PlayLivesJingle(player_t player)
|
nil | Plays the extra life jingle. By default this is the extra life music, but in Mario mode maps or if Use1upSound is enabled in the MainCfg block, this is instead a sound effect. If the music is used, the player's pw_extralife timer is set to ExtraLifeTics + 1 .
|
P_CanPickupItem(player_t player, [boolean weapon?])
|
boolean | Returns true if player can pick up the item, returns false if player is a bot or is flashing after being hurt.
|
P_DoNightsScore(player_t player)
|
nil | Awards score to player NiGHTS-style; spawns a floating score item which changes appearance depending on the player's current link count and whether the player is in bonus time.
|
P_DoMatchSuper(player_t player)
|
nil | Gives invincibility, speed shoes, and steals score from others if player has all 7 Match Emeralds. Will remove the emeralds afterwards.
|
P_Map
Function | Return value(s) | Description | ||
---|---|---|---|---|
P_CheckPosition(mobj_t mobj, fixed_t x, fixed_t y)
|
boolean, mobj_t
|
Checks if the position (x, y) is valid for the Object mobj . Note that this does not actually teleport the Object to the given coordinates; it only tests what would happen if it was at that position.
This function returns false if either a) the Object has been blocked by a wall or another Object, or b) the Object has been removed from the map during checking; otherwise it will return true to signal the position is not blocked. This function additionally returns the "tmthing" Object set during the run of the function, which in the majority of cases will be The blockmap is checked for any Objects or walls to collide with; any Objects with | ||
P_TryMove(mobj_t mobj,fixed_t x, fixed_t y, [boolean allowdropoff?])
|
boolean, mobj_t
|
Tries to move the Object mobj to the X/Y coordinates supplied (all done in the same tic), checking each position to make sure the Object is not blocked on the way there. If it is blocked by a wall or another Object, or the height of the sector is too small to fit in, this will return false and leave the Object where it was to begin with (i.e., the move failed); otherwise this will return true with the Object at the coordinates supplied. This function additionally returns the "tmthing" Object set during the run of the function, which in the majority of cases will be mobj itself.
Note: Pushable Objects will also move along anything on top with them when they are moved. Objects with | ||
P_Move(mobj_t actor, int speed)
|
boolean, mobj_t
|
Moves the actor Object in its current direction (using actor.movedir rather than the angle), moving forward a distance of speed*FRACUNIT (speed does not need to be multiplied by FRACUNIT ). Returns true when the actor has moved; returns false if the actor cannot move, does not have a direction to move in or is dead. This function additionally returns the "tmthing" Object set during the run of the function, which in the majority of cases will be actor itself.
| ||
P_TeleportMove(mobj_t mobj, fixed_t x, fixed_t y, fixed_t z)
|
boolean, mobj_t
|
Teleports the Object straight to the x , y , and z coordinates supplied, but does not account for whether the Object will be stuck in this position, and will always return true. This function additionally returns the "tmthing" Object set during the run of the function, which in the majority of cases will be mobj itself.
Note: This function has been deprecated since the introduction of 2.2.11, we recommend you use the P_SetOrigin or P_MoveOrigin instead. | ||
P_SetOrigin(mobj_t mobj, fixed_t x, fixed_t y, fixed_t z)
|
boolean, mobj_t
|
Teleports the Object to the x , y , and z coordinates supplied without any positional checks. As all interpolation values of the Object are reset, this function should be used for instant movement. It will always return true, plus the "tmthing" Object set during the run of the function, which in the majority of cases will be mobj itself.
| ||
P_MoveOrigin(mobj_t mobj, fixed_t x, fixed_t y, fixed_t z)
|
boolean, mobj_t
|
Teleports the Object to the x , y , and z coordinates supplied without any positional checks. As all interpolation values of the Object are kept, this function should be used for continuous movement. This function additionally returns the "tmthing" Object set during the run of the function, which in the majority of cases will be mobj itself.
| ||
P_SlideMove(mobj_t mo)
|
nil | Slides mo along a wall using its current X/Y momentum. This assumes that mo has already been blocked by a wall, so this searches for the wall that blocked it before sliding.
| ||
P_BounceMove(mobj_t mo)
|
nil | Bounces mo off a wall using its current X/Y momentum. This assumes that mo has already been blocked by a wall, so this searches for the wall that blocked it before bouncing.
| ||
P_CheckSight(mobj_t source, mobj_t target)
|
boolean | Checks if target is visible from source 's position – if it is, this returns true; otherwise it returns false. This function is also able to check if FOFs are blocking the line of sight. Note that the angles the Objects are facing are not taken into consideration, only their map coordinates and heights.
| ||
P_CheckHoopPosition(mobj_t hoop, fixed_t x, fixed_t y, fixed_t z, fixed_t radius)
|
nil | Optimized version of P_CheckPosition specifically designed for MT_HOOPCOLLIDE . radius is unused.
| ||
P_RadiusAttack(mobj_t inflictor, mobj_t source, fixed_t radius, [int damagetype, [boolean sightcheck]])
|
nil | Damages all damageable Objects in the blockmap around inflictor , with source being the Object that inflictor came from (if not the same as inflictor itself). radius is the distance limit around inflictor to damage other Objects in, which will automatically be scaled with inflictor 's scale. damagetype determines the type of damage dealt to Objects hit by the attack. If sightcheck is true or not set, the target objects will only be damaged if they have line of sight with the inflictor 's position; If false, the attack will be able to harm objects behind walls.
Objects that cannot be damaged by | ||
P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
|
fixed_t | Returns what would be the floorz (the absolute Z position of the floor) at the x , y , and z coordinates supplied. height should be the height of the Object you want to check this for (needed for checking solid/quicksand FOFs). Keep in mind the coordinates and perhaps even the height do not necessarily have to be the actual position of an existing Object.
| ||
P_CeilingzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
|
fixed_t | Returns what would be the ceilingz (the absolute Z position of the ceiling) at the x , y , and z coordinates supplied. height should be the height of the Object you want to check this for (needed for checking solid/quicksand FOFs). Keep in mind the coordinates and perhaps even the height do not necessarily have to be the actual position of an existing Object.
| ||
P_DoSpring(mobj_t spring, mobj_t object)
|
nil | The spring Object sends object into the air like a spring. spring does not necessarily have to be an Object with the MF_SPRING flag, but it should have least all the same attributes as one; see the Spring article for more details. Note that object will also be given the MFE_SPRUNG flag, marking it as having already touched a spring this tic; the flag will automatically be removed the next tic. If this function is called while object has this flag set, it will have no effect.
| ||
P_TryCameraMove(camera_t camera, fixed_t x, fixed_t y)
|
boolean | Tries to move the Camera camera to the X/Y coordinates supplied (all done in the same tic), checking each position to make sure the Camera is not blocked on the way there. If it is blocked by a wall, or the height of the sector is too small to fit in, this will return false and leave the Camera where it was to begin with (i.e., the move failed); otherwise this will return true with the Camera at the coordinates supplied.
| ||
P_TeleportCameraMove(camera_t camera, fixed_t x, fixed_t y, fixed_t z)
|
nil | Teleports the Camera straight to the x , y , and z coordinates supplied, but does not account for whether the Camera will be stuck in this position.
| ||
P_LineIsBlocking(mobj_t mo, line_t li)
|
boolean |
true if the supplied line would obstruct mobj 's movement.
|
P_Maputl
Function | Return value(s) | Description |
---|---|---|
P_AproxDistance(fixed_t dx, fixed_t dy)
|
fixed_t | Returns the approximate distance between two points, where dx is the distance between the X coordinates and dy is the distance between the Y coordinates.
Note: This function will normally return a positive value, except if the distance is 38768 fracunits or larger, in which case it will return negative values. |
P_ClosestPointOnLine(fixed_t x, fixed_t y, line_t line)
|
fixed_t, fixed_t | Alternative version: P_ClosestPointOnLine(fixed_t x, fixed_t y, fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
Returns the X and Y coordinate (as two separate returned values) of the closest point to the point If a set of 4 fixed-point integers ( |
P_PointOnLineSide(fixed_t x, fixed_t y, line_t line)
|
int | Alternative version: P_PointOnLineSide(fixed_t x, fixed_t y, fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
Returns 0 if the point If a set of 4 fixed-point integers ( |
P_Mobj
Function | Return value(s) | Description | ||
---|---|---|---|---|
P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, int type)
|
mobj_t
|
Creates and returns a new Object of the given type at the given coordinates x , y , and z . Various attributes may be given to it as soon as it is spawned, such as a skin color or secondary Object flags. Further Objects may be spawned within this function to be linked to the new Object if necessary. If the new Object is given the MF_RUNSPAWNFUNC flag during this function, the action set for the Object type's SpawnState property will be run by this function.
The hook Note: This is the basic function for spawning all Objects in SRB2. All other listed Lua functions (including actions) that spawn an Object therefore use this function internally to spawn them, and any changes made to this function by the | ||
P_SpawnMobjFromMobj(mobj_t origin, fixed_t x, fixed_t y, fixed_t z, int type)
|
mobj_t
|
Same as P_SpawnMobj , except the coordinates given are relative to the origin Object. The spawned object's scale and vertical flip are inherited from the origin object.
| ||
P_RemoveMobj(mobj_t mobj)
|
nil | Removes the Object and its thinker from existence. The hook MobjRemoved can be used to apply additional effects to this function.
Note: The removed Object cannot be referenced again in Lua after using this function. Note 2: This function will produce an error if it attempts to remove an Object belonging to a player (i.e.: | ||
P_IsValidSprite2(mobj_t mobj, int sprite2)
|
boolean | Returns true if mobj can display sprite2 , false if not. This is specific to objects that have a Skin, as Skins use a special naming system to avoid naming conflicts between themselves.
| ||
P_SpawnLockOn(player_t player, mobj_t target, state_t state)
|
nil | Spawns MT_LOCKON in state above mobj . Lua exclusive.
| ||
P_SpawnMissile(mobj_t source, mobj_t dest, int type)
|
mobj_t
|
Spawns a missile Object with the default missile positioning, sending it forward to dest at the value of its Speed Object type property. This returns the Object spawned by the function.
| ||
P_SpawnXYZMissile(mobj_t source, mobj_t dest, int type, fixed_t x, fixed_t y, fixed_t z)
|
mobj_t
|
Spawns a missile Object at specific x , y , and z coordinates, sending it forward to dest at the value of its Speed Object type property. This returns the Object spawned by the function.
| ||
P_SpawnPointMissile(mobj_t source, fixed_t dest_x, fixed_t dest_y, fixed_t dest_z, int type, fixed_t x, fixed_t y, fixed_t z)
|
mobj_t
|
Same as P_SpawnXYZMissile , except the destination is given via the coordinates dest_x , dest_y and dest_z instead of a destination Object dest . This returns the Object spawned by the function.
| ||
P_SpawnAlteredDirectionMissile(mobj_t source, int type, fixed_t x, fixed_t y, fixed_t z, int angle_shift)
|
mobj_t
|
Spawns a missile Object at the value of its Speed Object type property, but with an angle relative to the direction its source Object is facing. The source Object must be a missile itself and must have a target set – the spawned missile will also use this target. This returns the Object spawned by the function.
| ||
P_ColorTeamMissile(mobj_t missile, player_t player)
|
nil | In Team Match or CTF, this changes missile 's color to match the player's team color (red if player is in the red team, or steel blue if in the blue team). In any other gametype, this will do nothing.
| ||
P_SPMAngle(mobj_t source, int type, angle_t angle, [int allowaim, [int flags2]])
|
mobj_t
|
Spawns a missile Object at the value of its Speed Object type property, assuming source is a player. angle sets what direction to fire the missile in. If allowaim is set to a non-zero value, the player's vertical aiming angle determines the vertical angle the missile is fired at. Otherwise, it is fired straight forward. flags2 allows additional flags to be added on to the missile's secondary Object flags (such as MF2_RAILRING to make the missile act like the rail ring weapon). This returns the Object spawned by the function.
| ||
P_SpawnPlayerMissile(mobj_t source, int type, [int flags2])
|
mobj_t
|
Functionally identical to P_SPMAngle , except that the missile's angle will always be source 's angle and the player's vertical aiming angle will always be used. This returns the Object spawned by the function.
| ||
P_MobjFlip(mobj_t mobj)
|
int | Returns -1 if the object is flipped (i.e., MFE_VERTICALFLIP is set in the Object's extra Object flags) or 1 if it is not.
| ||
P_GetMobjGravity(mobj_t mobj)
|
fixed_t | Returns the amount of gravity to be applied to the Object. | ||
P_WeaponOrPanel(int type)
|
boolean | Returns true if the given Object type is any of the weapon ammo/panel types. | ||
P_FlashPal(player_t player, int type, int duration)
|
nil | Sets the type and duration of the player's palette. This is used in the game to flash the screen in events such as when the player is teleported, or when an Armageddon Shield explodes – see PLAYPAL for the palette numbers available in the default PLAYPAL lump.
| ||
P_GetClosestAxis(mobj_t source)
|
mobj_t
|
Returns the closest Axis Object (of type MT_AXIS ) to source .
| ||
P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, int number, int type, angle_t rotangle, [int state, [boolean spawncenter?]])
|
nil | Spawns a loop of Objects at the given coordinates x , y , and z . radius determines the radius of the loop, number determines how many Objects are in the loop, type determines the type of the Objects spawned, state is the starting state of the Objects (defaults to S_NULL if not set, which means the state will not be changed), and rotangle sets the vertical rotation of the loop. If spawncenter is true, the Objects will all start at the center and move outwards, otherwise they will start at a distance of 4/5×radius from the center and move inwards. By default, spawncenter is false .
In SRB2, this function is called when the player uses the paraloop move while flying on a NiGHTS 2D track. It is also called by the action Below is some example Lua code that recreates for i=0,15
P_SpawnParaloop(actor.x, actor.y, actor.z + actor.height, FixedMul(actor.info.painchance, actor.scale), 16, MT_NIGHTSSPARKLE, i*ANGLE_22h, S_NULL, true)
end
Notes:
| ||
P_BossTargetPlayer(mobj_t actor, [boolean closest?])
|
boolean | Used by bosses to search for players. Returns true if a player is targeted, false if not. If closest is true, the boss will target the closest player it can find, otherwise the boss will target the first player it finds.
| ||
P_SupermanLook4Players(mobj_t actor)
|
boolean | Similar to P_LookForPlayers , except actor can search anywhere in the map and even through walls.
| ||
P_SetScale(mobj_t mobj, fixed_t scale)
|
nil | Sets mobj 's scale to a new value. Editing mobj.scale does the same thing – however, calling P_SetScale will not affect mobj.destscale , unlike editing mobj.scale directly.
| ||
P_InsideANonSolidFFloor(mobj_t mobj, ffloor_t rover)
|
boolean | Returns true if the given FOF exists and is non-solid, and mobj is inside it.
| ||
P_CheckDeathPitCollide(mobj_t mobj)
|
boolean | Returns true if mobj is touching a death pit floor/ceiling.
| ||
P_CheckSolidLava(ffloor_t rover)
|
boolean | Returns true if the FOF rover is a solid lava block.
| ||
P_CanRunOnWater(player_t player, ffloor_t rover)
|
boolean | Returns true if the FOF rover is a water block and player is able to run on top of it. This requires the player to be at running speed, but other criteria include whether they have the swimming or running on water abilities, or if they're currently super.
| ||
P_MaceRotate(mobj_t center, int baserot, int baseprevrot)
|
nil | TODO | ||
P_CreateFloorSpriteSlope(mobj_t mobj)
|
nil | Creates pslope_t userdata into mobj that allows it to render as a sloped floor sprite. It can then be accessed and manipulated in mobj.floorspriteslope .
| ||
P_RemoveFloorSpriteSlope(mobj_t mobj)
|
nil | Wipes the mobj.floorspriteslope field from mobj , effectively ceasing its rendering as a sloped floor sprite. Recommended to use when a sloped floor sprite is no longer needed, since they can increase memory usage.
| ||
P_RailThinker(mobj_t mobj)
|
boolean | Used by the Rail Ring. Instantly moves mobj if it has a type of momentum, returns true if the movement has failed or mobj was removed by movement (like death pit, missile hits wall, etc.).
| ||
P_XYMovement(mobj_t mobj)
|
nil | Moves mobj through the X/Y coordinate if it has momentum.
| ||
P_RingXYMovement(mobj_t mobj)
|
nil | Used by rings. Moves mobj through the X/Y coordinate if it has momentum but it will always slides to the walls if it collides with one.
| ||
P_SceneryXYMovement(mobj_t mobj)
|
nil | Used by scenery objects. Moves mobj through the X/Y coordinate if it has momentum but it will always slides to the walls if it collides with one and it does not have friction on the air or with the flag MF_NOCLIPHEIGHT .
| ||
P_ZMovement(mobj_t mobj)
|
boolean | Moves mobj through the Z coordinate if it has momentum, returns false if mobj was killed/exploded/removed, true otherwise.
| ||
P_RingZMovement(mobj_t mobj)
|
nil | Used by rings. Moves mobj through the Z coordinate if it has momentum. It has special functionallity to avoid getting clipped through FOFs
| ||
P_SceneryZMovement(mobj_t mobj)
|
boolean | Used by scenery objects. Moves mobj through the Z coordinate if it has momentum, returns false if mobj was killed/exploded/removed, true otherwise. It has special functionallity to avoid getting clipped through FOFs, checking for gravity, collide with death pits, and ajusting with the floors/ceilling
| ||
P_PlayerZMovement(mobj_t mobj)
|
nil | Used by players. Moves mobj through the Z coordinate if it has momentum. It has special functionallity to avoid getting clipped through FOFs, checking for gravity, play animations, have slope physics, and some NiGHTs logic.
| ||
P_CheckSkyHit(mobj_t mo, line_t line)
|
boolean |
line is being touched by mobj , and if so, returns true if that line is a thok barrier sky or horizon effect wall.
|
P_Polyobj
Function | Return value(s) | Description |
---|---|---|
polyobjects.GetForNum(polyobj_t polyobject, INT32 id)
|
polyobj_t
|
Retrieves a polyobject by its numeric ID. Returns nil if no such polyobject exists.
|
P_Slopes
Function | Return value(s) | Description |
---|---|---|
P_GetZAt(pslope_t slope, fixed_t x, fixed_t y, [fixed_t z])
|
fixed_t | Returns the corresponding Z position on the slope for the X/Y coordinates given. If slope is nil, returns z instead.
|
P_ButteredSlope(mobj_t mobj)
|
nil | Slides mobj on the slope it is standing on, if it exists.
|
P_Spec
Function | Return value(s) | Description | ||
---|---|---|---|---|
P_Thrust(mobj_t mobj, angle_t angle, fixed_t move)
|
nil | Boosts mobj 's horizontal momentum by the value of move in the direction of angle . Note that this will apply momentum relatively; i.e., all existing momentum applied to the Object in any direction is retained – if P_Thrust is used every tic, this can result in the Object accelerating in the given direction. If the Object has MF2_TWOD , only momentum in the X direction is modified – momentum in the Y direction is unaffected. To replace all existing momentum instead of adding to it, see P_InstaThrust .
| ||
P_SetMobjStateNF(mobj_t mobj, int statenum)
|
boolean | mobj 's state is changed to the specified state number, but without running any actions. If statenum is S_NULL , the Object will be removed (does not work on players).
Note: This should not be confused with the normal method of applying new states, which would be using the code | ||
P_DoSuperTransformation(player_t player, [boolean giverings?])
|
nil | Changes player into its Super form. If giverings? is true, the player is given 50 rings when the function runs. Note that the player still needs all seven Chaos Emeralds as well as the SF_SUPER skin flag for this function to work.
| ||
P_ExplodeMissile(mobj_t missile)
|
nil | Death sequence for the missile Object. Halts missile 's momentum, alters its flags, plays its DeathSound and sets its state to DeathState . Does not do anything if the Object has MF_NOCLIPTHING set, as it is used as a dummy flag to indicate when a missile is already "dead".
| ||
P_PlayerTouchingSectorSpecial(player_t player, int section, int specialnum)
|
sector_t
|
Checks if player is touching a sector with the specified sector special from the specified section. If one is found, this will return the sector with the special. Also accounts for FOFs – if the found sector is an FOF, the FOF's control sector is returned.
| ||
P_PlayerTouchingSectorSpecialFlag(player_t player, int flags)
|
sector_t
|
Checks if player if touching a sector with the specified sector special flags. If one is found, this will return the sector with the special flags. Also counts for FOFs – if the found sector is a FOF, the FOF's control sector is returned.
| ||
P_FindLowestFloorSurrounding(sector_t sector)
|
fixed_t | Looks for the sector surrounding the current one whose floor height is lower than the current sector's floor height. If it is found, the floor height is returned. Otherwise, returns itself. | ||
P_FindHighestFloorSurrounding(sector_t sector)
|
fixed_t | Looks for the sector surrounding the current one whose floor height is higher than the current sector's floor height. If it is found, the floor height is returned. Otherwise, returns itself. | ||
P_FindLowestCeilingSurrounding(sector_t sector)
|
fixed_t | Looks for the sector surrounding the current one whose ceiling height is lower than the current sector's ceiling height. If it is found, the ceiling height is returned. Otherwise, returns itself. | ||
P_FindHighestCeilingSurrounding(sector_t sector)
|
fixed_t | Looks for the sector surrounding the current one whose ceiling height is higher than the current sector's ceiling height. If it is found, the ceiling height is returned. Otherwise, returns itself. | ||
P_FindNextHighestFloor(sector_t sector, [fixed_t currentheight])
|
fixed_t | Looks for a sector whose floor height is higher than the current sector's floor height. If it is found, the floor height is returned. Otherwise, returns itself. | ||
P_FindNextLowestFloor(sector_t sector, [fixed_t currentheight])
|
fixed_t | Looks for a sector whose floor height is lower than the current sector's floor height. If it is found, the floor height is returned. Otherwise, returns itself. | ||
P_FindSpecialLineFromTag(int special, int tag, [int start])
|
int | Finds the first linedef number after start which has the specified linedef special and tag. start can be -1 to start from the first linedef onwards, or set to another linedef's number to carry on from perhaps the last linedef number found (start defaults to -1 if not set).
| ||
P_SwitchWeather(int weathernum, [player_t player])
|
nil | Switches weather in-game with weathernum (use the PRECIP_ constants). If player is or not specified, the weather is applied globally for all players; otherwise, the weather is applied only for the specified player.
| ||
P_LinedefExecute(int tag, [mobj_t actor, [sector_t caller]])
|
nil | Executes a linedef executor. tag is the tag of the executor's trigger linedef. If set, actor is the Object that activated it, and caller is the triggering sector.
| ||
P_SpawnLightningFlash(sector_t sector)
|
nil | Spawns a lightning flash in sector . For this to work in FOFs, sector should be the control sector of the FOF to flash in.
| ||
P_FadeLight(int tag, int destvalue, int speed, [boolean ticbased, [boolean force]])
|
nil | Fades all tagged sectors' lighting to a new value set by destvalue . speed determines how quickly the sector's light fades to the new value, using ticbased maked speed to determine the duration instead. Using force forcefully replaces already existing fade light thinkers on the tagged sectors.
| ||
P_ThingOnSpecial3DFloor(mobj_t mobj)
|
sector_t
|
If mobj is on top of or inside an FOF with a sector special, this function returns the FOF's control sector; otherwise returns nil.
| ||
P_MobjTouchingSectorSpecial(mobj_t mobj, int section, int number)
|
sector_t
|
Checks if mobj is touching a sector with the specified sector special from the specified section. If one is found, this will return the sector with the special. Also accounts for FOFs – if the found sector is an FOF, the FOF's control sector is returned.
| ||
P_MobjTouchingSectorSpecialFlag(mobj_t mobj, int flags)
|
sector_t
|
Checks if mobj if touching a sector with the specified sector special flags. If one is found, this will return the sector with the special flags. Also counts for FOFs – if the found sector is a FOF, the FOF's control sector is returned.
| ||
P_IsFlagAtBase(int type)
|
boolean | Returns true if the flag of the given type is at its corresponding CTF base. Should only be used with types MT_BLUEFLAG and MT_REDFLAG .
| ||
P_SetupLevelSky(int skynum, [player_t player])
|
nil | Sets the sky seen in-game to the value of skynum . If player is nil or not specified, the sky is applied globally for all players; otherwise, the sky is applied only for the specified player.
| ||
P_SetSkyboxMobj([mobj_t mobj, [boolean/int centerpoint?, [player_t user]]])
|
nil | Alternative versions:
Lua-exclusive: Sets which Object correponds to either the skybox's view point or center point (defaults to view point). | ||
P_StartQuake(fixed_t intensity, int time, [table{x, y, z} epicenter, [fixed_t radius]])
|
nil | Lua-exclusive: Starts an earthquake camera effect. intensity determines the earthquake's strength, time determines its duration.
| ||
EV_CrumbleChain([sector_t sector,] ffloor_t rover)
|
nil | Alternative version:
Shatters the FOF | ||
EV_StartCrumble(sector_t sector, ffloor_t rover, [boolean floating, [player_t player, [fixed_t origalpha, [boolean crumblereturn]]]])
|
boolean | Crumbles the FOF rover , making the FOF belonging to rover fall from the map and respawning 10 seconds later at sector if crumblereturn is set to true, otherwise rover will not respawn. player is the player that made rover crumble, if player exists, and origalpha is the original alpha of rover .
|
P_User
Function | Return value(s) | Description | ||
---|---|---|---|---|
P_GetPlayerHeight(player_t player)
|
fixed_t | Returns the player's normal height (default 48*FRACUNIT , Fang's height is 60*FRACUNIT ). Automatically corrected to match the player's current scale.
| ||
P_GetPlayerSpinHeight(player_t player)
|
fixed_t | Returns the player's "spin" height (2/3 of the player's full height; normally 32*FRACUNIT ). Automatically corrected to match the player's current scale.
| ||
P_GetPlayerControlDirection(player_t player)
|
int | Returns a value depending on what is happening with the player's movement controls (forwards, backwards and strafing left/right) at the moment, compared to the current movement of the player itself:
| ||
P_AddPlayerScore(player_t player, int amount)
|
nil | Adds amount to player's score. Also ensures that the score does not exceed MAXSCORE (999999990), and awards lives for every 50000 points (if not losing points). Handled somewhat differently for NiGHTS stages (both normal and Special Stages), modifying player.marescore instead of player.score .
| ||
P_StealPlayerScore(player_t player, int amount)
|
nil | Causes player to steal from everyone else's score in multiplayer.
| ||
P_GetJumpFlags(player_t player)
|
int | Checks whether player 's skin has SF_NOJUMPDAMAGE and returns the appropriate flags to set for their jump.
| ||
P_PlayerInPain(player_t player)
|
boolean | Returns true if player is in its pain state with pw_flashing set (and not sliding), false if not.
| ||
P_DoPlayerPain(player_t player, [mobj_t source, [mobj_t inflictor]])
|
nil | Throws back the player, setting the state to the player's pain state (does not spill rings/emeralds/flags nor remove health/shields). source is the Object the damage (or inflictor ) came from, and inflictor (which is either source itself or a projectile from it) the Object that dealt the damage, inflictor in particular being used to determine the throw-back speed depending on the flags set. Setting the source and inflictor Objects is not required.
| ||
P_ResetPlayer(player_t player)
|
nil | Resets the player. This will halt anything the player is currently doing. | ||
P_PlayerCanDamage(player_t player, mobj_t mobj)
|
boolean | Checks if player is capable of damaging mobj in their current state and returns true if so.
| ||
P_IsObjectInGoop(mobj_t mobj)
|
boolean | Is mobj inside goop? Returns true if yes, false if no. If the Object has MF_NOGRAVITY or is a spectator player, this will always return false.
| ||
P_IsObjectOnGround(mobj_t mobj)
|
boolean | Is mobj on the ground? Returns true if yes, false if no. The "ground" can be the Object's floorz or ceilingz depending on whether the Object is in reverse gravity or not. If the Object is currently within goop water, this will always return false.
| ||
P_InSpaceSector(mobj_t mobj)
|
boolean | Is mobj in a Space Countdown sector/FOF? Returns true if yes, false if no.
| ||
P_InQuicksand(mobj_t mobj)
|
boolean | Is mobj in a Quicksand FOF? Returns true if yes, false if no.
| ||
P_InJumpFlipSector(mobj_t mobj)
|
boolean | Is mobj in a Jump Flip sector? Returns true if yes, false if no.
| ||
P_SetObjectMomZ(mobj_t mobj, fixed_t momz, [boolean relative?])
|
nil | Sets mobj 's momz to the value given. If relative is true, this will be added to the Object's previous momz ; otherwise, it will replace it. (Note: This also corrects for scaling and reverse gravity.)
| ||
P_RestoreMusic(player_t player)
|
nil | Restores the music to whatever it should be depending on whether player has any powerups or not.
| ||
P_SpawnShieldOrb(player_t player)
|
nil | Resets player 's shield orb appearance to the appropriate one for the player's current shield powers.
| ||
P_SpawnGhostMobj(mobj_t mobj)
|
mobj_t
|
Spawns a "ghost" of mobj (a 50% translucent clone of the Object that lasts only 8 tics normally before disappearing). Useful for creating afterimages of Objects such as players, such as with the Super Sneakers power-up or when a player is in Super form. Returns the ghost Object spawned. If a player Object the ghost was made after possesses a followitem, a ghost of that item's Object will additionally be spawned and assigned as the player ghost's tracer, and vice versa.
| ||
P_GivePlayerRings(player_t player, int amount)
|
nil | Adds amount to player 's ring count. Also corrects ring count if > 9999 or < 0. Also awards extra life bonuses for multiples of 100 rings up to the value of maxXtraLife in the MainCfg block (by default this is 2, which allows for extra life bonuses up to 200 rings).
| ||
P_GivePlayerLives(player_t player, int amount)
|
nil | Adds amount to player 's lives count. Also corrects lives count if > 99 or < 1.
| ||
P_GiveCoopLives(player_t player, int amount, [boolean playsound])
|
nil | Adds amount to the lives pool if the game is using shared lives. When not using shared lives, adds amount of lives to all individual players.
| ||
P_ResetScore(player_t player)
|
nil | Resets player 's scoreadd value to 0, ending any score chains in progress.
| ||
P_DoJumpShield(player_t player)
|
nil | If player has the shield power SH_PROTECTELECTRIC , this will activate the Lightning Shield's double jump. In any other case, player performs a Whirlwind Shield-style jump and switches to their falling animations.
| ||
P_DoBubbleBounce(player_t player)
|
nil | Landing handler for the Bubble Shield. Bounces player upwards.
| ||
P_BlackOw(player_t player)
|
nil | This is used by the Armageddon Shield to blow up enemies, flash the palettes of all players within the explosion radius (1536*FRACUNIT ) and destroy the shield currently being held by player . Also plays the Armageddon explosion sound.
| ||
P_ElementalFire(player_t player, [boolean cropcircle])
|
nil | Spawns two Elemental Shield-style flames for both sides and behind player , but needs to be used repeatedly to spawn a true Elemental Shield fire trail. If cropcircle is true (default is false ), this instead spawns flames in a circle pattern like that of the Elemental Shield's ground pound attack.
| ||
P_DoPlayerFinish(player_t player)
|
nil | Sets the flag PF_FINISHED on the player , causing the player to "finish" the level, while still allowing them to continue moving.
If in singleplayer, or if the console variable | ||
P_DoPlayerExit(player_t player)
|
nil | This is used to have player "complete" the level and become immobile; this will not immediately end the level itself, but prepares to end the level after a set amount of time.
| ||
P_InstaThrust(mobj_t mobj, angle_t angle, fixed_t move)
|
nil | Set an Object's horizontal momentum to the value of move in the direction of angle . Note that this will apply momentum absolutely; i.e., all existing momentum applied to the Object in any direction is lost. If the Object has MF2_TWOD , only momentum in the X-direction is modified – momentum in the Y-direction is unaffected. To add to existing momentum rather than completely replace it, see P_Thrust .
| ||
P_ReturnThrustX(mobj_t mobj, angle_t angle, fixed_t move)
|
fixed_t | Returns the X component of a set thrust value at a specified angle. mobj is unused.
| ||
P_ReturnThrustY(mobj_t mobj, angle_t angle, fixed_t move)
|
fixed_t | Returns the Y component of a set thrust value at a specified angle. mobj is unused.
| ||
P_LookForEnemies(player_t player, [boolean nonenemies, [boolean bullet]])
|
mobj_t
|
Returns a nearby Object that player can hit, if one is found. This is used by the CA_HOMINGTHOK and CA2_GUNSLINGER character abilities, as well as the Attraction Shield's homing attack ability.
By default, this only looks for shootable enemies or bosses (not including the Deton), they must be within Note that Objects with the secondary flag | ||
P_NukeEnemies(mobj_t inflictor, mobj_t source, fixed_t radius)
|
nil | Instantly defeats all enemies and damages bosses (as well as players in shooting gametypes) within a radius around the inflictor Object (the Object causing the damage). The source Object is where inflictor came from, if not the inflictor itself.
| ||
P_HomingAttack(mobj_t source, mobj_t target)
|
boolean | The source Object faces the target Object and moves towards it; needs to be repeatedly used to work properly. source 's movement speed depends on what source is – players will move at 2/3 of their actionspd value, the Deton will move at 17/20 of the enemy player's normalspeed value, otherwise all other Objects will use their Object type's Speed value (a threshold of 32000 for the source cuts this in half). Returns true if the homing attack was successful, returns false if not.
| ||
P_SuperReady(player_t player)
|
boolean | Returns true if the conditions are right for player to turn Super, false if not.
| ||
P_DoJump(player_t player, [boolean soundandstate])
|
nil | Makes the player jump. player.mo.momz is set to a particular value depending on the situation, and the PF_JUMPED flag is given to player.pflags . If soundandstate is set to true (the default value), player.mo 's state will be changed to the appropriate jump states and play the jump sound. If the player has PF_JUMPSTASIS in player.pflags , or player.jumpfactor is 0, this function will do nothing.
| ||
P_SpawnThokMobj(player_t player)
|
nil | Spawns the player 's thokitem defined in S_SKIN at player 's location. Defaults to MT_THOK if no object is defined.
| ||
P_SpawnSpinMobj(player_t player, int type)
|
nil | Spawns a spin trail Object for player at player 's location. type determines the type of the Object spawned.
| ||
P_Telekinesis(player_t player, fixed_t thrust, fixed_t range)
|
nil | Pushes away all enemies and players within a radius of range around player with the thrust value thrust . If thrust is negative, this will instead pull in enemies and players towards player .
| ||
P_SwitchShield(player_t player, int shield)
|
nil | Switches the current shield player has with shieldtype . This will also cause an unused Armageddon Shield to explode. For the list of possible shield types, see Shield types.
| ||
P_PlayJingle(player_t player, int jingletype)
|
nil | Calls P_PlayJingleMusic for the player player with the appropriate arguments as set by jingletype . jingletype should be one of the JT_* constants.
| ||
P_PlayJingleMusic(player_t player, string musname, [int musflags, [boolean looping, [int jingletype]]])
|
nil | Pushes the music musname to player 's music stack with the properties set by musflags , looping , and jingletype , and plays the music for that player. If not specified, musflags will be set to 0, looping will be set to true, and jingletype will be set to JT_OTHER .
| ||
P_SpawnSkidDust(player_t player, fixed_t radius, [int sound])
|
nil | Spawns spindash dust randomly around player within a certain radius , and plays sound .
| ||
P_Earthquake(mobj_t inflictor, mobj_t source, fixed_t radius)
|
nil | Damages enemies within the given radius . Used for Super Knuckles' landing.
| ||
P_PlayerFullbright(player_t player)
|
boolean | Returns true only if player is fullbright. Used in NiGHTS mode.
| ||
P_MovePlayer(player_t player)
|
nil |
| ||
P_PlayerCanEnterSpinGaps(player_t player)
|
boolean |
| ||
P_PlayerShouldUseSpinHeight(player_t player)
|
boolean |
|
R_Data
Function | Return value(s) | Description |
---|---|---|
R_TextureNumForName(string name)
|
int | Returns the texture number for the texture whose name is supplied in name . For a list of textures by number, see List of textures by number.
|
R_CheckTextureNumForName(string name)
|
int | If a texture with the name given by name exists, returns its texture number. Otherwise, returns -1.
|
R_TextureNameForNum(int number)
|
string | Returns the texture name for the texture whose number is supplied in number . For a list of textures by number, see List of textures by number.
|
R_CheckTextureNameForNum(int number)
|
string | If a texture with the number given by number exists, returns its texture name. Otherwise, returns "-".
|
R_Draw
Function | Return value(s) | Description |
---|---|---|
R_GetColorByName(string name)
|
int | Returns the skin color number that is represented by name . If no color is found, returns SKINCOLOR_NONE .
|
R_GetSuperColorByName(string name)
|
int | Returns the super color number that is represented by name . If no color is found, returns SKINCOLOR_NONE .
|
R_GetNameByColor(int color)
|
string | Returns the name of the input color.
The function will raise an error if an out of bounds number is entered. |
R_Defs
Function | Return value(s) | Description |
---|---|---|
R_PointToAngle(fixed_t x, fixed_t y)
|
angle_t | Returns the angle between the camera's X and Y coordinates and x and y .
Note: This will not work consistently among multiple players. Use at your own risk. |
R_PointToAngle2(fixed_t x, fixed_t y, fixed_t dest_x, fixed_t dest_y)
|
angle_t | Returns the angle created by the line from x and y to dest_x and dest_y .
|
R_PointToDist(fixed_t x, fixed_t y)
|
fixed_t | Returns the distance from the camera's X and Y coordinates to x and y .
Note: This will not work consistently among multiple players. Use at your own risk. |
R_PointToDist2(fixed_t x, fixed_t y, fixed_t dest_x, fixed_t dest_y)
|
fixed_t | Returns the distance from x and y to dest_x and dest_y .
|
R_PointInSubsector(fixed_t x, fixed_t y)
|
subsector_t
|
Returns the subsector that the given point is located in. Never returns nil, even if outside of the map. |
R_PointInSubsectorOrNil(fixed_t x, fixed_t y)
|
subsector_t or nil
|
Same as R_PointInSubsector , but returns nil if point is not in subsector.
|
R_Things
Function | Return value(s) | Description |
---|---|---|
R_Char2Frame(string char)
|
int | Returns the text character's frame number.
Example: |
R_Frame2Char(int frame)
|
string, int | Returns the frame number's text character as both a string and its ASCII value.
Example: |
R_SetPlayerSkin(player_t player, int/string skin)
|
nil | Sets the player's skin. skin can be either a skin number or a skin name string.
|
R_SkinUsable(player_t player, int/string skin)
|
boolean | Checks if skin is legal to switch to and returns true if so. Accounts for factors such as map forcecharacter and multiplayer forceskin.
|
S_Sound
For all of the functions below with an optional player
parameter, this determines which player the function is run for (if only a certain player is meant to hear a sound or change in music, for example). If this is omitted or set to nil, the function is run for all players.
Function | Return value(s) | Description | ||
---|---|---|---|---|
S_StartSound(mobj_t/sector_t origin, int soundnum, [player_t player])
|
nil | Starts the given sound effect from origin , or plays the sound globally if origin is nil. If origin exists and has a skin applied, certain sounds may be replaced with custom sounds set for the skin. If in a Mario mode or Christmas NiGHTS level, certain sounds will automatically be swapped with different sounds for the given level type (these take priority over custom skin sounds).
If the third argument is set, the sound will only be played for that player. Otherwise, it will be heard by all players. | ||
S_StartSoundAtVolume(mobj_t/sector_t origin, int soundnum, UINT8 volume, [player_t player])
|
nil | Starts the given sound effect at a specific volume from origin , or plays the sound globally if origin is nil. If origin exists and has a skin applied, certain sounds may be replaced with custom sounds set for the skin. Unlike S_StartSound , Mario mode and Christmas NiGHTS have no effect on the sound used.
Volume ranges from 0 to 255, inclusive. | ||
S_StopSound(mobj_t/sector_t origin)
|
nil | Stops any sound that the given origin is playing.
| ||
S_StopSoundByID(mobj_t/sector_t origin, int soundnum)
|
nil | Stops the sound soundnum that origin may be playing.
| ||
S_ChangeMusic(string musicname, [boolean looping?, [player_t player, [int mflags, [int position, [int prefadems, [int fadeinms]]]]])
|
nil | Alternative version: S_ChangeMusic(int musicslot, [boolean looping?, [player_t player, [int mflags, [int position, [int prefadems, [int fadeinms]]]]])
Changes the music to the specified music name or slot number. The music will loop unless
If the music format supports multiple tracks, you can supply the track number as well – if the new music's name was given, the track number must be added to Other features:
To set a time in seconds for | ||
S_SpeedMusic(fixed_t musicspeed, [player_t player])
|
nil | Changes the speed of the music – the speed given must be a multiple of FRACUNIT , where FRACUNIT is the default music speed.
Note that this function only works with music formats supported by the Game Music Emu library. For other music formats, it has no effect. | ||
S_StopMusic([player_t player])
|
nil | Stops all music from playing. | ||
S_SetInternalMusicVolume(int volume, [player_t player])
|
boolean | Immediately sets the internal volume of the current music track, as a percentage of the user's configured game volume, where 0 is silent and 100 is full volume.
Returns true if the volume change was done for all players or the user's local player, returns false if not. | ||
S_StopFadingMusic([player_t player])
|
boolean | Stops any current fade from running. The music will remain playing at the current internal volume.
Returns true if the fade was done for all players or the user's local player, returns false if not. | ||
S_FadeMusic(int target_volume, int ms, [player_t player])
|
boolean | Alternative version: S_FadeMusic(int target_volume, int ms, [int source_volume, [player_t player]])
Fades the current music track from source volume to target volume, 0-100%. If Returns true if the fade was done for all players or the user's local player, returns false if not. | ||
S_FadeOutStopMusic(int ms, [player_t player])
|
boolean | Fades the current music track from current internal volume to 0%, then stop the music. ms is the length of the fade, measured in milliseconds. To set a time in seconds, multiply the time in seconds by the constant MUSICRATE ; e.g.: 2*MUSICRATE for 2 seconds.
Returns true if the fade was done for all players or the user's local player, returns false if not. | ||
S_OriginPlaying(mobj_t/sector_t origin)
|
boolean | Returns true if a sound effect with origin as the origin is being played, false if not.
if S_OriginPlaying(players[0].mo) -- is a sound being played from the player's mobj?
print("beep!") -- beep if yes
end
Note: This function only checks sounds being played for the local client, and thus isn't network safe. Use at your own risk. | ||
S_IdPlaying(int soundnum)
|
boolean | Returns true if a sound effect with the given ID is being played, false if not.
Example: if S_IdPlaying(sfx_thok) -- is a thok sound being played at all?
print("beep!") -- beep if yes
end
Note: This function only checks sounds being played for the local client, and thus isn't network safe. Use at your own risk. | ||
S_SoundPlaying(mobj_t/sector_t origin, int soundnum)
|
boolean | Returns true if a sound effect with the given ID and origin as the origin is being played, false if not.
Example: if S_SoundPlaying(players[0].mo, sfx_thok) -- is a thok sound being played from the player's mobj?
print("beep!") -- beep if yes
end
Note: This function only checks sounds being played for the local client, and thus isn't network safe. Use at your own risk. | ||
S_StartMusicCaption(string caption, tic_t lifespan, [player_t player])
|
nil | If the user has sound captions enabled, this will display the caption caption for the duration specified by lifespan in a similar manner to the captions displayed for Super Sneakers and Invincibility. If player is specified, this will only be displayed for that player.
| ||
S_GetMusicLength()
|
int | Returns the length of the currently playing music, in milliseconds.
Note: This function only checks the music being played for the local client, and thus isn't network safe. Use at your own risk. | ||
S_GetMusicPosition()
|
int | Returns the position of the currently playing music, in milliseconds.
Note: This function only checks the music being played for the local client, and thus isn't network safe. Use at your own risk. | ||
S_SetMusicPosition(int position)
|
boolean | Sets the position of the currently playing music, in milliseconds. Returns false if no music is playing or a MIDI is currently playing (and therefore the position could not be set), and returns true otherwise. Note that this may still return true in some instances where the position could not be set.
| ||
S_MusicType
|
| |||
S_MusicExists(string mname, [boolean checkmidi, [boolean checkdigi]])
|
boolean | Returns whether music of name mname exists within any of the currently loaded files.
By default, this checks for both digital ( | ||
S_MusicPlaying([player_t player])
|
boolean or nil |
| ||
S_MusicPaused([player_t player])
|
boolean or nil |
| ||
S_MusicName([player_t player])
|
string or nil |
| ||
S_SetMusicLoopPoint(UINT32 looppoint, [player_t player])
|
boolean or nil |
| ||
S_GetMusicLoopPoint([player_t player])
|
UINT32 or nil |
| ||
S_PauseMusic([player_t player])
|
boolean or nil |
| ||
S_ResumeMusic([player_t player])
|
boolean or nil |
|
Iterator functions
None of these functions should be called directly, with the exception of mobjs.iterate
. They should be used in a for loop, as such:
for player in players.iterate
-- Handle player here
end
Note that the ending parentheses, ()
, are omitted in the above code – this does not apply to mobjs.iterate
, however, for technical reasons.
Function | Iterator type | Description |
---|---|---|
players.iterate()
|
player_t
|
Iterates over all players currently playing in the map. Note that player.mo will return nil for spectating players.
|
mobjs.iterate()
|
mobj_t
|
Iterates over all Objects in the map that use P_MobjThinker . This excludes all precipitation (rain and snow).
Note that this iterator is extremely slow due to the massive amount of thinkers in a typical map, and should not be used repeatedly so as not to cause framerate drops.[confirm? – discuss] |
skins.iterate()
|
skin_t
|
Iterates over all valid skins loaded in the game. |
mapthings.iterate()
|
mapthing_t
|
Iterates over all map Things in the map. Remember that not all Objects will necessarily have a respective map Thing, and not all map Things will necessarily have a respective Object. |
mapthings.tagged(INT16 tag)
|
taggroup_t
|
Iterates over all map Things tags in the map with the matching tag .
|
sectors.iterate()
|
sector_t
|
Iterates over all sectors in the map. |
sectors.tagged(INT16 tag)
|
taggroup_t
|
Iterates over all sectors tags in the map with the matching tag ..
|
subsectors.iterate()
|
subsector_t
|
Iterates over all subsectors in the map. |
lines.iterate()
|
line_t
|
Iterates over all linedefs in the map. |
lines.tagged(INT16 tag)
|
taggroup_t
|
Iterates over all linedefs tags in the map with the matching tag .
|
sides.iterate()
|
side_t
|
Iterates over all sidedefs in the map. |
vertexes.iterate()
|
vertex_t
|
Iterates over all vertexes in the map. |
polyobjects.iterate()
|
polyobj_t
|
Iterates over all PolyObjects in the map. |
Lua framework
These are the functions included with the standard Lua libraries included with SRB2 (Basic, Coroutine, String and Table).
Base Lua functions
Function | Return value(s) | Description |
---|---|---|
assert(* v, [string errormsg])
|
any or nil | If v is nil or false, an error message is printed; otherwise, this function returns all arguments given. errormsg is the message to use when the assertion fails; if not given, the default message used is "assertion failed!".
|
collectgarbage([string opt, [int arg]])
|
"step" : booleanall others: int |
This function is a generic interface to the garbage collector. It performs different functions depending on its first argument, opt :
|
error(string message, [int level])
|
nil | Terminates the last protected function called and returns message as an error message.
Usually, |
dofile(string file)
|
(return values) | This loads the lua script file from the Lua/ folder in the last loaded add-on, which must be a PK3. For instance, to load the file Lua/script.lua , use dofile("script.lua") . It is highly recommended this only be used in init.lua as the add-on is loading, though it can technically be used at any time.
|
gcinfo()
|
int | Returns Kb of dynamic memory in use.
This function is deprecated in Lua 5.1. Use collectgarbage ("count") instead. |
getfenv([function/int f])
|
(environment) | Returns the current environment in use by the function. |
getmetatable(object obj)
|
(metatable) | If obj does not have a metatable, returns nil. Otherwise, if obj 's metatable has a __metatable field, returns the associated value. Otherwise, returns the metatable of obj .
|
ipairs(table{} t)
|
function, table, int | This function is to be used in a for loop to iterate through all entries in an array-like table, such as in the code shown below:
for k, v in ipairs(t)
--contents
end
The iteration starts from key 1 (not 0) and iterates in numeric order. This function only iterates through the array part of the table. The array part is made of all the entries which keys are integer numbers in the range [1; n], where n is the first key that precedes a nil entry (or, if there are no "holes", the last entry). Entries with any other key (strings, booleans, userdata, negative numbers, etc) are merely skipped. Technical comment: this function actually returns three values: an iterator function, the table |
next(table{} t, [int index])
|
(index), (value) | |
pairs(table{} t)
|
function, table, nil | This function is to be used in a for loop to iterate through all entries in a table, such as in the code shown below:
for k, v in pairs(t)
--contents
end
Unlike Technical comment: this function actually returns three values: the Note: This function iterates in an arbitrary order, NOT the order in which elements were added. It is VERY likely to iterate through a completely different order for mid-joiners, and thus isn't network safe. Use at your own risk. |
pcall(function fn, [* arg, [...]])
|
boolean, (return values or error message) | Calls function fn with the given arguments in protected mode. The first value returned is the status code, which is true if the call succeeded without errors, and false if an error occurred.
If the call succeeded, all return values of the function call are also returned after the status code. If the call produced an error, the status code is followed by the error message instead. |
rawequal(* v1, * v2)
|
boolean | Checks whether v1 is equal to v2 , without invoking any metamethod.
|
rawget(table{} t, * index)
|
any | Gets the real value of t[index] , without invoking any metamethod.
|
rawset(table{} t, * index, * value)
|
table | Sets the real value of t[index] to value , without invoking any metamethod. This function returns t .
|
select(* index, ...)
|
arguments or int | If index is a number, returns all arguments after argument number index . Otherwise, index must be the string "#" , and select returns the total number of extra arguments it received.
|
setfenv(function/int f, table{} table)
|
function | Sets the environment to be used by the given function. |
setmetatable(table{} t, table{} metatable)
|
table | Sets the metatable for the given table. If metatable is nil, removes the metatable of the given table. If the original metatable has a __metatable field, raises an error.
This function returns |
tonumber(* e, [int base])
|
int or nil | Returns the given variable as a number, if possible. Returns nil if the variable cannot be converted to a number.
Example: |
tostring(* e)
|
string | Returns the given argument as a string.
Example: |
type(* v)
|
string | Returns the type of v as a string.
Possible strings that may be returned by this function:
To find out if a given value is a specific type of userdata, see |
unpack(table{} list, [int start, [int end]])
|
(table elements) | Returns the elements from the given table. |
xpcall(function call, function(boolean status) errortrap)
|
boolean, (return values or error message) | Calls function f in protected mode, using errortrap as the error handler. The first value returned is the status code, which is true if the call succeeded without errors, and false if an error occurred.
If the call succeeded, all return values of the function call are also returned after the status code. If the call produced an error, the status code is followed by the return value of |
Coroutine library
Function | Return value(s) | Description |
---|---|---|
coroutine.create(function fn)
|
thread | Creates and returns a new coroutine that runs the function specified. To run the coroutine, use coroutine.resume .
|
coroutine.resume(thread co, [* val, [...]])
|
boolean, (return values from coroutine.yield )
|
Begins or resumes execution of the coroutine specified. If the coroutine has not yet been started, passes the remaining arguments to the coroutine's function (i.e.: they become the arguments to the function). If the coroutine has yielded, the remaining arguments are passed as the results from the yield (i.e.: they become the return values of coroutine.yield ). If the function errors, returns false and the error message; otherwise, returns true plus the variables returned or passed to coroutine.yield .
|
coroutine.running()
|
thread or nil | Returns the running coroutine, or nil when called by the main thread. |
coroutine.status(thread co)
|
string | Returns the status of coroutine co , as a string:
|
coroutine.wrap(function fn)
|
function | Creates and returns a wrapper for a coroutine that runs the function specified. Calling the coroutine in the format corout(args) is equivalent to calling coroutine.resume(corout, args) on a coroutine created using coroutine.create , except that it will not return the initial true value, instead propagating any errors that the coroutine throws.
|
coroutine.yield([...])
|
(return values from coroutine.resume )
|
Temporarily suspends execution of the coroutine. Cannot be used while running a C function, a metamethod, or an iterator loop. The next time the coroutine is resumed, it will resume execution from the point of this function call. Arguments passed to this function will be returned by the coroutine.resume call that restarted the coroutine, and this function itself will return any extra arguments from the coroutine.resume call.
|
String library
Function | Return value(s) | Description |
---|---|---|
string.byte(string s, [int start, [int end]])
|
int × (end - start + 1)
|
Alternative syntax: s:byte([int start, [int end]])
Returns the numerical values of the characters in string |
string.char([int charid, [...]])
|
string | Converts the given character codes into a string consisting of the respective characters (reverse of string.byte ).
|
string.find(string s, string pattern, [int start, [boolean plain?]])
|
int, int, (captures) | Alternative syntax: s:find(string pattern, [int start, [boolean plain?]])
Looks for the first match of |
string.format(string formatstr, [...])
|
string | Returns a formatted version of its variable number of arguments following the description given in its first argument (which must be a string). |
string.gmatch(string s, string pattern)
|
function | Alternative syntax: s:gmatch(string pattern)
|
string.gsub(string s, string pattern, int/string/table/function replace, [int n])
|
string | Alternative syntax: s:gsub(string pattern, int/string/table/function replace, [int n])
Returns a copy of |
string.len(string s)
|
int | Alternative syntax: s:len()
Returns the length of the string Example: |
string.lower(string s)
|
string | Alternative syntax: s:lower()
Converts string Example: |
string.match(string s, string pattern, [int n])
|
(captures) or string | Alternative syntax: s:match(string pattern, [int n])
|
string.rep(string s, int n)
|
string | Alternative syntax: s:rep(int n)
Repeats string Example: |
string.reverse(string s)
|
string | Alternative syntax: s:reverse()
Reverses string Example: |
string.sub(string s, int start, [int end])
|
string | Alternative syntax: s:sub(int start, [int end])
Returns the substring of string |
string.upper(string s)
|
string | Alternative syntax: s:upper()
Converts string Example: |
Table library
Note: Most of these functions are not designed for tables with non-integer keys.
Function | Return value(s) | Description |
---|---|---|
table.concat(table{} t, [string sep, [int start, [int end]]])
|
string | Returns a string containing the elements of table t between the positions start and end concatenated together. sep is used as a separator between the elements (defaults to the empty string). start and end default to 1 and the length of the table, respectively.
|
table.insert(table{} t, [int key], * element)
|
nil | Inserts element at position key in table t . If key is not given, element is inserted at the end of table t .
|
table.maxn(table{} t)
|
int | Returns the largest positive numerical index of the given table, or zero if the table has no positive numerical indices. |
table.remove(table{} t, [int key])
|
any | Removes from table t the element at position key , and returns the value of the removed element. All elements posterior to the removed element are then shifted down one position. If key is not given, removes the last element of table t .
|
table.sort(table{} t, [function(* element_a,* element_b) comp])
|
nil | Sorts the elements of table t , in-place, from t[1] to t[n] , where n is the length of the table t . If comp is given, then it must be a function that receives two table elements, and returns true when the first is less than the second. If comp is not given, then the standard Lua operator < is used instead.
|
I/O library
Some functions have been removed or tweaked for usage in SRB2.
For safety reasons, Lua scripts are subject to some restrictions:
- Accessed files must be located within the
luafiles/
folder in the SRB2 root directory. All file paths used are relative to this folder, soio.openlocal("client/MyModConfig.cfg", "w")
will openPathToYourSRB2Folder/luafiles/client/MyModConfig.cfg
. - If a CLIENT (not the host) needs to access a file LOCALLY, that file must be located within
luafiles/client/
or its subfolders. This limit only exists for clients, the host can access anything insideluafiles/
- Accessed files must have one of the following extensions (if the name contains multiple extensions, only the last one is checked):
.bmp
.cfg
.csv
.dat
.png
.sav2
.txt
- Writing to a file must not cause it to be larger than 1 megabyte. There is no restriction for reading.
Trying to bypass one of these restrictions will raise an error.
Function | Return value(s) | Description |
---|---|---|
io.open(string filename, [string mode], function callback)
|
nil | * Callback function format: function(file file, string filename)
This is the function used for reading from a file owned by the host. It is netsafe. If called within a netgame, it (automatically) sends the file to all clients and executes This function does not return a value, but if the file does not exist, Once the callback function returns or ends, the file handle is closed automatically (no need to call This function is non-blocking (asynchronous), which means that even in a netgame, the game will not "pause" while all players are downloading the file. Instead, the script will continue to run as normal, except the callback will not be called immediately, but will instead wait for an undetermined amount of time (bandwidth, network latency, etc.) before finally calling the callback. Keep this in mind when setting variables with values found in the file, as those variables will not be updated until an indeterminate amount of time in the future. |
io.openlocal(string filename, [string mode])
|
file* or nil, string or nil
|
This function opens a file, in the mode specified in the string mode. It returns a new file handle, or, in case of errors, nil plus an error message.
The mode string can be any of the following:
The mode string can also have a 'b' at the end, which is needed to open the file in binary (non-text) mode. Note: This function is run locally, and thus isn't network safe. It is primarily intended to be used for writing to a file. For reading from a file, it is HIGHLY recommended that you use |
io.close(file file)
|
boolean or (nil, string, and int) or (nil, string) | Closes the file handle file . Equivalent to file:close()
If the call was successful, returns true — otherwise, returns nil, an error message, and an error code. If an attempt is made to close one of the standard files Calling |
io.tmpfile()
|
file*
|
Returns a handle for a temporary file. This file is opened in update mode and it is automatically removed when the program ends. |
io.type(* obj)
|
string or nil | Checks whether obj is a valid file handle.
Returns the string |
OS library
Some functions have been removed for usage in SRB2.
Function | Return value(s) | Description |
---|---|---|
os.clock()
|
int | Returns the time in seconds to the nearest millisecond since SRB2 was running. |
os.difftime(int a, int b)
|
int | Returns the number from time a to time b , in other words, a - b .
|
os.date(string format, int time)
|
string or table | Returns the date and time as a string or table.
The first argument accepts the
If the
The second argument accepts the time in seconds. If |
os.time(table t)
|
int | Returns the time (the number of seconds elapsed since 00:00:00:00 on January 1, 1970).
If no argument is specified, returns the current time. The argument is a table that must have keys year, month, and day. It can have keys hour, min, sec, and isdst(daytime flag). |
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 |