{"id":1016,"date":"2010-12-08T09:52:56","date_gmt":"2010-12-08T14:52:56","guid":{"rendered":"https:\/\/www.caskeys.com\/dc\/?p=1016"},"modified":"2017-01-15T15:23:57","modified_gmt":"2017-01-15T20:23:57","slug":"free-variables","status":"publish","type":"post","link":"https:\/\/www.caskeys.com\/dc\/free-variables\/","title":{"rendered":"Free Variables"},"content":{"rendered":"<p>List of outdated or superfluous model and global level values used as script parameters in place of their intended purpose. The idea is simple enough: The variables exist in the engine anyway, so why not save a kilobyte or two and use them instead of adding more to a script?<\/p>\n<p>*Used as normal otherwise.<\/p>\n<ol>\n<li>MP*\n<ul>\n<li>Projectile priority for obstacle types. See <em>prjo0001()<\/em> function.<\/li>\n<\/ul>\n<\/li>\n<li>Throwdamage\n<ul>\n<li> Custom Subtype:\n<ul>\n<li>0 = Human Male.<\/li>\n<li>1 = Human Female.<\/li>\n<li>2 = Mechanical.<\/li>\n<li>3 = Music change.<\/li>\n<li>21 = Default value.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Speed*\n<ul>\n<li>Manual zoom adjustment for flash effects. See\u00a0<em>spawn0002.c<\/em> script.<\/li>\n<\/ul>\n<\/li>\n<li><span style=\"text-decoration: line-through;\">Alpha* <\/span>\n<ul>\n<li><span style=\"text-decoration: line-through;\">Function <em>draw0001()<\/em> reads in entity&#8217;s current alpha setting and uses it as alpha\/blend parameter when applying settings to <em>setdrawmethod()<\/em>.<\/span>\n<ul>\n<li><span style=\"color: #008000;\">12262010 &#8211; Removed. No longer needed as passing -1 to the <em>alpha<\/em> parameter of <em>setdrawmethod()<\/em> allows entity&#8217;s current <em>alpha<\/em> property to be used instead.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Nodrop*\n<ul>\n<li>Flash effects pass random number from 0 through &lt;nodrop&gt; to ADROTATE (results in single random rotation on spawn).<\/li>\n<\/ul>\n<\/li>\n<li>Flash\n<ul>\n<li>If &lt;Noatflash&gt; parameter is set ( != 0), Flash effects will spawn &lt;Flash&gt; model as a secondary effect. If &lt;Noatflash&gt; is not -1, the secondary model will have its animation set to follow+&lt;Noatflash&gt;. See <em>spaw0002.c<\/em> for details.<\/li>\n<\/ul>\n<\/li>\n<li>Guardpoints\n<ul>\n<li>Parameter to identify and differentiate one shot entities (flash &amp; dust) from each other. This allows a single spawn script to deal with most one shot entities and still treat them uniquely (i.e. a dust entity uses a splash animation when out of Z bounds in a beach stage, but a flash entity does not).<\/li>\n<\/ul>\n<\/li>\n<li>Nodrop\n<ul>\n<li>Music Switching\n<ul>\n<li>Music text file stream column position marker. See <em>musi0001()<\/em> function.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Aggression\n<ul>\n<li>Music switching\n<ul>\n<li>Music text file stream row position marker. See <em>musi0001()<\/em> function.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Max Health\n<ul>\n<li>Music switching\n<ul>\n<li>Sound effect to play when music switch takes place. See <em>musi0001()<\/em> function.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ol>\n","protected":false},"excerpt":{"rendered":"<p>List of outdated or superfluous model and global level values used as script parameters in place of their intended purpose.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":true,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[71],"tags":[28,27,12,232],"class_list":["post-1016","post","type-post","status-publish","format-standard","hentry","category-technology-temerity","tag-gaming-beat-em-up","tag-coding","tag-gaming-homebrew","tag-applications-openbor"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p5lNM5-go","jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/posts\/1016","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/comments?post=1016"}],"version-history":[{"count":19,"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/posts\/1016\/revisions"}],"predecessor-version":[{"id":6220,"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/posts\/1016\/revisions\/6220"}],"wp:attachment":[{"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/media?parent=1016"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/categories?post=1016"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.caskeys.com\/dc\/wp-json\/wp\/v2\/tags?post=1016"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}