Module Game
Donxon Game module.
This module contains the functionality for scripts running on the server.
It can be used in script files registered in the "game" array of project.json
.
Data Structures
.netMessageShowMenuParameter | The Common.NetMessage.TYPE.SHOWMENU parameters. |
.netMessageScreenFadeParameter | The Common.NetMessage.TYPE.SCREENFADE parameters. |
.netMessageBarTimeParameter | The Common.NetMessage.TYPE.BARTIME parameters. |
.netMessageBarTime2Parameter | The Common.NetMessage.TYPE.BARTIME2 parameters. |
.netMessageTETextMessageParameter | The Common.NetMessage.TYPE.TE_TEXTMESSAGE parameters. |
Functions
GetDeltaTime () | Gets the delta time. |
Tables
MONSTERTYPE | List of spawnable monsters. |
RENDERFX | Render FX modes (entvars_t::renderfx). |
Classes
NetMessage | Network Message Sender class. |
TextMenu | Game Text Menu class. |
ScreenFade | Game Screen Fade class. |
BarTime | Game BarTime class. |
Data Structures
- .netMessageShowMenuParameter
-
The
Common.NetMessage.TYPE.SHOWMENU
parameters.- KeysBitSum short
- Time char
- Multipart byte
- Text string
- .netMessageScreenFadeParameter
-
The
Common.NetMessage.TYPE.SCREENFADE
parameters.Note: Duration and HoldTime are in special units.
If FFADE_LONGFADE flag is set, 1 second is equal to (1<<8) i.e. 256 units. Otherwise, 1 second is equal to (1<<12) i.e. 4096 units.
- Duration short
- HoldTime short Sets to 0 to remove the screenfade.
- Flags short
- ColorR byte
- ColorG byte
- ColorB byte
- Alpha byte
- .netMessageBarTimeParameter
-
The
Common.NetMessage.TYPE.BARTIME
parameters.- Duration short Sets to 0 to hide the bar.
- .netMessageBarTime2Parameter
-
The
Common.NetMessage.TYPE.BARTIME2
parameters.Note: Display time can be calculated with this formula: (1 - (StartPercent / 100)) / Duration
- Duration short Sets to 0 to hide the bar.
- StartPercent short
- .netMessageTETextMessageParameter
-
The
Common.NetMessage.TYPE.TE_TEXTMESSAGE
parameters.Note: Channel, X, Y, FadeInTime, FadeOutTime, HoldTime and FXTime are in special units.
Channel -> Must be assigned with operator AND 0xFF (Channel & 0xFF).
X, Y -> 1 unit is equal to (1<<13) i.e. 8192 units.
FadeInTime, FadeOutTime, HoldTime and FXTime -> 1 second is equal to (1<<8) i.e. 256 units.
- Channel byte (Range = 1~Common.HUDText.maxChannel)(0 = auto, overwrites next iteration if full).
- X short (Range = 0~1.0)(-1.0 = centered).
- Y short (Range = 0~1.0)(-1.0 = centered).
- Effect byte
- TextColorR byte
- TextColorG byte
- TextColorB byte
- TextAlpha byte
- EffectColorR byte
- EffectColorG byte
- EffectColorB byte
- EffectAlpha byte
- FadeInTime short
- FadeOutTime short
- HoldTime short
- EffectTime short Time the highlight lags behing the leading text in scan-out effect. (optional)
- Text string
Functions
Tables
- MONSTERTYPE
-
List of spawnable monsters.
Fields:
- NONE None.
- NORMAL0 Normal Zombie (Level 0).
- NORMAL1 Normal Zombie (Level 1).
- NORMAL2 Normal Zombie (Level 2).
- NORMAL3 Normal Zombie (Level 3).
- NORMAL4 Normal Zombie (Level 4).
- NORMAL5 Normal Zombie (Level 5).
- NORMAL6 Normal Zombie (Level 6).
- RUNNER0 Runner Zombie (Level 0).
- RUNNER1 Runner Zombie (Level 1).
- RUNNER2 Runner Zombie (Level 2).
- RUNNER3 Runner Zombie (Level 3).
- RUNNER4 Runner Zombie (Level 4).
- RUNNER5 Runner Zombie (Level 5).
- RUNNER6 Runner Zombie (Level 6).
- HEAVY1 Armored Zombie (Level 1).
- HEAVY2 Armored Zombie (Level 2).
- GHOST Cloth Ghost (Halloween).
- PUMPKIN Pumpkin-headed Scarecrow (Halloween).
- PUMPKINHEAD Pumpkin Head (Halloween).
- A101AR A101AR (Assault Rifle).
- A104RL A104RL (Rocket Launcher).
- MUSHROOM1 Orange Mushroom (Maple).
- MUSHROOM2 Trail Mushroom (Maple).
- MUSHROOM3 Horny Mushroom (Maple).
- SLIME1 Crown Slime (Maple).
- SLIME2 Slime (Maple).
- CHINA1 Yellow Turban Soldier (China).
- CHINA2 Yellow Turban General (China).
- SNOWMAN Snowman (Xmas).
- MINION1 Red Minion (Space).
- MINION2 Blue Minion (Space).
- HOOLIGAN1 Hooligan A (Melee) (Soccer).
- HOOLIGAN2 Hooligan B (Can Thrower) (Soccer).
- PROTOPHOBOS Phobos Prototype (Boss).
- GASTOWER Plague Turret (Shelter).
- BOMBER Normal Zombie (Bomber) (Shelter).
- BOOMER Runner Zombie (Self-destruct) (Shelter).
- KINGDOM1 Runner Zombie (King) (Joseon Kingdom).
- KINGDOM2 Runner Zombie (Level 1) (Male) (Joseon Kingdom).
- KINGDOM3 Runner Zombie (Level 2) (Male) (Joseon Kingdom).
- KINGDOM4 Runner Zombie (Level 3) (Female) (Joseon Kingdom).
See also:
- RENDERFX
-
Render FX modes (entvars_t::renderfx).
Fields:
- NONE No effect (default).
- PULSESLOW
- PULSEFAST
- PULSESLOWWIDE
- PULSEFASTWIDE
- FADESLOW
- FADEFAST
- SOLIDSLOW
- SOLIDFAST
- STROBESLOW
- STROBEFAST
- STROBEFASTER
- FLICKERSLOW
- FLICKERFAST
- NODISSIPATION
- DISTORT Distort/scale/translate flicker.
- HOLOGRAM kRenderFxDistort + distance fade.
- DEADPLAYER kRenderAmt is the player index.
- EXPLODE Scale up really big!
- GLOWSHELL Glowing Shell.
- CLAMPMINSCALE Keep this sprite from getting very small (SPRITES only!).
- LIGHTMULTIPLIER CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier.
See also:
Classes
- NetMessage
-
Network Message Sender class.
To sends messages to clients.
- NetMessage Game.NetMessage
- TextMenu
-
Game Text Menu class.
Main class. To builds and displays text menus.
- TextMenu Game.TextMenu
- ScreenFade
-
Game Screen Fade class.
Main class. To fades the player's screen.
- ScreenFade Game.ScreenFade
- BarTime
-
Game BarTime class.
Main class. To displays progress bar similar to C4 planting/defusing progress bar.
- BarTime Game.BarTime