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.SHOWMENUparameters.- KeysBitSum short
- Time char
- Multipart byte
- Text string
- .netMessageScreenFadeParameter
-
The
Common.NetMessage.TYPE.SCREENFADEparameters.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.BARTIMEparameters.- Duration short Sets to 0 to hide the bar.
- .netMessageBarTime2Parameter
-
The
Common.NetMessage.TYPE.BARTIME2parameters.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_TEXTMESSAGEparameters.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