Some world processor documentation

This commit is contained in:
Anuken
2022-05-09 17:41:42 -04:00
parent cf1fb98d5c
commit 31c5ef2dc5
2 changed files with 8 additions and 1 deletions

View File

@@ -1740,9 +1740,17 @@ lst.unitlocate = Locate a specific type of position/building anywhere on the map
lst.getblock = Get tile data at any location. lst.getblock = Get tile data at any location.
lst.setblock = Set tile data at any location. lst.setblock = Set tile data at any location.
lst.spawnunit = Spawn unit at a location. lst.spawnunit = Spawn unit at a location.
lst.applystatus = Apply or clear a status effect from a uniut.
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
lst.explosion = Create an explosion at a location.
lst.setrate = Set processor execution speed in instructions/tick.
lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting. lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
lst.setrule = Set a game rule. lst.setrule = Set a game rule.
lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes. lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes.
lst.cutscene = Manipulate the player camera.
lst.setflag = Set a global flag that can be read by all processors.
lst.getflag = Check if a global flag is set.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.

View File

@@ -33,7 +33,6 @@ abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec
if(walked && !headless && !inFogTo(player.team())){ if(walked && !headless && !inFogTo(player.team())){
treadEffectTime += Time.delta; treadEffectTime += Time.delta;
if(treadEffectTime >= 6f && type.treadRects.length > 0){ if(treadEffectTime >= 6f && type.treadRects.length > 0){
var treadRegion = type.treadRegion;
//first rect should always be at the back //first rect should always be at the back
var treadRect = type.treadRects[0]; var treadRect = type.treadRects[0];