Jump to content

BSL:Variables: Difference between revisions

added explanation of save_point; changed the persist.dat symbol from "?!" to "$ !!!" because "?!" implies confusion or something going wrong; added note on am_invert about "Invert Mouse" checkbox
(explanation of sync_debug; also, it's not built into the game under normal circumstances, so it's a "NO" according to the legend (we need to add a lot more "NO"s to this table!))
(added explanation of save_point; changed the persist.dat symbol from "?!" to "$ !!!" because "?!" implies confusion or something going wrong; added note on am_invert about "Invert Mouse" checkbox)
Line 46: Line 46:
:Green: command only exists in Windows build
:Green: command only exists in Windows build
;Default value
;Default value
:'''# !!!''': reset by engine at level load
:'''[#] !!!''': reset to this number on level-load
:'''!?''': set by engine at game/level load, depends on [[persist.dat]]
:'''$ !!!''': set based on [[persist.dat]] at game/level-load
;Works
;Works
:"OK": both platforms can use this command
:"OK": both platforms can use this command
Line 191: Line 191:
|"makes the laser pointer hit all objects"<br>(determines whether the gun's aiming laser stops at quads marked with non-object-collision)||bgcolor=#ccccff|OK-M
|"makes the laser pointer hit all objects"<br>(determines whether the gun's aiming laser stops at quads marked with non-object-collision)||bgcolor=#ccccff|OK-M
|-
|-
|bool||[[am_invert]]||'''!?'''
|bool||[[am_invert]]||'''$ !!!'''
|"inverts aiming" This is set from [[persist.dat]] at game load (in the absence of '''persist.dat''' the default is 0).
|"inverts aiming" This is set from [[persist.dat]] at game load (in the absence of '''persist.dat''' the default is 0).
:The value 0 means normal aiming (mouse up to look up). The value 1 means inverted aiming (mouse down to look up).
:The value 0 means normal aiming (mouse up to look up). The value 1 means inverted aiming (mouse down to look up). Unlike the backwards "Invert Mouse" checkbox on the Options screen (fixed in the [[AE]]), this variable does not work the opposite of how you would expect.
|OK
|OK
|-
|-
|bool||[[am_show_axes]]||0
|bool||[[am_show_axes]]||0
|"shows world axes"
|"shows world axes"
:This attaches a giant 3D axis to Konoko which claims to show the direction of positive x, y, and z in the world coordinate system, however it is '''wrong'''. Oni uses a Y-up coordinate system; do not let the 3D axis model showing Z-up mislead you.
:This attaches a giant 3D axis to Konoko which claims to show the direction of positive x, y, and z in the world coordinate system, however it is '''wrong'''. Oni uses a ''Y-up coordinate system''; do not let the world axis model showing Z-up mislead you.
|bgcolor=#ccccff|OK-M
|bgcolor=#ccccff|OK-M
|-
|-
Line 480: Line 480:
|"specifies the distance from the camera that flag names no longer draw"<br>(probably needs show_flags)||??
|"specifies the distance from the camera that flag names no longer draw"<br>(probably needs show_flags)||??
|-
|-
|int32||[[flag_new_id]]||'''!?'''
|int32||[[flag_new_id]]||'''$ !!!'''
|"specifies the id for a new flag"<br>(equal to the last flag added at level load)||??
|"specifies the id for a new flag"<br>(equal to the last flag added at level load)||??
|-
|-
Line 645: Line 645:
|"factor" (for current ONWC; needs recoil_edit)||OK
|"factor" (for current ONWC; needs recoil_edit)||OK
|-
|-
|int32||[[save_point]]||'''!?'''
|int32||[[save_point]]||'''$ !!!'''
|which save point we are on||OK
|"which save point we are on"<br>(gets the current save point, which is set by Oni based on the player's choice of Save Point on the Load Game screen)||OK
|-
|-
|int32||[[saved_film_character_offset]]||1
|int32||[[saved_film_character_offset]]||1