ghost2_eweapon.zh#
Variables#
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Functions#
FireEWeapon(int weaponID, int x, int y, int angle, int step, int damage, int sprite, int sound, int flags) |
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FireAimedEWeapon(int weaponID, int x, int y, int angle, int step, int damage, int sprite, int sound, int flags) |
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FireNonAngularEWeapon(int weaponID, int x, int y, int dir, int step, int damage, int sprite, int sound, int flags) |
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FireBigEWeapon(int weaponID, int x, int y, int angle, int step, int damage, int sprite, int sound, int flags, int width, int height) |
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FireBigAimedEWeapon(int weaponID, int x, int y, int angle, int step, int damage, int sprite, int sound, int flags, int width, int height) |
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FireBigNonAngularEWeapon(int weaponID, int x, int y, int dir, int step, int damage, int sprite, int sound, int flags, int width, int height) |
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CreateDummyEWeapon(int weaponID, int step, int damage, int sprite, int sound, int flags) |
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CreateBigDummyEWeapon(int weaponID, int step, int damage, int sprite, int sound, int flags, int width, int height) |
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SetEWeaponMovement(eweapon wpn, int type, int arg, int arg2) |
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void |
SetEWeaponLifespan(eweapon wpn, int type, int arg) |
void |
SetEWeaponDeathEffect(eweapon wpn, int type, int arg) |
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SetEWeaponDeathEffect(eweapon wpn, eweapon prototype, int numShots, int spreadType, int angle) |
void |
UpdateEWeapon(eweapon wpn) |
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SetEWeaponDir(eweapon wpn) |
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SetEWeaponRotation(eweapon wpn, int dir) |
void |
KillEWeapon(eweapon wpn) |
void |
DrawEWeaponShadow(eweapon wpn) |
int |
GetDefaultEWeaponSprite(int weaponID) |
int |
GetDefaultEWeaponSound(int weaponID) |
GetAssociatedEWeapon(int weaponID) |
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bool |
IsGhostZHEWeapon(eweapon wpn) |
bool |
IsDummyEWeapon(eweapon wpn) |
void |
__CopyEWeapon(eweapon prototype, int centerX, int centerY, int angle) |
int |
__UnblockableDir(int dir) |
Variable descriptions#
const int EWM_SINE_WAVE = 1
π Source
ghost.zh Version 2.8.15 Arguments to SetEWeaponMovement()
const int EWM_HOMING = 3
π Source
const int EWM_HOMING_REAIM = 4
π Source
const int EWM_RANDOM = 5
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const int EWM_RANDOM_REAIM = 6
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const int EWM_VEER = 7
π Source
const int EWM_THROW = 15
π Source
const int EWM_FALL = 19
π Source
const int EWM_DRIFT = 20
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const int EWM_DRIFT_WAIT = 28
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const int EWM_HOMING_P2 = 30
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const int EWM_HOMING_REAIM_P2 = 31
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const int EWMF_DIE = 1
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Flags used by certain EWeapon movement types
const int EWMF_BOUNCE = 2
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const int EWL_TIMER = 1
π Source
Arguments to SetEWeaponLifespan()
const int EWL_NEAR_LINK = 2
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const int EWL_SLOW_TO_HALT = 3
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const int EWD_VANISH = 1
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Arguments to SetEWeaponDeathEffect()
const int EWD_AIM_AT_LINK = 2
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const int EWD_EXPLODE = 3
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const int EWD_SBOMB_EXPLODE = 4
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const int EWD_4_FIREBALLS_HV = 5
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const int EWD_4_FIREBALLS_DIAG = 6
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const int EWD_4_FIREBALLS_RANDOM = 7
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const int EWD_8_FIREBALLS = 8
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const int EWD_4_FIRES_HV = 9
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const int EWD_4_FIRES_DIAG = 10
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const int EWD_4_FIRES_RANDOM = 11
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const int EWD_8_FIRES = 12
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const int EWD_SPAWN_NPC = 13
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const int EWD_FIRE = 14
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const int EWD_RUN_SCRIPT = 15
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const int EWD_AIM_AT_P2 = 16
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const int EWD_EVEN = 1
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Prototype-based version
const int EWD_RANDOM = 2
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const int EWD_AIMED = 3
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const int EWF_UNBLOCKABLE = 1
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EWeapon flags
const int EWF_ROTATE = 2
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const int EWF_ROTATE_360 = 4
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const int EWF_SHADOW = 8
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const int EWF_FLICKER = 16
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const int EWF_NO_COLLISION = 32
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const int EWF_FAKE_Z = 64
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const int __EWFI_DEAD = 128
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Internal EWeapon flags
const int __EWFI_DUMMY = 256
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const int __EWFI_IS_GHZH_EWPN = 512
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const int __EWFI_DUMMY_CHECK = 768
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const int __EWFI_DEATH_EFFECT_DONE = 1024
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Function descriptions#
eweapon FireEWeapon(int weaponID, int x, int y, int angle, int step, int damage, int sprite, int sound, int flags) π Source
Fire an eweapon
eweapon FireAimedEWeapon(int weaponID, int x, int y, int angle, int step, int damage, int sprite, int sound, int flags) π Source
Fire an eweapon aimed based on Linkβs position
eweapon FireNonAngularEWeapon(int weaponID, int x, int y, int dir, int step, int damage, int sprite, int sound, int flags) π Source
Fire a non-angular eweapon
eweapon FireBigEWeapon(int weaponID, int x, int y, int angle, int step, int damage, int sprite, int sound, int flags, int width, int height) π Source
Fire an eweapon larger than 1x1
eweapon FireBigAimedEWeapon(int weaponID, int x, int y, int angle, int step, int damage, int sprite, int sound, int flags, int width, int height) π Source
Fire an eweapon larger than 1x1 aimed based on Linkβs position
eweapon FireBigNonAngularEWeapon(int weaponID, int x, int y, int dir, int step, int damage, int sprite, int sound, int flags, int width, int height) π Source
Fire a non-angular eweapon larger than 1x1
eweapon CreateDummyEWeapon(int weaponID, int step, int damage, int sprite, int sound, int flags) π Source
Create a dummy eweapon to use as a prototype
eweapon CreateBigDummyEWeapon(int weaponID, int step, int damage, int sprite, int sound, int flags, int width, int height) π Source
Create a dummy eweapon larger than 1x1
void SetEWeaponMovement(eweapon wpn, int type, int arg, int arg2) π Source
Set an eweaponβs movement type
int __GetEWeaponThrowHeight(eweapon wpn) π Source
Returns the Z velocity at which a weapon should be thrown to land at Linkβs position.
void SetEWeaponLifespan(eweapon wpn, int type, int arg) π Source
Set an eweaponβs lifespan
void SetEWeaponDeathEffect(eweapon wpn, int type, int arg) π Source
Set an eweapon to use a standard death effect
void SetEWeaponDeathEffect(eweapon wpn, eweapon prototype, int numShots, int spreadType, int angle) π Source
Set an eweapon to spawn more eweapons on death
void UpdateEWeapon(eweapon wpn) π Source
Update a weaponβs movement, lifespan, and death effects
void __UpdateEWeaponVisualFlags(eweapon wpn) π Source
End flags Used when Link is holding up an item. UpdateEWeapon() doesnβt run, but the appearance-related flags still need handled.
void SetEWeaponDir(eweapon wpn) π Source
Set the weaponβs direction based on its angle; Can also makes weapons unblockable
void SetEWeaponRotation(eweapon wpn) π Source
Flip the weaponβs sprite to match its direction
void SetEWeaponRotation(eweapon wpn, int dir) π Source
Flip the weaponβs sprite to match the given direction
void KillEWeapon(eweapon wpn) π Source
Kill an eweapon, triggering any death effects
void DrawEWeaponShadow(eweapon wpn) π Source
Draw a shadow under an eweapon
int GetDefaultEWeaponSprite(int weaponID) π Source
Get the standard sprite for this weapon type
int GetDefaultEWeaponSound(int weaponID) π Source
Find the sound normally made by weapons of this type
eweapon GetAssociatedEWeapon(int weaponID) π Source
Use this in a script started on eweapon death to find the weapon that created it
bool IsGhostZHEWeapon(eweapon wpn) π Source
Is this a ghost.zh-controlled weapon?
bool IsDummyEWeapon(eweapon wpn) π Source
Is this a dummy weapon?
void __CopyEWeapon(eweapon prototype, int centerX, int centerY, int angle) π Source
Make a copy of the given eweapon, which should be a dummy
int __UnblockableDir(int dir) π Source
Get the unblockable version (8-15) of a direction