Free Hero Mesh

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Differences From Artifact [854a736d64]:

To Artifact [5a72b72b63]:


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,Compatible
  Sets the Compatible flag for this class, but removes the restriction of
  some variables limited to 16-bits.

Connection
  Sets the Connection flag for this class.




(DefaultImage <list...>)
  Each entry is either a number of an image in this class, or two
  numbers in parentheses giving a range of images, or () to indicate
  that there are no default images. This specifies which images can
  be used in objects of this class which are initially present on
  the level (placed in the editor). If () is used, then this class
  is not available in the editor. If there is no (DefaultImage) block,







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,Compatible
  Sets the Compatible flag for this class, but removes the restriction of
  some variables limited to 16-bits.

Connection
  Sets the Connection flag for this class.

Crush
  Sets the Crush flag for this class.

(DefaultImage <list...>)
  Each entry is either a number of an image in this class, or two
  numbers in parentheses giving a range of images, or () to indicate
  that there are no default images. This specifies which images can
  be used in objects of this class which are initially present on
  the level (placed in the editor). If () is used, then this class
  is not available in the editor. If there is no (DefaultImage) block,
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  dispatch block matches and it is not a key which is implicitly ignored,
  and Arg3 is both zero, then it will execute this block instead.

Player
  Set the Player flag for this class.

(Queen <code...>)
  Combines the effects of the (Rook) and (Queen) blocks.

Quiz
  If specified, the internal variables of objects of this class cannot
  normally be examined by the player. However, the player can override
  this definition at run time; you cannot rely on it. Class codes cannot
  read the value of this flag.








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  dispatch block matches and it is not a key which is implicitly ignored,
  and Arg3 is both zero, then it will execute this block instead.

Player
  Set the Player flag for this class.

(Queen <code...>)
  Combines the effects of the (Rook) and (Bishop) blocks.

Quiz
  If specified, the internal variables of objects of this class cannot
  normally be examined by the player. However, the player can override
  this definition at run time; you cannot rely on it. Class codes cannot
  read the value of this flag.

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Connection : bool [c]
  If this flag is set, then moving this object by the use of the Move
  instruction will try to move an entire connected group of objects,
  instead of only one. This changes some of the behaviour and will
  cause additional messages to be sent, too. Deferred movement is not
  possible if this flag is set.







Density : int16/int32 [c]
  Determines the order that objects are stacked within each cell. When an
  object is moved or created, its Density is compared with the Density of
  the objects already present at that location, in order to insert it into
  the stack of objects there, at the top, bottom, or middle, where lesser
  numbers mean closer to the top, and greater numbers are deeper. If there
  are multiple objects of the same Density, the new one goes above others







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Connection : bool [c]
  If this flag is set, then moving this object by the use of the Move
  instruction will try to move an entire connected group of objects,
  instead of only one. This changes some of the behaviour and will
  cause additional messages to be sent, too. Deferred movement is not
  possible if this flag is set.

Crush : bool [c]
  If this flag is set, then objects that try to move into it will destroy
  it if it is unable to shove it out of the way. Unlike sharpness checking,
  crushing is checked after shoving instead of before. Crushing is never
  possible if warping occurs.

Density : int16/int32 [c]
  Determines the order that objects are stacked within each cell. When an
  object is moved or created, its Density is compared with the Density of
  the objects already present at that location, in order to insert it into
  the stack of objects there, at the top, bottom, or middle, where lesser
  numbers mean closer to the top, and greater numbers are deeper. If there
  are multiple objects of the same Density, the new one goes above others
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  the saved Departed value. The Departed variable will usually be set
  automatically; see the section about variables.

DESTROY
  Received when the object is about to be destroyed. Arg3 is the reason:
  0 for the Destroy or ,Destroy instruction, 1 due to this object moving
  into something sharp, 2 due to something sharp moving into this one,
  or 3 for a conflict with CollisionLayers. The return value is false to
  allow it to be destroyed or true to keep the object.

DESTROYED
  Sent to all objects whose Departures care about objects in the location
  where an object has just been destroyed (if its VisualOnly flag isn't
  set). From is the object which has just been destroyed. Arg3 is the
  reason, as for the DESTROY message.








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  the saved Departed value. The Departed variable will usually be set
  automatically; see the section about variables.

DESTROY
  Received when the object is about to be destroyed. Arg3 is the reason:
  0 for the Destroy or ,Destroy instruction, 1 due to this object moving
  into something sharp, 2 due to something sharp moving into this one,
  3 for a conflict with CollisionLayers, or 4 for crushing. The return
  value is false to allow it to be destroyed or true to keep the object.

DESTROYED
  Sent to all objects whose Departures care about objects in the location
  where an object has just been destroyed (if its VisualOnly flag isn't
  set). From is the object which has just been destroyed. Arg3 is the
  reason, as for the DESTROY message.

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bit0
  Do not send the HITBY message to the target object. If the moving object
  has the Connection flag, then this bit is set in Arg3, but this does not
  prevent sending the HITBY message unless the return value also has bit0.

bit1
  Do not destroy either object due to hardness/sharpness.

bit2
  Do not attempt to shove the target object.

bit3
  Abort the move attempt immediately. Do not send any more HIT or HITBY
  messages, do not check hardness/sharpness, and do nothing else either.
  This bit is also set in Arg3 if the object can't move due to Volume.

bit4
  Do not send the HITBY message to the target object or to any further
  objects at the target location.

bit5
  Do not destroy either object due to hardness/sharpness, nor should any
  further objects at the target location be destroyed due to sharpness.


bit6
  Do not attempt to shove the target object, nor attempt to shove any
  other objects at the target location. (If you are using the two pass
  HIT/HITBY for connection movement, then this bit will automatically
  be set during the first pass.)

bit7 *
  Do not attempt sliding. (This bit is always set in Arg3 if it is due
  to Connection, and always prevents sliding in this case.)

bit8
  Abort after sending the HITBY message.

bit9
  Abort after hardness/sharpness checking.

bit10
  Abort after attempting shoving.

bit11
  Set by the game engine if the move attempt has been restarted due to
  bit15 being set during the previous attempt.

bit12 *
  If the move attempt fails, pretend it was successful, even though the







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bit0
  Do not send the HITBY message to the target object. If the moving object
  has the Connection flag, then this bit is set in Arg3, but this does not
  prevent sending the HITBY message unless the return value also has bit0.

bit1
  Do not destroy either object due to hardness/sharpness or crushing.

bit2
  Do not attempt to shove the target object.

bit3
  Abort the move attempt immediately. Do not send any more HIT or HITBY
  messages, do not check hardness/sharpness, and do nothing else either.
  This bit is also set in Arg3 if the object can't move due to Volume.

bit4
  Do not send the HITBY message to the target object or to any further
  objects at the target location.

bit5
  Do not destroy either object due to hardness/sharpness or crushing, nor
  should any further objects at the target location be destroyed due to
  hardness/sharpness or crushing.

bit6
  Do not attempt to shove the target object, nor attempt to shove any
  other objects at the target location. (If you are using the two pass
  HIT/HITBY for connection movement, then this bit will automatically
  be set during the first pass.)

bit7 *
  Do not attempt sliding. (This bit is always set in Arg3 if it is due
  to Connection, and always prevents sliding in this case.)

bit8
  Abort after sending the HITBY message.

bit9
  Abort after hardness/sharpness checking.

bit10
  Abort after attempting shoving and crushing.

bit11
  Set by the game engine if the move attempt has been restarted due to
  bit15 being set during the previous attempt.

bit12 *
  If the move attempt fails, pretend it was successful, even though the