Difference between revisions of "User:TwilightSky"
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== Commonlib SSE | * (name) is the class the method or field belongs to. | ||
* Green is the return value | |||
* They're intentionally written in way that is understandable. | |||
== Commonlib SSE Cell Stuff == | |||
I like messing with cells, so I've been doing research on the fields and methods provided by the Address Library related to cell information. | |||
(''TES'') <span style="color:green">'''Cell[]'''</span> '''gridCells''' | |||
* A Field containing an array(pointers) of loaded cells around the player. The amount of cells is controlled by the ini setting UgridsToLoad. At default this is 5, which is 25 cells(n^2). | |||
(''GridCellArray'') <span style="color:green">'''Cell'''</span> '''GetCell'''(uint32_t x, uint32_t y) | |||
* Returns the loaded cell within the array of cells loaded around the player at coordinates x, y. | |||
** The coordinates have a minimum range of 0 and the maximum range is based on the ini setting UgridsToLoad -1. | |||
*** For example, if you wanted to retrieve the cell that is 2 cells to the left of the player's parent cell(it is always in the middle of the grid), you use the coords 0, 2. | |||
* This actually returns a pointer(TESObjectCELL*) to the cell's memory address. | |||
(''TESObjectCELL'') <span style="color:green">'''Bool'''</span> '''IsAttached()''' | |||
* Returns true or false if the calling cell is attached or not. | |||
** As the player moves about in the game, their parent cell will attach/detach to other cells within the range set by UgridsToload. | |||
(''TESObjectCELL'') <span style="color:green">'''Bool'''</span> '''IsExteriorCell()''' | |||
* Returns true or false if the cell is an exterior one or not. | |||
** There's also an '''IsInteriorCell''' method. | |||
(''TESObjectCELL'') <span style="color:green">'''Exterior Data'''</span> '''GetCoordinates()''' | |||
* Not sure what this. It's just big huge values. Ended up having to create my own that does exactly what the function identifier says. |
Latest revision as of 06:41, 19 July 2023
- (name) is the class the method or field belongs to.
- Green is the return value
- They're intentionally written in way that is understandable.
Commonlib SSE Cell Stuff[edit | edit source]
I like messing with cells, so I've been doing research on the fields and methods provided by the Address Library related to cell information.
(TES) Cell[] gridCells
- A Field containing an array(pointers) of loaded cells around the player. The amount of cells is controlled by the ini setting UgridsToLoad. At default this is 5, which is 25 cells(n^2).
(GridCellArray) Cell GetCell(uint32_t x, uint32_t y)
- Returns the loaded cell within the array of cells loaded around the player at coordinates x, y.
- The coordinates have a minimum range of 0 and the maximum range is based on the ini setting UgridsToLoad -1.
- For example, if you wanted to retrieve the cell that is 2 cells to the left of the player's parent cell(it is always in the middle of the grid), you use the coords 0, 2.
- The coordinates have a minimum range of 0 and the maximum range is based on the ini setting UgridsToLoad -1.
- This actually returns a pointer(TESObjectCELL*) to the cell's memory address.
(TESObjectCELL) Bool IsAttached()
- Returns true or false if the calling cell is attached or not.
- As the player moves about in the game, their parent cell will attach/detach to other cells within the range set by UgridsToload.
(TESObjectCELL) Bool IsExteriorCell()
- Returns true or false if the cell is an exterior one or not.
- There's also an IsInteriorCell method.
(TESObjectCELL) Exterior Data GetCoordinates()
- Not sure what this. It's just big huge values. Ended up having to create my own that does exactly what the function identifier says.