skill1 ... skill100
General-purpose entity variables for storing parameters, just like local variables. The first 20 entity skills can be set in WED's entity properties panel; their meaning depends on the entities' action. Each three consecutive entity skills can be used together as a vector, which is given by giving the first of the three skills. Skills can be renamed by #define statements for assigning meanginful names to WED's entity properties panel.
-999999.999 .. +999999.999 (default:0)
- skill1..skill20 are used for entering default properties in WED.
- skill21..skill40 were used by the A6 template scripts, and are otherwise free for the user.
are used for shaders.
are used for storing internal data by the template scripts and the script libraries.
are used for data exchange between template script functions, f.i. for input parameters.
are reserved for future extensions.
- Skills can be used for storing object pointers when using a cast operator (f.i. (STRING*), see example). The cast operator is required for functions that expect a pointer, otherwise a pointer to the skill, and not the skill itself would be passed to the function. Note that pointers become invalid on game_load.
Skills can also be accessed through an array index from 0 to 99, f.i. my.skill1 == my.skill.
vec_set(my.skill1, my.pan); // sets skill1..skill3
my.tilt = my.skill2;
#define health skill10
my.health = 99;
my.skill40 = str_create(""); // use skill for storing a string pointer
FLAG1...FLAG8, Entity Properties, send_skill
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