forked from Mirrors/openclonk
49 lines
1.8 KiB
XML
49 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<!DOCTYPE funcs
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SYSTEM '../../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
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<funcs>
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<func>
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<title>GetDefinition</title>
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<category>Objects</category>
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<version>5.1 OC</version>
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<syntax>
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<rtype>id</rtype>
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<params>
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<param>
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<type>int</type>
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<name>index</name>
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<desc>Index of the definition.</desc>
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</param>
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</params>
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</syntax>
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<desc>Returns the id of the indicated definition from the list of definitions as currently loaded by the engine.</desc>
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<examples>
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<example>
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<code>var index = 0, weapon_def, weapon_list = [];
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while (weapon_def = GetDefinition(index))
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{
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if (weapon_def->~IsWeapon())
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weapon_list[GetLength(weapon_list)] = weapon_def;
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index++;
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}
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var spawn_weapon = weapon_list[<funclink>Random</funclink>(<funclink>GetLength</funclink>(weapon_list))];
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<funclink>CreateObject</funclink>(spawn_weapon,<funclink>AbsX</funclink>(<funclink>Random</funclink>(<funclink>LandscapeWidth</funclink>())),0);</code>
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<text>Searches through all loaded definitions and all those which return <code>true</code> on call of the function "IsWeapon" are put into an array. After that, a random item of these defintions is selected to spawn at a random position in the landscape.</text>
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</example>
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</examples>
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<related>
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<funclink>GetBaseMaterial</funclink>
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<funclink>GetPlrKnowledge</funclink>
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<funclink>C4D_Goal</funclink>
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<funclink>C4D_Living</funclink>
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<funclink>C4D_Object</funclink>
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<funclink>C4D_Rule</funclink>
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<funclink>C4D_StaticBack</funclink>
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<funclink>C4D_Structure</funclink>
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<funclink>C4D_Vehicle</funclink>
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</related>
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</func>
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<author>Günther</author><date>2002-02</date>
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</funcs>
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