-
Notifications
You must be signed in to change notification settings - Fork 10
/
Copy path_tables.lsl
92 lines (69 loc) · 3.57 KB
/
_tables.lsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
#ifndef __tables
#define __tables
// DB4 table definitions.
// Sorted by linkset $ owner $ script / scriptSub
// Each linkset can have its own set starting from unicode 32
// You can create quick links with <linkset>$val
// Event bindings for FX
#define gotTable$fxCompilerEvts db4$95 // (DEL char, no other table should start with this char) Used as a "single table". The keys are gotTable$fxCompilerEvts<evtType>_<scriptName> and values are [activesTableIndex0, activeTablesIndex1...]
// A full range
// Note: The FX tables are the same in both PC and NPC
// (200-255 are reserved for spell packages. This means that max 55 spell packages can be active at any time)
// This is written to by got FX and deleted from got FXCompiler
#define gotTable$fxStart 199 // Note: this is 199 because PIX is 1-indexed for legacy reasons.
#define gotTable$fxStart$length 55
// (32) Stores spawn DB in level. Sequential index. Written to by got LevelAux, also read by got LevelLoader
#define gotTable$spawns db4$0 //
// (33) Level metadata. Non-indexed. Handled by multiple level scripts.
#define gotTable$meta db4$1
// (34) Variable index. Each row is a HUD UUID.
#define gotTable$rootHuds db4$2
// (35) Constant index
#define gotTable$bridge db4$3 // Bridge metadata is stored in this table
// (36) Constant index. Each index is a spell, starting with ability 5 (which is actually ability 0)
#define gotTable$bridgeSpells db4$4 // Spells are stored here indexed 0-4
// (37) Constant index. Each index is a spell.
#define gotTable$spellmanSpellsTemp db4$5 // (Written to by got SpellMan) Temp spells for spell overwrites
// (38) Variable index.
#define gotTable$evtsNpcNear db4$6 // Stores [(int)settings,(key)uuid] - Entry 0 is ALWAYS 0,llGetKey() and handled in #ROOT
// (39) Variable index. NOTE: Values 0-8 are handled in got Evts. Values 100+ in gui
#define gotTable$evtsSpellIcons db4$7 // Stores (int)packageID, (key)texture, (int)added(timesnap), (int)duration(10ths of second), (int)stacks, (int)flags - See got Evts
// 0-7 is for effects the HUD owner is affected by
// 100-107 is for effects your target is affected by
// (40) Status - Used by portal and HUD.
#define gotTable$status db4$8
// (41) Constant indexed (see got FXCompiler), 0+ values. FXCompiler Actives.
#define gotTable$fxCompilerActives db4$9
// (42) NPCInt - Constant index. See got NPCInt
#define gotTable$npcInt db4$10
// (43) PrimSwim
#define gotTable$primSwim db4$11
// (44) Constant index. Handled by HUD ROOT.
#define gotTable$root db4$12
// (45) Variable index. Each row is a player UUID.
#define gotTable$rootPlayers db4$13
// (46) Maintained by portal. Stores players etc.
#define gotTable$portal db4$14
// (47) Maintained by got Monster
#define gotTable$monster db4$15
// (48) Managed by got Spawner, handles spawning of items
#define gotTable$spawner db4$16
// (49) Managed by got PISpawner. Same type as above
#define gotTable$piSpawner db4$17
// (50) Managed by jas Remoteloader
#define gotTable$remoteloaderQueue db4$18
// (51) Managed by jas Remoteloader
#define gotTable$remoteloaderRemotes db4$19
// (52) Written by got Bridge, read by got LevelLoader. Each entry is a UUID
#define gotTable$loadingScreens db4$20
// (53) Used by got Banter.
#define gotTable$banter db4$21
// (54) Used by got MonsterGrapple. Hard coded keys.
#define gotTable$monsterGrapple db4$22
// (55) Monster grapple hookup settings. Sequential keys.
#define gotTable$monsterGrappleHup db4$23
// (56) Managed by jas Remoteloader
#define gotTable$remoteloaderMeta db4$24
// (57) Managed by got Level
#define gotTable$level db4$25
#endif