-
Notifications
You must be signed in to change notification settings - Fork 0
ProjData
Blockerman_101 edited this page Sep 13, 2026
·
5 revisions
ProjData contains all your projectiles' ...data. Currently (as of v1.0.0), here is the available data a projectile has:
| name | type | macro? | notes |
|---|---|---|---|
| ProjState | ProjState | n | Goes from Active (1) -> Inactive (2) -> Unsafe (3), with 0 reserved for debugging (ProjState.NULL). ProjState.Inactive is the most important state, as it indicates when a projectile collided. |
| Hit | ProjHitData | n | An array with various hit data: Hit.{Player, Position, Time}. (A 3-element array, for non-ostw users) |
| Internal | InternalProjData | n | Various internal data used by BMPW to handle the projectile. For actual code, check structs.del. |
| Time | Number | y | The projectile's time spent Active, derived from TTE() - Internal.TimeOfCreation. |
| Position | Vector | y | The projectile's current position. |
| PositionAtTime(t) | Vector | y | The projectile's position t seconds into the future or past. |
| PositionAtRawTime(t) | Vector | y | The projectile's position t seconds into its lifetime. |
| Velocity | Vector | y | The projectile's current velocity |
Note that macros are not available for console players, aside from Position through the getProjPosition subroutine.