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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.

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