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Structs and Enums
Blockerman_101 edited this page Sep 15, 2026
·
4 revisions
This is an incomplete list, only containing what should be relevant for you, the user. For the full list, check out structs.del in the code.
single struct ProjHitData
{
public Player Player;
public Vector Position;
public Number Time;
public static ProjHitData Construct(): {
Player: null,
Position: Vector.Zero,
Time: null
};
}single struct InternalProjData
{
//first because its used in ProjData.Time(), which is called a ton
public Number TimeOfCreation;
public Vector InitPos;
public Number Radius;
public Player[] Targets;
public Vector InitVelocity;
//the vfx associated with the projectile, usually only the projfx but ive used it for stuff like beam effects for trajectories in testing
public Number[] VFX;
public Vector Gravity;
public static InternalProjData Construct(): {
TimeOfCreation: null,
InitPos: Vector.Zero,
Radius: 0,
Targets: [],
InitVelocity: Vector.Zero,
VFX: EmptyArray(),
Gravity: Vector.Zero
};
}Enums compile to the workshop as a number corresponding the index of the current element, unless denoted otherwise with an =.
enum ProjFX
{
//Projectile effects
[0] BaptisteBioticLauncher,
[1] BastionA36TacticalGrenade,
[2] EchoStickyBomb,
[3] GenjiShuriken,
[4] LucioSonicAmplifier,
[5] MeiIcicle,
[6] MercyCaduceusBlaster,
[7] MoiraDamageOrb,
[8] MoiraHealOrb,
[9] OrbProjectile,
[10] OrisaFusionDriver,
[11] PharahRocket,
[12] RamattraRavenousVortexSphere,
[13] ReinhardtFireStrike,
[14] RoadhogScrap,
[15] RoadhogScrapBall,
[16] SigmaHypersphere,
[17] SymmetraPhotonProjector,
[18] ZaryaGraviton,
[19] ZaryaParticleCannon,
//Other effects
[20] Sphere,
[21] LightShaft,
[22] Orb,
[23] Ring,
[24] Cloud,
[25] Sparkles,
[26] GoodAura,
[27] BadAura,
//TX string
[28] String,
//No effect
[29] None
}enum ProjState
{
NULL, //[0], Debugging
Active, //[1], Projectile is processing
Inactive, //[2], Projectile was spawned, then was destroyed
Unsafe //[3], The projectile ID is able to be overridden and thus have its current data destroyed
}