selectionwalk action beginsel endsel
The command iterates over all cubes in all selections and executes
"action" for each cube. The cubes of every selection are framed by
executions of "beginsel" and "endsel". The action script is allowed
to make changes to cube attributes, and if it does, an undo point is
automatically added. "beginsel" and "endsel" are optional.
While the scripts are executed, several aliases provide further info:
sw_cursel
Position and size of the current selection. Valid in all three
scripts. Holds four integer values for x, y, xs, ys. See command
"selection" for details.
(all following aliases are only valid during the execution of the action
script and provide the attributes of one cube of the map)
sw_abs_x
sw_abs_y
sw_rel_x
sw_rel_y
Absolute and relative (within the current selection) coordinates of
the current cube. Read-only values.
sw_type
Type of the current cube. Can be 0..4 for SOLID, CORNER, FHF, CHF and
SPACE. May be changed to other numerical value or keyword.
sw_floor
sw_ceil
Floor and ceiling heights of the current cube. Range -128..127
sw_wtex
sw_ftex
sw_ctex
sw_utex
Texture slot indices for wall, floor, ceiling and upper wall of the
current cube.
sw_vdelta
sw_tag
Vdelta and tag values of current cube.
sw_r
sw_g
sw_b
Current light values of current cube. Can be edited, but only with
temporary effect. Will be reset with the next light recalc.
The command is mostly useful for statistics scripts (like counting cubes
with certain attributes), but is can also be used for scripted editing,
as the following (useless) example shows:
selectionwalk [ += sw_floor (rnd 2) ]
Further changes:
The command listoptions now also can return the names of cube types:
echo (listoptions cubetypes)
The command countwalls is now implemented as a script instead of a
builtin command. The script works better, because it doesn't create
unnecessary undo points.
DOCREF selectionwalk listoptions countwalls
License ======= The AssaultCube source code is mainly based on the cube game/engine and uses the same license (z-lib like). See README_CUBEENGINE.txt In addition AssaultCube contains code from pCube (Cube pro mod) and Sauerbraten (Cube successor) and other sources. AssaultCube Authors ================== Adrian 'driAn' Henke drian at sprintf.org Andrew 'Arghvark' Davis arghvark at gmail.com Lee 'Eihrul' Salzman stef Cube Engine Authors =================== Wouter 'Aardappel' van Oortmerssen, Lee 'Eihrul' Salzman and others. See README_CUBEENGINE.txt and http://www.cubeengine.com pCube Authors ============= Adrian 'driAn' Henke and others. http://p.cubers.net Sauerbraten Authors =================== Wouter 'Aardappel' van Oortmerssen, Lee 'Eihrul' Salzman, Mike 'Gilt' Dysart and others. http://www.sauerbraten.org Cheat Protection ================ The cheat protection described in README_CUBEENGINE.txt is not used in AssaultCube. Binaries compiled from source are compatible with the official binaries. This means, the client can easily be hacked, on the other hand, you can compile AssaultCube for different platforms and fix bugs yourself. You MUST NOT connect to servers that are not yours with a modified client that contains changes that were not made for platform-compatibility or to fix bugs. This would be cheating. Thank you for supporting fair play gaming.