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0x6A — primitive_move_sprtg

Primitive sprite movement helper. It repeatedly calls CPrimitiveAnimation::MovePrimitiveSPRTG for selected helper slots.

proven— handler traced, and exercised by at least one shipped script.

At a glance

Opcode0x6A (106)
HandlerCRadiScript::Command_6a
SignatureCRadiScript::Command_6a(int,SCR_DATA*,unsigned int,unsigned int)
Translation unitr_script_run6.cpp
Address— debug build; click for all 3
Handler size0x1A8 (424 bytes)
Engine nameprimitive_move_sprtg
FamilyPrimitives, textures, sound and movies
Command size4 + extra_words * 4 bytes

Handler behaviour

Primitive sprite movement helper. It repeatedly calls CPrimitiveAnimation::MovePrimitiveSPRTG for selected helper slots.

Encoding

The command header is one 32-bit word, as described in §3 Instruction encoding:

 31            24 23            16 15             8 7              0
+----------------+----------------+----------------+----------------+
|  flags         |  argument byte |  extra words   |  0x6A          |
+----------------+----------------+----------------+----------------+

Bits 8–15 give the number of 32-bit operand words that follow. Bits 16–23 are handed to the handler as a bitfield; on character commands bit 0 normally says whether a character selector word is present. Bit 31 is the keep-going bit.

Operand fields

10 documented fields. input fields are read from the command's operand words; derived fields are computed from other fields rather than stored separately.

FieldRoleMeaning
call_arg0inputArgument 0 passed to the engine call for call.
call_arg3inputArgument 3 passed to the engine call for call.
call_arg4inputArgument 4 passed to the engine call for call.
call_idderivedIdentifier selecting which call to use.
float0inputFloat parameter 0 consumed by this command.
float1inputFloat parameter 1 consumed by this command.
move_kindinputWhich kind of move this line uses.
primitive_indexinputIndex selecting which primitive to act on.
slotinputIndex into a runtime table owned by this command's subsystem.
yieldderivedPause the script here for one game frame; the next command runs on the following update. Lines without it keep running immediately.

Engine calls

Engine functions this handler was observed calling:

  • CPrimitiveAnimation::MovePrimitiveSPRTG(int,CPrimitiveHelper*,void*,unsigned short,float,float,int,unsigned int)

Bit masks

Masks the handler applies to its argument byte or operand words:

0xFFFF 0x0003