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asset⌬ modulemoduleprimary: init.luau·originates fromworld acf94c4c-c…

build_things

Doom WAD build pipeline stage `build_things`. A module (require via `@root::doom.build_things`); the stages thread a shared build `ctx` and are orchestrated by `build_all`.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 4mo ago
What it does

doom.build_things

Doom WAD build pipeline stage build_things. A module (require via @root::doom.build_things); the stages thread a shared build ctx and are orchestrated by build_all.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2
DoomMonsterDoomPickup

setup( ) → void

lump(nm: ?) → void

argtypedescription
nm?

mapLump(mapName: ?, want: ?) → void

argtypedescription
mapName?
want?

readSectors(m: ?) → void

argtypedescription
m?

readSidedefs(m: ?) → void

argtypedescription
m?

readLinedefs(m: ?) → void

argtypedescription
m?

readSegs(m: ?) → void

argtypedescription
m?

readSsectors(m: ?) → void

argtypedescription
m?

readNodes(m: ?) → void

argtypedescription
m?

readThings(m: ?) → void

argtypedescription
m?

decodeSprite(name: ?) → void

argtypedescription
name?

getSprite(name: ?) → void

argtypedescription
name?

getAnimSprite(base: ?) → void

argtypedescription
base?

makeQuad(meshName: ?, w: ?, h: ?) → void

argtypedescription
meshName?
w?
h?

makeSpriteMaterial(matName: ?, texName: ?, s: ?, opts: ?) → void

argtypedescription
matName?
texName?
s?
opts?

makeAnimMaterial(matName: ?, texName: ?, frames: ?, opts: ?) → void

argtypedescription
matName?
texName?
frames?
opts?

decodeFrame(base: ?, letter: ?) → void

argtypedescription
base?
letter?

buildStates(base: ?) → void

argtypedescription
base?

buildEffects( ) → void

build(mapName: ?) → void

argtypedescription
mapName?

sectorOfSeg(sg: ?) → void

argtypedescription
sg?

floorAt(px: ?, py: ?) → void

argtypedescription
px?
py?

spriteQuad(sprName: ?, rec: ?) → void

argtypedescription
sprName?
rec?

Sub-parts

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11+items
◇
component · born here
❒asset
# [name] One-paragraph description of what this component does and what it attaches to. Mention any required sibling components (e.g. Model, Transform). ## Public fields - `exampleNumber: number` — what it controls, units, valid range. - `exampleString: string` — what it controls. - `exampleBool: boolean` — what it controls. ## Methods - `:methodName(arg)` — what it does and when to call it. ## Lifecycle - `awake()` — same-frame attach hook. What initial state this component sets up. - `start()` — first-frame-after-awake hook. Cross-component setup that needs the other components on the entity to have finished `awake`. - `update(dt)` — per-frame, play mode only. What this component does each tick. - `onDestroy()` — cleanup performed on detach / entity despawn. See `man components` for the full hook list (`onEnable`, `fixedUpdate`, `onPropertyChanged`, etc.) and the timing details. ## Usage ```luau entity(id).component.add("[name]", { exampleNumber = 1.0 }) entity(id).component.get("[name]"):methodName("foo") ```
▲ 0↑ born
◇
component · pulled in
❒asset
# DoomMonster Doom-style enemy AI on a billboard sprite entity: chases the local player on the XZ plane within sight range, attacks on a cooldown (contact bite, hitscan shot, or fireball projectile by type), and drops flat when health reaches 0. ## Public fields - `health: number` — hit points. - `speed: number` — chase speed in metres/second. - `damage: number` — contact (melee) damage per hit. - `sight: number` — aggro range in metres. - `attack: string` — `melee`, `hitscan`, or `projectile`. - `attackDamage: number` — ranged-attack damage. - `attackCooldown: number` — seconds between ranged attacks. ## Usage ```luau entity(id).component.add("DoomMonster", { health = 60, speed = 2.4, attack = "projectile", attackDamage = 8 }) ```
▲ 0↓ import
backing path · doom/build_things.module

Problems

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0problems
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⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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