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šŸ“˜Cronus Zen Guide
šŸ“—GamePacks (32bit)
šŸ“—GPC Script Guide
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šŸ“‘GPC SCRIPTING
What's New in 32bit?
Introduction
Variables
Basic GPC Structure
Definitions
Data Section
Remapping
Const Arrays
Init Section
Main Section
Combo Section
User Created Functions
Identifiers
Flow Control
Constants
Functions
Device Functions
Remapping
Advanced Samples
API Samples
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Const Arrays

Const arrays are basically compiler-managed lists of data stored in the data section.

Syntax

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The difference between a single-dimension array and a multi-dimensional array is that the single-dimension array is basically a single row with related data while a multi-dimensional array allows for slightly better structured data of rows. An example of when a multi-dimensional array is preferred is when setting up values for different guns in a game - you can then have each row represent a single gun and the columns within have each value for it.

There is an important rule to keep in mind when working with multi-dimensional arrays - each row must contain exactly the same value.

There is also an importance of choosing an appropriate data type, it will dictate what values you can use within the array, see the below table for more information about the available datatypes, their support, size, and range:

Datatype

Supports multi-dimension arrays

Size required per value

Minimum value

Maximum value

int8

Yes

8 bits (1 byte)

-128

127

uint8

Yes

8 bits (1 byte)

0

255

int16

Yes

16 bits (2 bytes)

-32 768

32 767

uint16

Yes

16 bits (2 bytes)

0

65 536

int32

Yes

32 bits (4 bytes)

-2 147 483 648

2 147 483 647

string

No

8 bits per character + 8 (1 byte + 1 byte)

N/A

N/A

Accessing data

Similar to how the data section works, all indexes always begin at 0 within each row, meaning the first value is stored at 0.

When you want to access the data within you do so using the below syntax:

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Below you'll see a couple of examples of how this works:

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Init Section
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TABLE OF CONTENTS
Syntax
Accessing data