// DO NOT EDIT! Generated by mimex - Mindustry Metadata Extractor
opcode;arguments;argumentTypes;argumentNames;name;typeName;hidden;privileged;nonPrivileged;hint;categoryName;categoryColor;categoryDescription
noop;;;;Invalid;Invalid;false;false;false;;unknown;4c4c4cff;Uncategorized instructions.
read;result cell1 0;var var var;output target address;Read;Read;false;false;false;Read a number from a linked memory cell.;io;a08a8aff;Modify contents of memory blocks and processor buffers.
write;result cell1 0;var var var;input target address;Write;Write;false;false;false;Write a number to a linked memory cell.;io;a08a8aff;Modify contents of memory blocks and processor buffers.
draw;clear 0 0 0 0 0 0;GraphicsType var var var var var var;type x y p1 p2 p3 p4;Draw;Draw;false;false;false;Add an operation to the drawing buffer.%0ADoes not display anything until [accent]Draw Flush[] is used.;io;a08a8aff;Modify contents of memory blocks and processor buffers.
print;"frog";var;value;Print;Print;false;false;false;Add text to the print buffer.%0ADoes not display anything until [accent]Print Flush[] is used.;io;a08a8aff;Modify contents of memory blocks and processor buffers.
drawflush;display1;var;target;Draw Flush;DrawFlush;false;false;false;Flush queued [accent]Draw[] operations to a display.;block;d4816bff;Interact with blocks.
printflush;message1;var;target;Print Flush;PrintFlush;false;false;false;Flush queued [accent]Print[] operations to a message block.;block;d4816bff;Interact with blocks.
getlink;result 0;var var;output address;Get Link;GetLink;false;false;false;Get a processor link by index. Starts at 0.;block;d4816bff;Interact with blocks.
control;enabled block1 0 0 0 0;LAccess var var var var var;type target p1 p2 p3 p4;Control;Control;false;false;false;Control a building.;block;d4816bff;Interact with blocks.
radar;enemy any any distance turret1 1 result;RadarTarget RadarTarget RadarTarget RadarSort var var var;target1 target2 target3 sort radar sortOrder output;Radar;Radar;false;false;false;Locate units around a building with range.;block;d4816bff;Interact with blocks.
sensor;result block1 @copper;var var var;to from type;Sensor;Sensor;false;false;false;Get data from a building or unit.;block;d4816bff;Interact with blocks.
set;result 0;var var;to from;Set;Set;false;false;false;Set a variable.;operation;877badff;Logical operations.
op;add result a b;LogicOp var var var;op dest a b;Operation;Operation;false;false;false;Perform an operation on 1-2 variables.;operation;877badff;Logical operations.
wait;0.5;var;value;Wait;Wait;false;false;false;Wait a certain number of seconds.;control;6bb2b2ff;Manage execution order.
stop;;;;Stop;Stop;false;false;false;Halt execution of this processor.;control;6bb2b2ff;Manage execution order.
lookup;item result 0;ContentType var var;type result id;Lookup;Lookup;false;false;false;Look up an item/liquid/unit/block type by ID.%0ATotal counts of each type can be accessed with:%0A[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]%0AFor the inverse operation, sense [accent]@id[] of the object.;operation;877badff;Logical operations.
packcolor;result 1 0 0 1;var var var var var;result r g b a;Pack Color;PackColor;false;false;false;Pack [0, 1] RGBA components into a single number for drawing or rule-setting.;operation;877badff;Logical operations.
end;;;;End;End;false;false;false;Jump to the top of the instruction stack.;control;6bb2b2ff;Manage execution order.
jump;0 notEqual x false;int ConditionOp var var;destIndex op value compare;Jump;Jump;false;false;false;Conditionally jump to another statement.;control;6bb2b2ff;Manage execution order.
ubind;@poly;var;type;Unit Bind;UnitBind;false;false;false;Bind to the next unit of a type, and store it in [accent]@unit[].;unit;c7b59dff;Give units commands.
ucontrol;move 0 0 0 0 0;LUnitControl var var var var var;type p1 p2 p3 p4 p5;Unit Control;UnitControl;false;false;false;Control the currently bound unit.;unit;c7b59dff;Give units commands.
uradar;enemy any any distance 0 1 result;RadarTarget RadarTarget RadarTarget RadarSort var var var;target1 target2 target3 sort radar sortOrder output;Unit Radar;UnitRadar;false;false;false;Locate units around the currently bound unit.;unit;c7b59dff;Give units commands.
ulocate;building core true @copper outx outy found building;LLocate BlockFlag var var var var var var;locate flag enemy ore outX outY outFound outBuild;Unit Locate;UnitLocate;false;false;false;Locate a specific type of position/building anywhere on the map.%0ARequires a bound unit.;unit;c7b59dff;Give units commands.
getblock;block result 0 0;TileLayer var var var;layer result x y;Get Block;GetBlock;false;true;false;Get tile data at any location.;world;6b84d4ff;Control how the world behaves.
setblock;block @air 0 0 @derelict 0;TileLayer var var var var var;layer block x y team rotation;Set Block;SetBlock;false;true;false;Set tile data at any location.;world;6b84d4ff;Control how the world behaves.
spawn;@dagger 10 10 90 @sharded result;var var var var var var;type x y rotation team result;Spawn Unit;SpawnUnit;false;true;false;Spawn unit at a location.;world;6b84d4ff;Control how the world behaves.
status;false wet unit 10;boolean var var var;clear effect unit duration;Apply Status;ApplyStatus;false;true;false;Apply or clear a status effect from a unit.;world;6b84d4ff;Control how the world behaves.
spawnwave;10 10 false;var var var;x y natural;Spawn Wave;SpawnWave;false;true;false;Spawn a wave.;world;6b84d4ff;Control how the world behaves.
setrule;waveSpacing 10 0 0 100 100;LogicRule var var var var var;rule value p1 p2 p3 p4;Set Rule;SetRule;false;true;false;Set a game rule.;world;6b84d4ff;Control how the world behaves.
message;announce 3;MessageType var;type duration;Flush Message;FlushMessage;false;true;false;Display a message on the screen from the text buffer.%0AWill wait until the previous message finishes.;world;6b84d4ff;Control how the world behaves.
cutscene;pan 100 100 0.06 0;CutsceneAction var var var var;action p1 p2 p3 p4;Cutscene;Cutscene;false;true;false;Manipulate the player camera.;world;6b84d4ff;Control how the world behaves.
effect;warn 0 0 2 %ffaaff ;var var var var var var;type x y sizerot color data;Effect;Effect;false;true;false;Create a particle effect.;world;6b84d4ff;Control how the world behaves.
explosion;@crux 0 0 5 50 true true false;var var var var var var var var;team x y radius damage air ground pierce;Explosion;Explosion;false;true;false;Create an explosion at a location.;world;6b84d4ff;Control how the world behaves.
setrate;10;var;amount;Set Rate;SetRate;false;true;false;Set processor execution speed in instructions/tick.;world;6b84d4ff;Control how the world behaves.
fetch;unit result @sharded 0 @conveyor;FetchType var var var var;type result team index extra;Fetch;Fetch;false;true;false;Lookup units, cores, players or buildings by index.%0AIndices start at 0 and end at their returned count.;world;6b84d4ff;Control how the world behaves.
sync;var;var;variable;Sync;Sync;false;true;false;Sync a variable across the network.%0ALimited to 20 times a second per variable.;world;6b84d4ff;Control how the world behaves.
getflag;result "flag";var var;result flag;Get Flag;GetFlag;false;true;false;Check if a global flag is set.;world;6b84d4ff;Control how the world behaves.
setflag;"flag" true;var var;flag value;Set Flag;SetFlag;false;true;false;Set a global flag that can be read by all processors.;world;6b84d4ff;Control how the world behaves.
setprop;@copper block1 0;var var var;type of value;Set Prop;SetProp;false;true;false;Sets a property of a unit or building.;world;6b84d4ff;Control how the world behaves.
