====== hps_api.hps ======
----
== GetBase ==
iLuxAchievementHandler GetBase()
----
== CharBody_GravityCollide ==
void CharBody_GravityCollide(iCharacterBody @apCharBody,
iPhysicsBody @apBody,
cCollideData @apCollideData)
----
== CharBody_HitGround ==
void CharBody_HitGround(iCharacterBody @apCharBody,
const cVector3f &in avVel)
----
== LoadUserConfig ==
void LoadUserConfig()
----
== SaveUserConfig ==
void SaveUserConfig()
----
== OnMapEnter ==
void OnMapEnter(cLuxMap @apMap)
----
== OnMapLeave ==
void OnMapLeave(cLuxMap @apMap)
----
== CreateWorldEntities ==
void CreateWorldEntities(cLuxMap @apMap)
----
== DestroyWorldEntities ==
void DestroyWorldEntities(cLuxMap @apMap)
----
== OnEnterState ==
void OnEnterState(int alPrevStateId)
----
== OnLeaveState ==
void OnLeaveState(int alNextStateId)
----
== Reset ==
void Reset()
----
== Update ==
void Update(float afTimeStep)
----
== PostUpdate ==
void PostUpdate(float afTimeStep)
----
== OnAction ==
bool OnAction(int alAction,
bool abPressed)
----
== OnAnalogInput ==
bool OnAnalogInput(int alAnalogId,
const cVector3f &in avAmount)
----
== OnExitPressed ==
bool OnExitPressed()
----
== AllowBuoyancy ==
bool AllowBuoyancy(iPhysicsBody @apBody)
----
== DrawDebugOutput ==
float DrawDebugOutput(cGuiSet @apSet,
iFontData @apFont,
float afStartY)
----
== OnDraw ==
void OnDraw(float afFrameTime)
----
== OnEnterContainer ==
void OnEnterContainer(const tString &in asOldContainer)
----
== OnLeaveContainer ==
void OnLeaveContainer(const tString &in asNewContainer)
----
== PreloadData ==
void PreloadData(cLuxMap @apMap)
----
== OnUnderwaterEffectActive ==
void OnUnderwaterEffectActive(bool abX,
bool abUseStartAndEndEffects)
----
== GetCharacterState ==
int GetCharacterState()
----
== SetCharacterState ==
void SetCharacterState(int alState)
----
== SetupStartPos ==
void SetupStartPos(const cVector3f &in avPos,
float afAngle,
bool abCrouching)
----
== VariableUpdate ==
void VariableUpdate(float afDeltaTime)
----
== OnPostRender ==
void OnPostRender(float afFrameTime)
----
== AppGotInputFocus ==
void AppGotInputFocus()
----
== AppLostInputFocus ==
void AppLostInputFocus()
----
== SetupAfterLoad ==
void SetupAfterLoad(cWorld @apWorld,
cResourceVarsObject @apVars,
cResourceVarsObject @apInstanceVars)
----
== BeforeEntityDestruction ==
void BeforeEntityDestruction()
----
== ResetProperties ==
void ResetProperties()
----
== OnSetActive ==
void OnSetActive(bool abX)
----
== SetupCharBody ==
void SetupCharBody()
----
== OnStart ==
void OnStart()
----
== OnDestroy ==
void OnDestroy()
----
== SetupAfterLoad ==
void SetupAfterLoad(cWorld @apWorld,
cResourceVarsObject @apVars)
----
== CreateGamepadProfiles ==
void CreateGamepadProfiles()
----
== CreateInputLayoutMapping ==
void CreateInputLayoutMapping()
----
== LoadKeyConfig ==
void LoadKeyConfig(cConfigFile @apKeyConfig)
----
== SetDefaultData ==
void SetDefaultData(cImGui @apImGui)
----
== cMath_Sin ==
float cMath_Sin(float afX)
----
== cMath_Cos ==
float cMath_Cos(float afX)
----
== cMath_Tan ==
float cMath_Tan(float afX)
----
== cMath_ASin ==
float cMath_ASin(float afX)
----
== cMath_ACos ==
float cMath_ACos(float afX)
----
== cMath_ATan ==
float cMath_ATan(float afX)
----
== cMath_ATan2 ==
float cMath_ATan2(float afY,
float afX)
----
== cMath_Log ==
float cMath_Log(float afX)
----
== cMath_Pow ==
float cMath_Pow(float afX,
float afExp)
----
== cMath_Sqrt ==
float cMath_Sqrt(float afX)
----
== cMath_RandRectl ==
int cMath_RandRectl(int alMin,
int alMax)
----
== cMath_RandRectf ==
float cMath_RandRectf(float alMin,
float alMax)
----
== cMath_RandRectVector2f ==
cVector2f cMath_RandRectVector2f(const cVector2f &in avMin,
const cVector2f &in avMax)
----
== cMath_RandRectVector3f ==
cVector3f cMath_RandRectVector3f(const cVector3f &in avMin,
const cVector3f &in avMax)
----
== cMath_RandRectColor ==
cColor cMath_RandRectColor(const cColor &in aMin,
const cColor &in aMax)
----
== cMath_Randomize ==
void cMath_Randomize(int alSeed)
----
== cMath_FastRandomFloat ==
float cMath_FastRandomFloat(int alSeed)
----
== cMath_RandomCircleEdgePoint ==
cVector2f cMath_RandomCircleEdgePoint(float afRadius)
----
== cMath_GetBit ==
int cMath_GetBit(int alBitNum)
----
== cMath_SetBitFlag ==
void cMath_SetBitFlag(int &out alFlagNum,
int alBit,
bool abSet)
----
== cMath_GetBitFlag ==
bool cMath_GetBitFlag(int alFlagNum,
int alBit)
----
== cMath_ExpandAABBMin ==
cVector3f cMath_ExpandAABBMin(const cVector3f &in avBaseMin,
const cVector3f &in avAddMin)
----
== cMath_ExpandAABBMax ==
cVector3f cMath_ExpandAABBMax(const cVector3f &in avBaseMax,
const cVector3f &in avAddMax)
----
== cMath_CheckRectIntersection ==
bool cMath_CheckRectIntersection(const cRect2l &in aRect1,
const cRect2l &in aRect2)
----
== cMath_CheckRectIntersection ==
bool cMath_CheckRectIntersection(const cRect2f &in aRect1,
const cRect2f &in aRect2)
----
== cMath_CheckRectIntersection ==
bool cMath_CheckRectIntersection(const cVector2l &in avMin1,
const cVector2l &in avMax1,
const cVector2l &in avMin2,
const cVector2l &in avMax2)
----
== cMath_CheckRectIntersection ==
bool cMath_CheckRectIntersection(const cVector2f &in avMin1,
const cVector2f &in avMax1,
const cVector2f &in avMin2,
const cVector2f &in avMax2)
----
== cMath_CheckPointInRectIntersection ==
bool cMath_CheckPointInRectIntersection(const cVector2f &in avPoint,
const cRect2f &in aRect)
----
== cMath_CheckRectFit ==
bool cMath_CheckRectFit(const cRect2l &in aRectSrc,
const cRect2l &in aRectDest)
----
== cMath_CheckRectFit ==
bool cMath_CheckRectFit(const cRect2f &in aRectSrc,
const cRect2f &in aRectDest)
----
== cMath_GetClipRect ==
cRect2f cMath_GetClipRect(const cRect2f &in aRectSrc,
const cRect2f &in aRectDest)
----
== cMath_CheckPointInSphereIntersection ==
bool cMath_CheckPointInSphereIntersection(const cVector3f &in avPoint,
const cVector3f &in avSpherePos,
float afSphereRadius)
----
== cMath_CheckSphereIntersection ==
bool cMath_CheckSphereIntersection(const cVector3f &in avPosA,
float afRadiusA,
const cVector3f &in avPosB,
float afRadiusB)
----
== cMath_CheckAABBIntersection ==
bool cMath_CheckAABBIntersection(const cVector3f &in avMin1,
const cVector3f &in avMax1,
const cVector3f &in avMin2,
const cVector3f &in avMax2)
----
== cMath_CheckAABBInside ==
bool cMath_CheckAABBInside(const cVector3f &in avInsideMin,
const cVector3f &in avInsideMax,
const cVector3f &in avOutsideMin,
const cVector3f &in avOutsideMax)
----
== cMath_CheckPointInAABBIntersection ==
bool cMath_CheckPointInAABBIntersection(const cVector3f &in avPoint,
const cVector3f &in avMin,
const cVector3f &in avMax)
----
== cMath_CheckBVIntersection ==
bool cMath_CheckBVIntersection(cBoundingVolume @+aBV1,
cBoundingVolume @+aBV2)
----
== cMath_CheckPointInBVIntersection ==
bool cMath_CheckPointInBVIntersection(const cVector3f &in avPoint,
cBoundingVolume @+aBV)
----
== cMath_GetNormalizedClipRectFromBV ==
bool cMath_GetNormalizedClipRectFromBV(cVector3f &out avDestMin,
cVector3f &out avDestMax,
cBoundingVolume @+aBV,
cFrustum @+aFrustum)
----
== cMath_GetClipRectFromNormalizedMinMax ==
cRect2l cMath_GetClipRectFromNormalizedMinMax(const cVector3f &in avMin,
const cVector3f &in avMax,
const cVector2l &in avScreenSize)
----
== cMath_GetClipRectFromBV ==
void cMath_GetClipRectFromBV(cRect2l &out aDestRect,
cBoundingVolume @+aBV,
cFrustum @+apFrustum,
const cVector2l &in avScreenSize)
----
== cMath_GetClipRectFromSphere ==
cRect2l cMath_GetClipRectFromSphere(const cVector3f &in avPosition,
float afRadius,
cFrustum @+apFrustum,
const cVector2l &in avScreenSize,
bool abPositionIsScreenSpace)
----
== cMath_CheckSphereLineIntersection ==
bool cMath_CheckSphereLineIntersection(const cVector3f &in avSpherePos,
float afSphereRadius,
const cVector3f &in avLineStart,
const cVector3f &in avLineEnd,
float &out afT1,
cVector3f &out afIntersection1,
float &out afT2,
cVector3f &out avIntersection2)
----
== cMath_CheckAABBLineIntersection ==
bool cMath_CheckAABBLineIntersection(const cVector3f &in avMin,
const cVector3f &in avMax,
const cVector3f &in avLineStart,
const cVector3f &in avLineEnd,
cVector3f &out avIntersectionPos,
float &out afT)
----
== cMath_CheckAABBSphereCollision ==
bool cMath_CheckAABBSphereCollision(const cVector3f &in avMin,
const cVector3f &in avMax,
const cVector3f &in avCenter,
float afRadius)
----
== cMath_RoundToInt ==
int cMath_RoundToInt(float afVal)
----
== cMath_RoundToInt ==
cVector2l cMath_RoundToInt(const cVector2f &in avX)
----
== cMath_RoundToInt ==
cVector3l cMath_RoundToInt(const cVector3f &in avX)
----
== cMath_Round ==
float cMath_Round(float afVal)
----
== cMath_RoundFloatToDecimals ==
float cMath_RoundFloatToDecimals(float afVal,
int alPrecision)
----
== cMath_GetFraction ==
float cMath_GetFraction(float afVal)
----
== cMath_Modulus ==
float cMath_Modulus(float afDividend,
float afDivisor)
----
== cMath_ToRad ==
float cMath_ToRad(float afAngle)
----
== cMath_ToDeg ==
float cMath_ToDeg(float afAngle)
----
== cMath_Log2ToInt ==
int cMath_Log2ToInt(int alX)
----
== cMath_Pow2 ==
int cMath_Pow2(int alX)
----
== cMath_IsPow2 ==
bool cMath_IsPow2(int alX)
----
== cMath_Wrap ==
float cMath_Wrap(float afX,
float afMin,
float afMax)
----
== cMath_Clamp ==
float cMath_Clamp(float afX,
float afMin,
float afMax)
----
== cMath_Clamp ==
int cMath_Clamp(int alX,
int alMin,
int alMax)
----
== cMath_Max ==
float cMath_Max(float afX,
float afY)
----
== cMath_Min ==
float cMath_Min(float afX,
float afY)
----
== cMath_Max ==
int cMath_Max(int alX,
int alY)
----
== cMath_Min ==
int cMath_Min(int alX,
int alY)
----
== cMath_Abs ==
float cMath_Abs(float afX)
----
== cMath_Abs ==
int cMath_Abs(int alX)
----
== cMath_Sign ==
float cMath_Sign(float afX)
----
== cMath_Sign ==
int cMath_Sign(int alX)
----
== cMath_GetAngleDistance ==
float cMath_GetAngleDistance(float afAngle1,
float afAngle2,
float afMaxAngle)
----
== cMath_GetAngleDistanceRad ==
float cMath_GetAngleDistanceRad(float afAngle1,
float afAngle2)
----
== cMath_GetAngleDistanceDeg ==
float cMath_GetAngleDistanceDeg(float afAngle1,
float afAngle2)
----
== cMath_GetAngleDistanceVector2f ==
cVector2f cMath_GetAngleDistanceVector2f(const cVector2f &in avAngle1,
const cVector2f &in avAngle2,
float afMaxAngle)
----
== cMath_GetAngleDistanceVector2fRad ==
cVector2f cMath_GetAngleDistanceVector2fRad(const cVector2f &in avAngle1,
const cVector2f &in avAngle2)
----
== cMath_GetAngleDistanceVector2fDeg ==
cVector2f cMath_GetAngleDistanceVector2fDeg(const cVector2f &in avAngle1,
const cVector2f &in avAngle2)
----
== cMath_GetAngleDistanceVector3f ==
cVector3f cMath_GetAngleDistanceVector3f(const cVector3f &in avAngle1,
const cVector3f &in avAngle2,
float afMaxAngle)
----
== cMath_GetAngleDistanceVector3fRad ==
cVector3f cMath_GetAngleDistanceVector3fRad(const cVector3f &in avAngle1,
const cVector3f &in avAngle2)
----
== cMath_GetAngleDistanceVector3fDeg ==
cVector3f cMath_GetAngleDistanceVector3fDeg(const cVector3f &in avAngle1,
const cVector3f &in avAngle2)
----
== cMath_TurnAngle ==
float cMath_TurnAngle(float afAngle,
float afFinalAngle,
float afSpeed,
float afMaxAngle)
----
== cMath_TurnAngleRad ==
float cMath_TurnAngleRad(float afAngle,
float afFinalAngle,
float afSpeed)
----
== cMath_TurnAngleDeg ==
float cMath_TurnAngleDeg(float afAngle,
float afFinalAngle,
float afSpeed)
----
== cMath_InterpolateLinear ==
float cMath_InterpolateLinear(float afA,
float afB,
float afT)
----
== cMath_InterpolateCosine ==
float cMath_InterpolateCosine(float afA,
float afB,
float afT)
----
== cMath_InterpolateSigmoid ==
float cMath_InterpolateSigmoid(float afA,
float afB,
float afT)
----
== cMath_InterpolateCubic ==
float cMath_InterpolateCubic(float afX0,
float afX1,
float afX2,
float afX3,
float afT)
----
== cMath_InterpolateHermite ==
float cMath_InterpolateHermite(float afX0,
float afX1,
float afX2,
float afX3,
float afT,
float afTension,
float afBias)
----
== cMath_GetCorrectSignOfSpeed ==
float cMath_GetCorrectSignOfSpeed(float afCurrent,
float afDest,
float afSpeed)
----
== cMath_IncreaseTo ==
float cMath_IncreaseTo(float afX,
float afAdd,
float afDest)
----
== cMath_SigmoidCurve ==
float cMath_SigmoidCurve(float afX)
----
== cMath_Easing ==
float cMath_Easing(eEasing aType,
float afT,
float afMin=0,
float afMax=1)
----
== cMath_Vector2Dist ==
float cMath_Vector2Dist(const cVector2f &in avPosA,
const cVector2f &in avPosB)
----
== cMath_Vector2DistXY ==
float cMath_Vector2DistXY(const cVector3f &in avPosA,
const cVector3f &in avPosB)
----
== cMath_Vector2DistXZ ==
float cMath_Vector2DistXZ(const cVector3f &in avPosA,
const cVector3f &in avPosB)
----
== cMath_Vector2DistYZ ==
float cMath_Vector2DistYZ(const cVector3f &in avPosA,
const cVector3f &in avPosB)
----
== cMath_Vector2DistSqr ==
float cMath_Vector2DistSqr(const cVector2f &in avPosA,
const cVector2f &in avPosB)
----
== cMath_Vector2DistSqrXY ==
float cMath_Vector2DistSqrXY(const cVector3f &in avPosA,
const cVector3f &in avPosB)
----
== cMath_Vector2DistSqrXZ ==
float cMath_Vector2DistSqrXZ(const cVector3f &in avPosA,
const cVector3f &in avPosB)
----
== cMath_Vector2DistSqrYZ ==
float cMath_Vector2DistSqrYZ(const cVector3f &in avPosA,
const cVector3f &in avPosB)
----
== cMath_Vector2Dot ==
float cMath_Vector2Dot(const cVector2f &in avPosA,
const cVector2f &in avPosB)
----
== cMath_Vector2IncreaseTo ==
cVector2f cMath_Vector2IncreaseTo(const cVector2f &in avX,
const cVector2f &in avAdd,
const cVector2f &in avDest)
----
== cMath_GetAngleFromPoints2D ==
float cMath_GetAngleFromPoints2D(const cVector2f &in aStartPos,
const cVector2f &in avGoalPos)
----
== cMath_GetVectorFromAngle2D ==
cVector2f cMath_GetVectorFromAngle2D(float afAngle,
float afLength)
----
== cMath_GetAngleFromVector ==
void cMath_GetAngleFromVector(const cVector2f &in avVec,
float &out afAngle,
float &out afLength)
----
== cMath_ProjectVector2D ==
cVector2f cMath_ProjectVector2D(const cVector2f &in avSrcVec,
const cVector2f &in avDestVec)
----
== cMath_Vector2CatmullRom ==
cVector2f cMath_Vector2CatmullRom(const cVector2f &in avP0,
const cVector2f &in avP1,
const cVector2f &in avP2,
const cVector2f &in avP3,
float afFract)
----
== cMath_Vector2Floor ==
cVector2f cMath_Vector2Floor(const cVector2f &in avVec)
----
== cMath_Vector2Ceil ==
cVector2f cMath_Vector2Ceil(const cVector2f &in avVec)
----
== cMath_Vector2Abs ==
cVector2f cMath_Vector2Abs(const cVector2f &in avVec)
----
== cMath_Vector2Min ==
cVector2f cMath_Vector2Min(const cVector2f &in avVecA,
const cVector2f &in avVecB)
----
== cMath_Vector2Max ==
cVector2f cMath_Vector2Max(const cVector2f &in avVecA,
const cVector2f &in avVecB)
----
== cMath_Vector2Normalize ==
cVector2f cMath_Vector2Normalize(const cVector2f &in avVec)
----
== cMath_Vector2ToRad ==
cVector2f cMath_Vector2ToRad(const cVector2f &in avVec)
----
== cMath_Vector2ToDeg ==
cVector2f cMath_Vector2ToDeg(const cVector2f &in avVec)
----
== cMath_Vector2Rotate ==
cVector2f cMath_Vector2Rotate(const cVector2f &in avVec,
float afAngle)
----
== cMath_Vector2MinElement ==
float cMath_Vector2MinElement(const cVector2f &in avVec)
----
== cMath_Vector2MaxElement ==
float cMath_Vector2MaxElement(const cVector2f &in avVec)
----
== cMath_Vector3MaxLength ==
cVector3f cMath_Vector3MaxLength(const cVector3f &in avVec,
float afMaxLength)
----
== cMath_Vector3MinLength ==
cVector3f cMath_Vector3MinLength(const cVector3f &in avVec,
float afMinLength)
----
== cMath_Vector3ClampLength ==
cVector3f cMath_Vector3ClampLength(const cVector3f &in avVec,
float afMinLength,
float afMaxLength)
----
== cMath_Vector3ToRad ==
cVector3f cMath_Vector3ToRad(const cVector3f &in avVec)
----
== cMath_Vector3ToDeg ==
cVector3f cMath_Vector3ToDeg(const cVector3f &in avVec)
----
== cMath_Vector3AngleDistance ==
cVector3f cMath_Vector3AngleDistance(const cVector3f &in avAngles1,
const cVector3f &in avAngles2,
float afMaxAngle)
----
== cMath_Vector3AngleDistanceRad ==
cVector3f cMath_Vector3AngleDistanceRad(const cVector3f &in avAngles1,
const cVector3f &in avAngles2)
----
== cMath_Vector3AngleDistanceDeg ==
cVector3f cMath_Vector3AngleDistanceDeg(const cVector3f &in avAngles1,
const cVector3f &in avAngles2)
----
== cMath_Vector3Floor ==
cVector3f cMath_Vector3Floor(const cVector3f &in avVec)
----
== cMath_Vector3Ceil ==
cVector3f cMath_Vector3Ceil(const cVector3f &in avVec)
----
== cMath_Vector3Abs ==
cVector3f cMath_Vector3Abs(const cVector3f &in avVec)
----
== cMath_Vector3Min ==
cVector3f cMath_Vector3Min(const cVector3f &in avVecA,
const cVector3f &in avVecB)
----
== cMath_Vector3Max ==
cVector3f cMath_Vector3Max(const cVector3f &in avVecA,
const cVector3f &in avVecB)
----
== cMath_Vector3MinElement ==
float cMath_Vector3MinElement(const cVector3f &in avVec)
----
== cMath_Vector3MaxElement ==
float cMath_Vector3MaxElement(const cVector3f &in avVec)
----
== cMath_Vector3Normalize ==
cVector3f cMath_Vector3Normalize(const cVector3f &in avVec)
----
== cMath_Vector3DistSqr ==
float cMath_Vector3DistSqr(const cVector3f &in avStartPos,
const cVector3f &in avEndPos)
----
== cMath_Vector3Dist ==
float cMath_Vector3Dist(const cVector3f &in avStartPos,
const cVector3f &in avEndPos)
----
== cMath_GetAngleFromPoints3D ==
cVector3f cMath_GetAngleFromPoints3D(const cVector3f &in avStartPos,
const cVector3f &in avGoalPos)
----
== cMath_Vector3Cross ==
cVector3f cMath_Vector3Cross(const cVector3f &in avVecA,
const cVector3f &in avVecB)
----
== cMath_Vector3Dot ==
float cMath_Vector3Dot(const cVector3f &in avVecA,
const cVector3f &in avVecB)
----
== cMath_Vector3Project ==
cVector3f cMath_Vector3Project(const cVector3f &in avSrcVec,
const cVector3f &in avDestVec)
----
== cMath_Vector3ProjectOnPlane ==
cVector3f cMath_Vector3ProjectOnPlane(const cVector3f &in avSrcVec,
const cVector3f &in avPlaneNormal)
----
== cMath_Vector3Reflect ==
cVector3f cMath_Vector3Reflect(const cVector3f &in avVec,
const cVector3f &in avNormal)
----
== cMath_Vector3Angle ==
float cMath_Vector3Angle(const cVector3f &in avVecA,
const cVector3f &in avVecB)
----
== cMath_Vector3UnProject ==
cVector3f cMath_Vector3UnProject(const cVector3f &in avVec,
const cRect2f &in aScreenRect,
const cMatrixf &in a_mtxViewProj)
----
== cMath_Vector3ClampToLength ==
void cMath_Vector3ClampToLength(cVector3f &in avVec,
float afMaxLength)
----
== cMath_Vector3IncreaseTo ==
cVector3f cMath_Vector3IncreaseTo(const cVector3f &in avX,
const cVector3f &in avAdd,
const cVector3f &in avDest)
----
== cMath_Vector3OrthonormalizeBasis ==
void cMath_Vector3OrthonormalizeBasis(const cVector3f &in avSrcRight,
const cVector3f &in avSrcUp,
const cVector3f &in avSrcForward,
cVector3f &out avDstRight,
cVector3f &out avDstUp,
cVector3f &out avDstForward)
----
== cMath_Vector3SphereSurfacePoint ==
cVector3f cMath_Vector3SphereSurfacePoint(const cVector2f &in avSeed,
float afRadius)
----
== cMath_Vector3CatmullRom ==
cVector3f cMath_Vector3CatmullRom(const cVector3f &in avP0,
const cVector3f &in avP1,
const cVector3f &in avP2,
const cVector3f &in avP3,
float afFract)
----
== cMath_GetSphericalCoordsFromPoint3D ==
cVector2f cMath_GetSphericalCoordsFromPoint3D(const cVector3f &in avSphCenter,
const cVector3f &in avPoint)
----
== cMath_GetPoint3DFromSphericalCoords ==
cVector3f cMath_GetPoint3DFromSphericalCoords(const cVector3f &in avSphCenter,
float afSphRadius,
const cVector2f &in avSphCoords)
----
== cMath_PlaneDot ==
float cMath_PlaneDot(const cPlanef &in aPlaneA,
const cPlanef &in aPlaneB)
----
== cMath_PlaneParallel ==
bool cMath_PlaneParallel(const cPlanef &in aPlaneA,
const cPlanef &in aPlaneB)
----
== cMath_TransformPlane ==
cPlanef cMath_TransformPlane(const cMatrixf &in a_mtxTransform,
const cPlanef &in aPlane)
----
== cMath_PlaneToPointDist ==
float cMath_PlaneToPointDist(const cPlanef &in aPlane,
const cVector3f &in avVec)
----
== cMath_PlaneIntersectionPoint ==
bool cMath_PlaneIntersectionPoint(const cPlanef &in aP1,
const cPlanef &in aP2,
const cPlanef &in aP3,
cVector3f &in avPoint)
----
== cMath_CheckPlaneLineIntersection ==
bool cMath_CheckPlaneLineIntersection(const cPlanef &in aPlane,
const cVector3f &in avLineStart,
const cVector3f &in avLineEnd,
cVector3f &out avIntersectionPos,
float &out afT)
----
== cMath_CheckPlaneSphereCollision ==
bool cMath_CheckPlaneSphereCollision(const cPlanef &in aPlane,
const cVector3f &in avCenter,
float afRadius)
----
== cMath_CheckPlaneAABBCollision ==
bool cMath_CheckPlaneAABBCollision(const cPlanef &in aPlane,
const cVector3f &in avMin,
const cVector3f &in avMax,
const cVector3f &in avSphereCenter,
float afSphereRadius)
----
== cMath_CheckPlaneAABBCollision ==
bool cMath_CheckPlaneAABBCollision(const cPlanef &in aPlane,
const cVector3f &in avMin,
const cVector3f &in avMax)
----
== cMath_CheckPlaneBVCollision ==
bool cMath_CheckPlaneBVCollision(const cPlanef &in aPlane,
cBoundingVolume @+aBV)
----
== cMath_QuaternionLerp ==
cQuaternion cMath_QuaternionLerp(float afT,
const cQuaternion &in aqA,
const cQuaternion &in aqB)
----
== cMath_QuaternionNlerp ==
cQuaternion cMath_QuaternionNlerp(float afT,
const cQuaternion &in aqA,
const cQuaternion &in aqB)
----
== cMath_QuaternionSlerp ==
cQuaternion cMath_QuaternionSlerp(float afT,
const cQuaternion &in aqA,
const cQuaternion &in aqB,
bool abShortestPath)
----
== cMath_QuaternionDot ==
float cMath_QuaternionDot(const cQuaternion &in aqA,
const cQuaternion &in aqB)
----
== cMath_QuaternionMul ==
cQuaternion cMath_QuaternionMul(const cQuaternion &in aqA,
const cQuaternion &in aqB)
----
== cMath_QuaternionMatrix ==
cQuaternion cMath_QuaternionMatrix(const cMatrixf &in a_mtxA)
----
== cMath_QuaternionEuler ==
cQuaternion cMath_QuaternionEuler(const cVector3f &in avEuler,
eEulerRotationOrder aOrder)
----
== cMath_QuaternionNormalize ==
cQuaternion cMath_QuaternionNormalize(const cQuaternion &in aqA)
----
== cMath_QuaternionConjugate ==
cQuaternion cMath_QuaternionConjugate(const cQuaternion &in aqA)
----
== cMath_QuaternionInverse ==
cQuaternion cMath_QuaternionInverse(const cQuaternion &in aqA)
----
== cMath_MatrixSlerp ==
cMatrixf cMath_MatrixSlerp(float afT,
const cMatrixf &in a_mtxA,
const cMatrixf &in a_mtxB,
bool abShortestPath)
----
== cMath_MatrixMul ==
cMatrixf cMath_MatrixMul(const cMatrixf &in a_mtxA,
const cMatrixf &in a_mtxB)
----
== cMath_MatrixMul ==
cVector3f cMath_MatrixMul(const cMatrixf &in a_mtxA,
const cVector3f &in avB)
----
== cMath_MatrixMul3x3 ==
cVector3f cMath_MatrixMul3x3(const cMatrixf &in a_mtxA,
const cVector3f &in avB)
----
== cMath_MatrixMulDivideW ==
cVector3f cMath_MatrixMulDivideW(const cMatrixf &in a_mtxA,
const cVector3f &in avB)
----
== cMath_MatrixMulScalar ==
cMatrixf cMath_MatrixMulScalar(const cMatrixf &in a_mtxA,
float afB)
----
== cMath_MatrixRotateXYZ ==
cMatrixf cMath_MatrixRotateXYZ(const cVector3f &in avRot)
----
== cMath_MatrixRotateXZY ==
cMatrixf cMath_MatrixRotateXZY(const cVector3f &in avRot)
----
== cMath_MatrixRotateYXZ ==
cMatrixf cMath_MatrixRotateYXZ(const cVector3f &in avRot)
----
== cMath_MatrixRotateYZX ==
cMatrixf cMath_MatrixRotateYZX(const cVector3f &in avRot)
----
== cMath_MatrixRotateZXY ==
cMatrixf cMath_MatrixRotateZXY(const cVector3f &in avRot)
----
== cMath_MatrixRotateZYX ==
cMatrixf cMath_MatrixRotateZYX(const cVector3f &in avRot)
----
== cMath_MatrixRotateX ==
cMatrixf cMath_MatrixRotateX(float afAngle)
----
== cMath_MatrixRotateY ==
cMatrixf cMath_MatrixRotateY(float afAngle)
----
== cMath_MatrixRotateZ ==
cMatrixf cMath_MatrixRotateZ(float afAngle)
----
== cMath_MatrixScale ==
cMatrixf cMath_MatrixScale(const cVector3f &in avScale)
----
== cMath_MatrixTranslate ==
cMatrixf cMath_MatrixTranslate(const cVector3f &in avTrans)
----
== cMath_MatrixQuaternion ==
cMatrixf cMath_MatrixQuaternion(const cQuaternion &in aqRot)
----
== cMath_MatrixInverse ==
cMatrixf cMath_MatrixInverse(const cMatrixf &in a_mtxA)
----
== cMath_MatrixPlaneMirror ==
cMatrixf cMath_MatrixPlaneMirror(const cPlanef &in aPlane)
----
== cMath_MatrixToEulerAngles ==
cVector3f cMath_MatrixToEulerAngles(const cMatrixf &in a_mtxA)
----
== cMath_MatrixToEulerAnglesMultiSolution ==
cVector3f cMath_MatrixToEulerAnglesMultiSolution(const cMatrixf &in a_mtxA,
cVector3f &out avSolution1,
cVector3f &out avSolution2)
----
== cMath_MatrixEulerAngleDistance ==
cVector3f cMath_MatrixEulerAngleDistance(const cMatrixf &in a_mtxA,
const cMatrixf &in a_mtxB)
----
== cMath_MatrixUnitVectors ==
cMatrixf cMath_MatrixUnitVectors(const cVector3f &in avRight,
const cVector3f &in avUp,
const cVector3f &in avForward,
const cVector3f &in avTranslate)
----
== cMath_ProjectionMatrixObliqueNearClipPlane ==
cMatrixf cMath_ProjectionMatrixObliqueNearClipPlane(const cMatrixf &in a_mtxProjMatrix,
const cPlanef &in aClipPlane)
----
== cMath_MatrixPerspectiveProjection ==
cMatrixf cMath_MatrixPerspectiveProjection(float afNearClipPlane,
float afFarClipPlane,
float afFOV,
float afAspect,
bool abInfFarPlane)
----
== cMath_MatrixOrthographicProjection ==
cMatrixf cMath_MatrixOrthographicProjection(float afNearClipPlane,
float afFarClipPlane,
const cVector2f &in avViewSize)
----
== cMath_HSBToRGB ==
cColor cMath_HSBToRGB(const cVector3f &in avHSB)
----
== cMath_RGBToHSB ==
cVector3f cMath_RGBToHSB(const cColor &in aX)
----
== cMath_HexToRGB ==
cColor cMath_HexToRGB(const tString &in asHex)
----
== cMath_RGBToHex ==
tString cMath_RGBToHex(const cColor &in aRGB)
----
== cMath_HexWToRGB ==
cColor cMath_HexWToRGB(const tWString &in asHex)
----
== cMath_RGBToHexW ==
tWString cMath_RGBToHexW(const cColor &in aRGB)
----
== cString_To16Char ==
tWString cString_To16Char(const tString &in asString)
----
== cString_To8Char ==
tString cString_To8Char(const tWString &in awsString)
----
== cString_S16BitToUTF8 ==
tString cString_S16BitToUTF8(const tWString &in awsString)
----
== cString_Get16BitFromArray ==
tWString cString_Get16BitFromArray(const tString &in asArray)
----
== cString_ToString ==
tString cString_ToString(float afX,
int alNumOfDecimals=-1,
bool abRemoveZeros=false)
----
== cString_ToString ==
tString cString_ToString(int alX,
int alPaddingZeros)
----
== cString_ToStringW ==
tWString cString_ToStringW(float afX,
int alNumOfDecimals=-1,
bool abRemoveZeros=false)
----
== cString_ToStringW ==
tWString cString_ToStringW(int alX,
int alPaddingZeros)
----
== cString_ToFloat ==
float cString_ToFloat(const tString &in asStr,
float afDefault)
----
== cString_ToInt ==
int cString_ToInt(const tString &in asStr,
int alDefault)
----
== cString_ToBool ==
bool cString_ToBool(const tString &in asStr,
bool abDefault)
----
== cString_ToVector2l ==
cVector2l cString_ToVector2l(const tString &in asStr,
const cVector2l &in avDefault)
----
== cString_ToVector2f ==
cVector2f cString_ToVector2f(const tString &in asStr,
const cVector2f &in avDefault)
----
== cString_ToVector3l ==
cVector3l cString_ToVector3l(const tString &in asStr,
const cVector3l &in avDefault)
----
== cString_ToVector3f ==
cVector3f cString_ToVector3f(const tString &in asStr,
const cVector3f &in avDefault)
----
== cString_ToVector4f ==
cVector4f cString_ToVector4f(const tString &in asStr,
const cVector4f &in avDefault)
----
== cString_ToColor ==
cColor cString_ToColor(const tString &in asStr,
const cColor &in aDefault)
----
== cString_ToMatrixf ==
cMatrixf cString_ToMatrixf(const tString &in asStr,
const cMatrixf &in a_mtxDefault)
----
== cString_Sub ==
tString cString_Sub(const tString &in asString,
int alStart,
int alCount=-1)
----
== cString_SubW ==
tWString cString_SubW(const tWString &in asString,
int alStart,
int alCount=-1)
----
== cString_ToLowerCase ==
tString cString_ToLowerCase(const tString &in aString)
----
== cString_ToLowerCaseW ==
tWString cString_ToLowerCaseW(const tWString &in aString)
----
== cString_ToUpperCase ==
tString cString_ToUpperCase(const tString &in aString)
----
== cString_ToUpperCaseW ==
tWString cString_ToUpperCaseW(const tWString &in aString)
----
== cString_ReplaceCharTo ==
tString cString_ReplaceCharTo(const tString &in aString,
const tString &in asOldChar,
const tString &in asNewChar)
----
== cString_ReplaceCharToW ==
tWString cString_ReplaceCharToW(const tWString &in aString,
const tWString &in asOldChar,
const tWString &in asNewChar)
----
== cString_ReplaceStringTo ==
tString cString_ReplaceStringTo(const tString &in aString,
const tString &in asOldString,
const tString &in asNewString)
----
== cString_ReplaceStringToW ==
tWString cString_ReplaceStringToW(const tWString &in aString,
const tWString &in asOldString,
const tWString &in asNewString)
----
== cString_GetLastChar ==
tString cString_GetLastChar(const tString &in aString)
----
== cString_GetLastCharW ==
tWString cString_GetLastCharW(const tWString &in aString)
----
== cString_GetFirstCharPos ==
int cString_GetFirstCharPos(const tString &in aString,
int8 alChar)
----
== cString_GetLastCharPos ==
int cString_GetLastCharPos(const tString &in aString,
int8 alChar)
----
== cString_GetFirstStringPos ==
int cString_GetFirstStringPos(const tString &in aString,
const tString &in aChar)
----
== cString_GetFirstStringPosW ==
int cString_GetFirstStringPosW(const tWString &in aString,
const tWString &in aChar)
----
== cString_GetLastStringPos ==
int cString_GetLastStringPos(const tString &in aString,
const tString &in aChar)
----
== cString_GetLastStringPosW ==
int cString_GetLastStringPosW(const tWString &in aString,
const tWString &in aChar)
----
== cString_CountCharsInString ==
int cString_CountCharsInString(const tString &in aString,
const tString &in aChar)
----
== cString_CountCharsInStringW ==
int cString_CountCharsInStringW(const tWString &in aString,
const tWString &in aChar)
----
== cString_GetHash ==
uint cString_GetHash(const tString &in asStr)
----
== cString_GetHashW ==
uint cString_GetHashW(const tWString &in asStr)
----
== cString_GetHash64 ==
uint64 cString_GetHash64(const tString &in asStr)
----
== cString_GetHash64W ==
uint64 cString_GetHash64W(const tWString &in asStr)
----
== cString_GetNumericSuffix ==
tString cString_GetNumericSuffix(const tString &in asStr)
----
== cString_GetNumericSuffixW ==
tWString cString_GetNumericSuffixW(const tWString &in asStr)
----
== cString_GetNumericSuffixInt ==
int cString_GetNumericSuffixInt(const tString &in aString,
int alDefault=0)
----
== cString_GetNumericSuffixIntW ==
int cString_GetNumericSuffixIntW(const tWString &in aString,
int alDefault=0)
----
== cString_GetNumericSuffixFloat ==
float cString_GetNumericSuffixFloat(const tString &in aString,
float afDefault=0)
----
== cString_GetNumericSuffixFloatW ==
float cString_GetNumericSuffixFloatW(const tWString &in aString,
float afDefault=0)
----
== cString_GetStringVec ==
void cString_GetStringVec(const tString &in asData,
array< tString > &inout avOutStrings,
const tString &in asSepp)
----
== cString_GetFloatVec ==
void cString_GetFloatVec(const tString &in asData,
array< float > &inout avOutFloats,
const tString &in asSepp)
----
== cString_GetIntVec ==
void cString_GetIntVec(const tString &in asData,
array< int > &inout avOutInts,
const tString &in asSepp)
----
== cString_CheckWildcardStrings ==
bool cString_CheckWildcardStrings(const tString &in asStr,
const tString &in asWildcardStr,
array< tString > &in avSubStringArray)
----
== cString_GetFileExt ==
tString cString_GetFileExt(const tString &in aString)
----
== cString_GetFileExtW ==
tWString cString_GetFileExtW(const tWString &in aString)
----
== cString_SetFileExt ==
tString cString_SetFileExt(const tString &in aString,
const tString &in aExt)
----
== cString_SetFileExtW ==
tWString cString_SetFileExtW(const tWString &in aString,
const tWString &in aExt)
----
== cString_GetFileName ==
tString cString_GetFileName(const tString &in aString)
----
== cString_GetFileNameW ==
tWString cString_GetFileNameW(const tWString &in aString)
----
== cString_GetFilePath ==
tString cString_GetFilePath(const tString &in aString)
----
== cString_GetFilePathW ==
tWString cString_GetFilePathW(const tWString &in aString)
----
== cString_SetFilePath ==
tString cString_SetFilePath(const tString &in aString,
const tString &in aPath)
----
== cString_SetFilePathW ==
tWString cString_SetFilePathW(const tWString &in aString,
const tWString &in aPath)
----
== cString_GetFilePathTopFolder ==
tString cString_GetFilePathTopFolder(const tString &in aString)
----
== cString_GetFilePathTopFolderW ==
tWString cString_GetFilePathTopFolderW(const tWString &in aString)
----
== cString_AddSlashAtEnd ==
tString cString_AddSlashAtEnd(const tString &in asPath)
----
== cString_AddSlashAtEndW ==
tWString cString_AddSlashAtEndW(const tWString &in asPath)
----
== cString_RemoveSlashAtEnd ==
tString cString_RemoveSlashAtEnd(const tString &in asPath)
----
== cString_RemoveSlashAtEndW ==
tWString cString_RemoveSlashAtEndW(const tWString &in asPath)
----
== H32 ==
uint H32(const tString &in asStr)
----
== H64 ==
uint64 H64(const tString &in asStr)
----
== Log ==
void Log(const tString &in asString)
----
== LogNewLine ==
void LogNewLine(const tString &in asString)
----
== Warning ==
void Warning(const tString &in asString)
----
== Error ==
void Error(const tString &in asString)
----
== FatalError ==
void FatalError(const tString &in asString)
----
== Log ==
void Log(uint aLabel,
const tString &in asString)
----
== Warning ==
void Warning(uint aLabel,
int alWarningLevel,
const tString &in asString)
----
== Error ==
void Error(uint aLabel,
const tString &in asString)
----
== Log ==
void Log(const tString &in asString,
uint aLabel)
----
== Warning ==
void Warning(const tString &in asString,
uint aLabel,
int alWarningLevel)
----
== Error ==
void Error(const tString &in asString,
uint aLabel)
----
== cSystem_GetFileSize ==
uint cSystem_GetFileSize(const tWString &in asFileName)
----
== cSystem_FileExists ==
bool cSystem_FileExists(const tWString &in asFileName)
----
== cSystem_RemoveFile ==
void cSystem_RemoveFile(const tWString &in asFileName)
----
== cSystem_CloneFile ==
bool cSystem_CloneFile(const tWString &in asSrcFileName,
const tWString &in asDestFileName,
bool abFailIfExists)
----
== cSystem_CreateFolder ==
bool cSystem_CreateFolder(const tWString &in asPath)
----
== cSystem_RemoveFolder ==
bool cSystem_RemoveFolder(const tWString &in asPath,
bool abDeleteAllFiles,
bool abDeleteAllSubFolders)
----
== cSystem_FolderExists ==
bool cSystem_FolderExists(const tWString &in asPath)
----
== cSystem_GetFullFilePath ==
tWString cSystem_GetFullFilePath(const tWString &in asFilePath)
----
== cSystem_FileModifiedDate ==
cDate cSystem_FileModifiedDate(const tWString &in asFilePath)
----
== cSystem_FileCreationDate ==
cDate cSystem_FileCreationDate(const tWString &in asFilePath)
----
== cSystem_FindFilesInDir ==
void cSystem_FindFilesInDir(array< tWString > &inout avStrings,
const tWString &in asDir,
const tWString &in asMask,
bool abAddHidden)
----
== cSystem_FindFoldersInDir ==
void cSystem_FindFoldersInDir(array< tWString > &inout avtStrings,
const tWString &in asDir,
bool abAddHidden,
bool abAddUpFolder)
----
== cSystem_GetWorkingDir ==
tWString cSystem_GetWorkingDir()
----
== cSystem_GetPlatformName ==
const tString & cSystem_GetPlatformName()
----
== cSystem_HasWindowFocus ==
bool cSystem_HasWindowFocus(const tWString &in asWindowCaption)
----
== cSystem_GetApplicationTime ==
uint cSystem_GetApplicationTime()
----
== cSystem_Sleep ==
void cSystem_Sleep(uint alMilliSecs)
----
== cSystem_Wrapper_CreateMessageBox ==
void cSystem_Wrapper_CreateMessageBox(eMsgBoxType aType,
const tWString &in asCaption,
const tWString &in asMessage)
----
== cSystem_GetDate ==
cDate cSystem_GetDate()
----
== cSystem_CopyTextToClipboard ==
void cSystem_CopyTextToClipboard(const tWString &in asText)
----
== cSystem_LoadTextFromClipboard ==
tWString cSystem_LoadTextFromClipboard()
----
== cSystem_GetSystemSpecialPath ==
tWString cSystem_GetSystemSpecialPath(eSystemPath aPathType)
----
== cSystem_GetSystemAvailableDrives ==
uint cSystem_GetSystemAvailableDrives()
----
== cSystem_GetAvailableVideoDrivers ==
void cSystem_GetAvailableVideoDrivers(array< tString > &inout avDrivers)
----
== cSystem_GetAvailableVideoModes ==
void cSystem_GetAvailableVideoModes(array< cVector2l > &inout avScreenSizes,
array< int > &inout avBpps,
array< int > &inout avMinRefreshRates,
int alMinBpp,
int alMinRefreshRate,
bool abRemoveDuplicates)
----
== cSystem_ProfileStart ==
void cSystem_ProfileStart(const tString &in asName)
----
== cSystem_ProfileEnd ==
void cSystem_ProfileEnd(const tString &in asName)
----
== cEngine_Exit ==
void cEngine_Exit()
----
== cEngine_ResetLogicTimer ==
void cEngine_ResetLogicTimer()
----
== cEngine_SetUpdatesPerSec ==
void cEngine_SetUpdatesPerSec(int alUpdatesPerSec)
----
== cEngine_GetUpdatesPerSec ==
int cEngine_GetUpdatesPerSec()
----
== cEngine_GetStepSize ==
float cEngine_GetStepSize()
----
== cEngine_GetFPS ==
float cEngine_GetFPS()
----
== cEngine_GetAvgFrameTimeInMS ==
float cEngine_GetAvgFrameTimeInMS()
----
== cEngine_SetFPSUpdateRate ==
void cEngine_SetFPSUpdateRate(float afSec)
----
== cEngine_GetFPSUpdateRate ==
float cEngine_GetFPSUpdateRate()
----
== cEngine_GetFrameTime ==
float cEngine_GetFrameTime()
----
== cEngine_GetGameTime ==
double cEngine_GetGameTime()
----
== cEngine_SetLimitFPS ==
void cEngine_SetLimitFPS(bool abX)
----
== cEngine_GetLimitFPS ==
bool cEngine_GetLimitFPS()
----
== cEngine_SetWaitIfAppOutOfFocus ==
void cEngine_SetWaitIfAppOutOfFocus(bool abX)
----
== cEngine_GetWaitIfAppOutOfFocus ==
bool cEngine_GetWaitIfAppOutOfFocus()
----
== cEngine_SetUpdaterPaused ==
void cEngine_SetUpdaterPaused(const tString &in asContainer,
const tString &in asUpdate,
bool abPaused)
----
== cEngine_SetAllUpdatersPaused ==
void cEngine_SetAllUpdatersPaused(const tString &in asContainer,
bool abPaused)
----
== cEngine_SetGlobalUpdaterPaused ==
void cEngine_SetGlobalUpdaterPaused(const tString &in asUpdate,
bool abPaused)
----
== cEngine_SetAllGlobalUpdatersPaused ==
void cEngine_SetAllGlobalUpdatersPaused(bool abPaused)
----
== cEngine_GetPerFrameUpdateSteps ==
uint cEngine_GetPerFrameUpdateSteps()
----
== cEngine_SetSceneRenderFlags ==
void cEngine_SetSceneRenderFlags(uint alFlags)
----
== cEngine_GetSceneRenderFlags ==
uint cEngine_GetSceneRenderFlags()
----
== cEngine_GetAvgLogicFrameTimeMS ==
float cEngine_GetAvgLogicFrameTimeMS()
----
== cEngine_GetAvgVariableFrameTimeMS ==
float cEngine_GetAvgVariableFrameTimeMS()
----
== cEngine_GetAvgRenderFrameTimeMS ==
float cEngine_GetAvgRenderFrameTimeMS()
----
== cEngine_GetMinMS ==
float cEngine_GetMinMS()
----
== cEngine_GetMaxMS ==
float cEngine_GetMaxMS()
----
== cEngine_GetFPSMinMax ==
void cEngine_GetFPSMinMax(float &out afMin,
float &out afMax)
----
== cEngine_GetFrameTimeMinMax ==
void cEngine_GetFrameTimeMinMax(float &out afMin,
float &out afMax)
----
== cScene_Reset ==
void cScene_Reset()
----
== cScene_CreateViewport ==
cViewport cScene_CreateViewport(cCamera @apCamera,
cWorld @apWorld,
bool abAddLast)
----
== cScene_DestroyViewport ==
void cScene_DestroyViewport(cViewport @apViewPort)
----
== cScene_ViewportExists ==
bool cScene_ViewportExists(cViewport @apViewPort)
----
== cScene_SetCurrentListener ==
void cScene_SetCurrentListener(cViewport @apViewPort)
----
== cScene_CreateCamera ==
cCamera cScene_CreateCamera(eCameraMoveMode aMoveMode)
----
== cScene_DestroyCamera ==
void cScene_DestroyCamera(cCamera @apCam)
----
== cScene_LoadWorld ==
cWorld cScene_LoadWorld(const tString &in asFile,
int aFlags)
----
== cScene_CreateWorld ==
cWorld cScene_CreateWorld(const tString &in asName)
----
== cScene_DestroyWorld ==
void cScene_DestroyWorld(cWorld @apWorld)
----
== cScene_WorldExists ==
void cScene_WorldExists(cWorld @apWorld)
----
== cScene_FadeGradingTexture ==
void cScene_FadeGradingTexture(cWorld @apWorld,
iTexture @apGrading,
float afTime)
----
== cScene_ToSubMeshEntity ==
cSubMeshEntity cScene_ToSubMeshEntity(iEntity3D @apEntity)
----
== cScene_ToMeshEntity ==
cMeshEntity cScene_ToMeshEntity(iEntity3D @apEntity)
----
== cScene_ToBillboard ==
cBillboard cScene_ToBillboard(iEntity3D @apEntity)
----
== cScene_ToBeam ==
cBeam cScene_ToBeam(iEntity3D @apEntity)
----
== cScene_ToRopeEntity ==
iRopeEntity cScene_ToRopeEntity(iEntity3D @apEntity)
----
== cScene_ToRopeEntityBillboard ==
cRopeEntityBillboard cScene_ToRopeEntityBillboard(iEntity3D @apEntity)
----
== cScene_ToRopeEntity3D ==
cRopeEntity3D cScene_ToRopeEntity3D(iEntity3D @apEntity)
----
== cScene_ToSoundEntity ==
cSoundEntity cScene_ToSoundEntity(iEntity3D @apEntity)
----
== cScene_ToLensFlare ==
cLensFlare cScene_ToLensFlare(iEntity3D @apEntity)
----
== cScene_ToForceField ==
cForceField cScene_ToForceField(iEntity3D @apEntity)
----
== cScene_ToLightBox ==
cLightBox cScene_ToLightBox(iLight @apLight)
----
== cScene_ToLightPoint ==
cLightPoint cScene_ToLightPoint(iLight @apLight)
----
== cScene_ToLightSpot ==
cLightSpot cScene_ToLightSpot(iLight @apLight)
----
== cScene_ToLightDirectional ==
cLightDirectional cScene_ToLightDirectional(iLight @apLight)
----
== cInput_CreateAction ==
cAction cInput_CreateAction(const tString &in asName,
int alId)
----
== cInput_InputToSubAction ==
iSubAction cInput_InputToSubAction()
----
== cInput_DestroyAction ==
void cInput_DestroyAction(cAction @apAction)
----
== cInput_Update ==
void cInput_Update(float afX)
----
== cInput_CheckForInput ==
bool cInput_CheckForInput()
----
== cInput_IsTriggered ==
bool cInput_IsTriggered(const tString &in asName)
----
== cInput_IsTriggered ==
bool cInput_IsTriggered(int alId)
----
== cInput_WasTriggered ==
bool cInput_WasTriggered(const tString &in asName)
----
== cInput_WasTriggered ==
bool cInput_WasTriggered(int alId)
----
== cInput_BecameTriggered ==
bool cInput_BecameTriggered(const tString &in asName)
----
== cInput_BecameTriggered ==
bool cInput_BecameTriggered(int alId)
----
== cInput_DoubleTriggered ==
bool cInput_DoubleTriggered(const tString &in asName,
float afLimit)
----
== cInput_DoubleTriggered ==
bool cInput_DoubleTriggered(int alId,
float afLimit)
----
== cInput_GetKeyboard ==
iKeyboard cInput_GetKeyboard()
----
== cInput_GetMouse ==
iMouse cInput_GetMouse()
----
== cInput_GetAction ==
cAction cInput_GetAction(const tString &in asName)
----
== cInput_GetAction ==
cAction cInput_GetAction(int alId)
----
== cInput_ResetActionsToCurrentState ==
void cInput_ResetActionsToCurrentState()
----
== cResources_AddResourceDir ==
bool cResources_AddResourceDir(const tWString &in asDir,
bool abAddSubDirectories,
const tString &in asMask)
----
== cResources_ClearResourceDirs ==
void cResources_ClearResourceDirs()
----
== cResources_AddLanguageFile ==
bool cResources_AddLanguageFile(const tString &in asFilePath,
bool abAddResourceDirs)
----
== cResources_ClearTranslations ==
void cResources_ClearTranslations()
----
== cResources_Translate ==
const tWString & cResources_Translate(const tString &in asCat,
const tString &in asName)
----
== cResources_LoadResourceDirsFile ==
bool cResources_LoadResourceDirsFile(const tString &in asFile)
----
== cResources_LoadXmlDocument ==
iXmlDocument cResources_LoadXmlDocument(const tString &in asFile)
----
== cResources_DestroyXmlDocument ==
void cResources_DestroyXmlDocument(iXmlDocument @apDoc)
----
== cResources_CreateTexture1D ==
iTexture cResources_CreateTexture1D(const tString &in asName,
bool abUseMipMaps)
----
== cResources_CreateTexture2D ==
iTexture cResources_CreateTexture2D(const tString &in asName,
bool abUseMipMaps)
----
== cResources_CreateTexture3D ==
iTexture cResources_CreateTexture3D(const tString &in asName,
bool abUseMipMaps)
----
== cResources_CreateTextureCubeMap ==
iTexture cResources_CreateTextureCubeMap(const tString &in asName,
bool abUseMipMaps)
----
== cResources_DestroyTexture ==
void cResources_DestroyTexture(iTexture @apTexture)
----
== cResources_CreateMaterial ==
cMaterial cResources_CreateMaterial(const tString &in asName)
----
== cResources_DestroyMaterial ==
void cResources_DestroyMaterial(cMaterial @apMaterial)
----
== cResources_SetMaterialTextureSizeDownScaleLevel ==
void cResources_SetMaterialTextureSizeDownScaleLevel(int alLevel)
----
== cResources_GetMaterialTextureSizeDownScaleLevel ==
int cResources_GetMaterialTextureSizeDownScaleLevel()
----
== cResources_SetMaterialTextureFilter ==
void cResources_SetMaterialTextureFilter(int alFilter)
----
== cResources_GetMaterialTextureFilter ==
int cResources_GetMaterialTextureFilter()
----
== cResources_SetMaterialTextureAnisotropy ==
void cResources_SetMaterialTextureAnisotropy(float afX)
----
== cResources_GetMaterialTextureAnisotropy ==
float cResources_GetMaterialTextureAnisotropy()
----
== cResources_GetMaterialPhysicsName ==
tString cResources_GetMaterialPhysicsName(const tString &in asName)
----
== cResources_CreateGpuShader ==
iGpuShader cResources_CreateGpuShader(const tString &in asName,
int alType,
cPrepParserVarContainer @apVarCont)
----
== cResources_CreateGpuShader ==
iGpuShader cResources_CreateGpuShader(const tString &in asName,
int alType)
----
== cResources_DestroyGpuShader ==
void cResources_DestroyGpuShader(iGpuShader @apShader)
----
== cResources_CreateMesh ==
cMesh cResources_CreateMesh(const tString &in asName)
----
== cResources_DestroyMesh ==
void cResources_DestroyMesh(cMesh @apMesh)
----
== cResources_CreateSoundEntityData ==
cSoundEntityData cResources_CreateSoundEntityData(const tString &in asName)
----
== cResources_PreloadSoundEntityData ==
void cResources_PreloadSoundEntityData(const tString &in asName,
bool abNonBlockingLoad)
----
== cResources_DestroySoundEntityData ==
void cResources_DestroySoundEntityData(cSoundEntityData @apData)
----
== cResources_CreateSoundData ==
iSoundData cResources_CreateSoundData(const tString &in asName,
bool abStream,
bool abLooping,
bool ab3,
bool abNonBlockingLoad)
----
== cResources_DestroySoundData ==
void cResources_DestroySoundData(iSoundData @apData)
----
== cResources_DestroyUnusedSoundData ==
void cResources_DestroyUnusedSoundData(int alMaxToKeep)
----
== cResources_CreateFontData ==
iFontData cResources_CreateFontData(const tString &in asName)
----
== cResources_DestroyFontData ==
void cResources_DestroyFontData(iFontData @apData)
----
== cResources_CreateImage ==
cFrameSubImage cResources_CreateImage(const tString &in asName)
----
== cResources_DestroyImage ==
void cResources_DestroyImage(cFrameSubImage @apData)
----
== cResources_CreateVideo ==
iVideoStream cResources_CreateVideo(const tString &in asName)
----
== cResources_DestroyVideo ==
void cResources_DestroyVideo(iVideoStream @apVideo)
----
== cResources_PreloadParticleSystem ==
void cResources_PreloadParticleSystem(const tString &in asDataName)
----
== cResources_DestroyUnusedParticleSystems ==
void cResources_DestroyUnusedParticleSystems(int alMaxToKeep)
----
== cPhysics_CreateWorld ==
iPhysicsWorld cPhysics_CreateWorld(bool abAddSurfaceData)
----
== cPhysics_DestroyWorld ==
void cPhysics_DestroyWorld(iPhysicsWorld @apWorld)
----
== cPhysics_SetImpactDuration ==
void cPhysics_SetImpactDuration(float afX)
----
== cPhysics_GetImpactDuration ==
float cPhysics_GetImpactDuration()
----
== cPhysics_SetMaxImpacts ==
void cPhysics_SetMaxImpacts(int alX)
----
== cPhysics_GetMaxImpacts ==
int cPhysics_GetMaxImpacts()
----
== cPhysics_ToBody ==
iPhysicsBody cPhysics_ToBody(iEntity3D @apEntity)
----
== cPhysics_ToJointBall ==
iPhysicsJointBall cPhysics_ToJointBall(iPhysicsJoint @apJoint)
----
== cPhysics_ToJointHinge ==
iPhysicsJointHinge cPhysics_ToJointHinge(iPhysicsJoint @apJoint)
----
== cPhysics_ToJointSlider ==
iPhysicsJointSlider cPhysics_ToJointSlider(iPhysicsJoint @apJoint)
----
== cGraphics_GetLowLevel ==
iLowLevelGraphics cGraphics_GetLowLevel()
----
== cGraphics_GetRenderer ==
iRenderer cGraphics_GetRenderer(eRenderer aType)
----
== cGraphics_ReloadRendererData ==
void cGraphics_ReloadRendererData()
----
== cGraphics_CreateFrameBuffer ==
iFrameBuffer cGraphics_CreateFrameBuffer(const tString &in asName)
----
== cGraphics_DestroyFrameBuffer ==
void cGraphics_DestroyFrameBuffer(iFrameBuffer @apFrameBuffer)
----
== cGraphics_GetTempFrameBuffer ==
iFrameBuffer cGraphics_GetTempFrameBuffer(const cVector2l &in avSize,
ePixelFormat aPixelFormat,
int alIndex)
----
== cGraphics_CreateDepthStencilBuffer ==
iDepthStencilBuffer cGraphics_CreateDepthStencilBuffer(const cVector2l &in avSize,
int alDepthBits,
int alStencilBits,
bool abLookForMatchingFirst)
----
== cGraphics_FindDepthStencilBuffer ==
iDepthStencilBuffer cGraphics_FindDepthStencilBuffer(const cVector2l &in avSize,
int alMinDepthBits,
int alMinStencilBits)
----
== cGraphics_DestoroyDepthStencilBuffer ==
void cGraphics_DestoroyDepthStencilBuffer(iDepthStencilBuffer @apBuffer)
----
== cGraphics_CreateTexture ==
iTexture cGraphics_CreateTexture(const tString &in asName,
eTextureType aType,
eTextureUsage aUsage)
----
== cGraphics_DestroyTexture ==
void cGraphics_DestroyTexture(iTexture @apTexture)
----
== cGraphics_CreatePostEffectComposite ==
cPostEffectComposite cGraphics_CreatePostEffectComposite()
----
== cGraphics_DestroyPostEffectComposite ==
void cGraphics_DestroyPostEffectComposite(cPostEffectComposite @apComposite)
----
== cGraphics_CreateHeightMap ==
cHeightMap cGraphics_CreateHeightMap()
----
== cGraphics_CreateHeightMapResizedCopy ==
cHeightMap cGraphics_CreateHeightMapResizedCopy(cHeightMap @apHeightMap,
const cVector2l &in avSize)
----
== cGraphics_LoadHeightMapRaw ==
cHeightMap cGraphics_LoadHeightMapRaw(const tString &in asFileName,
const cVector2l &in avSize)
----
== cGraphics_LoadHeightMapPackedRGB ==
cHeightMap cGraphics_LoadHeightMapPackedRGB(const tString &in asFileName)
----
== cGraphics_DestroyHeightMap ==
void cGraphics_DestroyHeightMap(cHeightMap @apHeightMap)
----
== cGraphics_CreateGpuProgram ==
iGpuProgram cGraphics_CreateGpuProgram(const tString &in asName)
----
== cGraphics_CreateGpuProgramFromShaders ==
iGpuProgram cGraphics_CreateGpuProgramFromShaders(const tString &in asName,
const tString &in asVtxShader,
const tString &in asFragShader,
cPrepParserVarContainer @apVarContainer)
----
== cGraphics_DestroyGpuProgram ==
void cGraphics_DestroyGpuProgram(iGpuProgram @apProgram)
----
== cGraphics_GetMaterialType ==
iMaterialType cGraphics_GetMaterialType(const tString &in asName)
----
== cGraphics_ReloadMaterials ==
void cGraphics_ReloadMaterials()
----
== cGraphics_CreatePostEffect_ToneMapping ==
cPostEffect_ToneMapping cGraphics_CreatePostEffect_ToneMapping()
----
== cGraphics_CreatePostEffect_ImageTrail ==
cPostEffect_ImageTrail cGraphics_CreatePostEffect_ImageTrail()
----
== cGraphics_CreatePostEffect_ChromaticAberration ==
cPostEffect_ChromaticAberration cGraphics_CreatePostEffect_ChromaticAberration()
----
== cGraphics_CreatePostEffect_RadialBlur ==
cPostEffect_RadialBlur cGraphics_CreatePostEffect_RadialBlur()
----
== cGraphics_CreatePostEffect_VideoDistortion ==
cPostEffect_VideoDistortion cGraphics_CreatePostEffect_VideoDistortion()
----
== cGraphics_CreatePostEffect_ImageFadeFX ==
cPostEffect_ImageFadeFX cGraphics_CreatePostEffect_ImageFadeFX()
----
== cGraphics_DestroyPostEffect ==
void cGraphics_DestroyPostEffect(iPostEffect @apPostEffect)
----
== cSound_GetEventProject ==
iSoundEventProject cSound_GetEventProject(const tString &in asName)
----
== cSound_GetEventData ==
iSoundEventData cSound_GetEventData(const tString &in asInternalPath,
bool abLoadData,
bool abNonBlockingLoad)
----
== cSound_CreateEvent ==
iSoundEvent cSound_CreateEvent(iSoundEventData @apData,
bool abNonBlockingLoad)
----
== cSound_DestroyEvent ==
void cSound_DestroyEvent(iSoundEvent @apEvent)
----
== cSound_PreloadProject ==
void cSound_PreloadProject(const tString &in asName,
bool abNonBlockingLoad)
----
== cSound_PreloadGroup ==
void cSound_PreloadGroup(const tString &in asInternalPath,
bool abNonBlockingLoad,
bool abSubGroups)
----
== cSound_DestroyUnusedData ==
void cSound_DestroyUnusedData(int alMaxAmount,
int alMaxAge,
bool abRemoveUnusedProjects,
bool abRemovePreloaded)
----
== cSound_GetEventSystemMemoryUsed ==
uint cSound_GetEventSystemMemoryUsed()
----
== cSound_Play ==
cSoundEntry cSound_Play(const tString &in asName,
bool abLoop,
float afVolume,
const cVector3f &in avPos,
float afMinDist,
float afMaxDist,
eSoundEntryType aEntryType,
bool abRelative,
bool ab3D,
int alPriorityModifier,
bool abStream,
bool abNonBlockedLoad)
----
== cSound_Play3D ==
cSoundEntry cSound_Play3D(const tString &in asName,
bool abLoop,
float afVolume,
const cVector3f &in avPos,
float afMinDist,
float afMaxDist,
eSoundEntryType aEntryType,
bool abRelative,
int alPriorityModifier,
bool abStream,
bool abNonBlockedLoad)
----
== cSound_PlayGuiStream ==
cSoundEntry cSound_PlayGuiStream(const tString &in asFileName,
bool abLoop,
float afVolume,
const cVector3f &in avPos,
eSoundEntryType aEntryType)
----
== cSound_PlayGui ==
cSoundEntry cSound_PlayGui(const tString &in asName,
bool abLoop,
float afVolume,
const cVector3f &in avPos,
eSoundEntryType aEntryType)
----
== cSound_PlaySoundEntityGui ==
cSoundEntry cSound_PlaySoundEntityGui(const tString &in asName,
bool abLoop,
float afVolume,
eSoundEntryType aEntryType,
const cVector3f &in avPos)
----
== cSound_PlaySoundEvent ==
cSoundEntry cSound_PlaySoundEvent(const tString &in asInternalPath,
float afVolume,
const cVector3f &in avPos,
const cVector3f &in avOrientation,
bool abNonBlockLoad)
----
== cSound_GetEntry ==
cSoundEntry cSound_GetEntry(const tString &in asName)
----
== cSound_SetSilent ==
void cSound_SetSilent(bool abX)
----
== cSound_GetSilent ==
bool cSound_GetSilent()
----
== cSound_Stop ==
bool cSound_Stop(const tString &in asName,
bool abPlayEnd)
----
== cSound_StopAll ==
void cSound_StopAll(uint mTypes,
bool abPlayEnd)
----
== cSound_PauseAll ==
void cSound_PauseAll(uint mTypes)
----
== cSound_ResumeAll ==
void cSound_ResumeAll(uint mTypes)
----
== cSound_FadeOutAll ==
void cSound_FadeOutAll(uint mTypes,
float afFadeSpeed,
bool abDisableStop)
----
== cSound_IsPlaying ==
bool cSound_IsPlaying(const tString &in asName)
----
== cSound_IsValid ==
bool cSound_IsValid(cSoundEntry @apEntry,
int alID)
----
== cSound_SetGlobalVolume ==
int cSound_SetGlobalVolume(float afVolume,
uint mAffectedTypes,
int alId)
----
== cSound_SetGlobalSpeed ==
int cSound_SetGlobalSpeed(float afSpeed,
uint mAffectedTypes,
int alId)
----
== cSound_FadeGlobalVolume ==
int cSound_FadeGlobalVolume(float afDestVolume,
float afSpeed,
uint mAffectedTypes,
int alId,
bool abDestroyIdAtDest)
----
== cSound_FadeGlobalSpeed ==
int cSound_FadeGlobalSpeed(float afDestSpeed,
float afSpeed,
uint mAffectedTypes,
int alId,
bool abDestroyIdAtDest)
----
== cSound_FadeLowPassFilter ==
void cSound_FadeLowPassFilter(float afDestCutOff,
float afDestResonance,
float afTime,
uint mAffectedTypes)
----
== cSound_FadeHighPassFilter ==
void cSound_FadeHighPassFilter(float afDestCutOff,
float afDestResonance,
float afTime,
uint mAffectedTypes)
----
== cSound_GetGlobalVolume ==
float cSound_GetGlobalVolume(eSoundEntryType aType)
----
== cSound_GetGlobalSpeed ==
float cSound_GetGlobalSpeed(eSoundEntryType aType)
----
== cSound_GetGlobalVolumeFromId ==
float cSound_GetGlobalVolumeFromId(int alId)
----
== cSound_GetGlobalSpeedFromId ==
float cSound_GetGlobalSpeedFromId(int alId)
----
== cSound_CheckSoundIsBlocked ==
bool cSound_CheckSoundIsBlocked(const cVector3f &in avSoundPosition)
----
== cSound_SetEventCategory_World ==
void cSound_SetEventCategory_World(const tString &in asCat)
----
== cSound_SetEventCategory_WorldClean ==
void cSound_SetEventCategory_WorldClean(const tString &in asCat)
----
== cSound_SetEventCategory_Gui ==
void cSound_SetEventCategory_Gui(const tString &in asCat)
----
== cSound_GetEventCategory_World ==
const tString & cSound_GetEventCategory_World()
----
== cSound_GetEventCategory_WorldClean ==
const tString & cSound_GetEventCategory_WorldClean()
----
== cSound_GetEventCategory_Gui ==
const tString & cSound_GetEventCategory_Gui()
----
== cSound_PlayMusic ==
bool cSound_PlayMusic(const tString &in asFileName,
float afVolume,
float afVolumeFadeStepSize,
float afFreq,
float afFreqFadeStepSize,
bool abLoop,
bool abResume)
----
== cSound_StopMusic ==
void cSound_StopMusic(float afFadeStepSize)
----
== cSound_PauseMusic ==
void cSound_PauseMusic()
----
== cSound_ResumeMusic ==
void cSound_ResumeMusic()
----
== cSound_FadeMusicVolumeMul ==
void cSound_FadeMusicVolumeMul(float afDest,
float afSpeed)
----
== cSound_SetMusicVolumeMul ==
void cSound_SetMusicVolumeMul(float afMul)
----
== cSound_GetMusicVolumeMul ==
float cSound_GetMusicVolumeMul()
----
== cGui_CreateSkin ==
cGuiSkin cGui_CreateSkin(const tString &in asFile)
----
== cGui_CreateSet ==
cGuiSet cGui_CreateSet(const tString &in asName,
cGuiSkin @apSkin)
----
== cGui_GetSetFromName ==
cGuiSet cGui_GetSetFromName(const tString &in asName)
----
== cGui_SetFocus ==
void cGui_SetFocus(cGuiSet @apSet)
----
== cGui_SetFocusByName ==
void cGui_SetFocusByName(const tString &in asSetName)
----
== cGui_GetFocusedSet ==
cGuiSet cGui_GetFocusedSet()
----
== cGui_DestroySet ==
void cGui_DestroySet(cGuiSet @apSet)
----
== cGui_CreateGfxFilledRect ==
cGuiGfxElement cGui_CreateGfxFilledRect(const cColor &in aColor,
eGuiMaterial aMaterial)
----
== cGui_CreateGfxImage ==
cGuiGfxElement cGui_CreateGfxImage(const tString &in asFile,
eGuiMaterial aMaterial)
----
== cGui_CreateGfxImage ==
cGuiGfxElement cGui_CreateGfxImage(const tString &in asFile,
eGuiMaterial aMaterial,
const cColor &in aColor)
----
== cGui_CreateGfxTexture ==
cGuiGfxElement cGui_CreateGfxTexture(const tString &in asFile,
eGuiMaterial aMaterial,
eTextureType aTextureType)
----
== cGui_CreateGfxTexture ==
cGuiGfxElement cGui_CreateGfxTexture(const tString &in asFile,
eGuiMaterial aMaterial,
eTextureType aTextureType,
const cColor &in aColor,
bool abMipMaps)
----
== cGui_CreateGfxTexture ==
cGuiGfxElement cGui_CreateGfxTexture(iTexture @apTexture,
bool abAutoDestroyTexture,
eGuiMaterial aMaterial)
----
== cGui_CreateGfxTexture ==
cGuiGfxElement cGui_CreateGfxTexture(iTexture @apTexture,
bool abAutoDestroyTexture,
eGuiMaterial aMaterial,
const cColor &in aColor,
const cVector2f &in avStartUV,
const cVector2f &in avEndUV)
----
== cGui_CreateGfxImageBuffer ==
cGuiGfxElement cGui_CreateGfxImageBuffer(const tString &in asFile,
eGuiMaterial aMaterial,
bool abCreateAnimation,
const cColor &in aColor)
----
== cGui_DestroyGfx ==
void cGui_DestroyGfx(cGuiGfxElement @apGfx)
----
== cGui_CreateImGui ==
cImGui cGui_CreateImGui(const tString &in asName,
cGuiSet @apSet)
----
== cGui_DestroyImGui ==
void cGui_DestroyImGui(cImGui @apImGui)
----
== cGui_GetImGuiStateVarString ==
void cGui_GetImGuiStateVarString(eImGuiStateVar aVar)
----
== cGui_GetImGuiIdFromName ==
void cGui_GetImGuiIdFromName(const tString &in asName)
----
== cAI_CreateEventDatabase ==
cEventDatabase cAI_CreateEventDatabase(const tString &in asName)
----
== cAI_DestroyEventDatabase ==
void cAI_DestroyEventDatabase(cEventDatabase @apDB)
----
== cGenerate_FractalNoise1D ==
float cGenerate_FractalNoise1D(float afX,
const cFractalNoiseParams &in aParams)
----
== cGenerate_FractalNoise2D ==
float cGenerate_FractalNoise2D(const cVector2f &in avPos,
const cFractalNoiseParams &in aParams)
----
== cGenerate_FractalNoise3D ==
float cGenerate_FractalNoise3D(const cVector3f &in avPos,
const cFractalNoiseParams &in aParams)
----
== cGenerate_GetNoiseCosine1D ==
float cGenerate_GetNoiseCosine1D(float afX)
----
== cGenerate_GetNoiseCosine2D ==
float cGenerate_GetNoiseCosine2D(const cVector2f &in avPos)
----
== cGenerate_GetNoiseCubic1D ==
float cGenerate_GetNoiseCubic1D(float afX)
----
== cGenerate_GetNoiseCubic2D ==
float cGenerate_GetNoiseCubic2D(const cVector2f &in avPos)
----
== cGenerate_GetNoisePerlin1D ==
float cGenerate_GetNoisePerlin1D(float afX)
----
== cGenerate_GetNoisePerlin2D ==
float cGenerate_GetNoisePerlin2D(const cVector2f &in avPos)
----
== cGenerate_GetNoisePerlin3D ==
float cGenerate_GetNoisePerlin3D(const cVector3f &in avPos)
----
== cScript_SetGlobalVarString ==
void cScript_SetGlobalVarString(const tString &in asName,
const tString &in asVar)
----
== cScript_SetGlobalVarBool ==
void cScript_SetGlobalVarBool(const tString &in asName,
bool abX)
----
== cScript_SetGlobalVarInt ==
void cScript_SetGlobalVarInt(const tString &in asName,
int alX)
----
== cScript_SetGlobalVarID ==
void cScript_SetGlobalVarID(const tString &in asName,
tID alX)
----
== cScript_SetGlobalVarFloat ==
void cScript_SetGlobalVarFloat(const tString &in asName,
float afX)
----
== cScript_SetGlobalVarVector2f ==
void cScript_SetGlobalVarVector2f(const tString &in asName,
const cVector2f &in avX)
----
== cScript_SetGlobalVarVector3f ==
void cScript_SetGlobalVarVector3f(const tString &in asName,
const cVector3f &in avX)
----
== cScript_SetGlobalVarVector4f ==
void cScript_SetGlobalVarVector4f(const tString &in asName,
const cVector4f &in avX)
----
== cScript_SetGlobalVarMatrix ==
void cScript_SetGlobalVarMatrix(const tString &in asName,
const cMatrixf &in a_mtxX)
----
== cScript_SetGlobalVarColor ==
void cScript_SetGlobalVarColor(const tString &in asName,
const cColor &in aX)
----
== cScript_GetGlobalVarString ==
tString cScript_GetGlobalVarString(const tString &in asName)
----
== cScript_GetGlobalVarBool ==
bool cScript_GetGlobalVarBool(const tString &in asName)
----
== cScript_GetGlobalVarInt ==
int cScript_GetGlobalVarInt(const tString &in asName)
----
== cScript_GetGlobalVarID ==
tID cScript_GetGlobalVarID(const tString &in asName)
----
== cScript_GetGlobalVarFloat ==
float cScript_GetGlobalVarFloat(const tString &in asName)
----
== cScript_GetGlobalVarVector2f ==
cVector2f cScript_GetGlobalVarVector2f(const tString &in asName)
----
== cScript_GetGlobalVarVector3f ==
cVector3f cScript_GetGlobalVarVector3f(const tString &in asName)
----
== cScript_GetGlobalVarVector4f ==
cVector4f cScript_GetGlobalVarVector4f(const tString &in asName)
----
== cScript_GetGlobalVarMatrix ==
cMatrixf cScript_GetGlobalVarMatrix(const tString &in asName)
----
== cScript_GetGlobalVarColor ==
cColor cScript_GetGlobalVarColor(const tString &in asName)
----
== cScript_SetGlobalArgString ==
void cScript_SetGlobalArgString(int alIdx,
const tString &in asVar)
----
== cScript_SetGlobalArgBool ==
void cScript_SetGlobalArgBool(int alIdx,
bool abX)
----
== cScript_SetGlobalArgInt ==
void cScript_SetGlobalArgInt(int alIdx,
int alX)
----
== cScript_SetGlobalArgID ==
void cScript_SetGlobalArgID(int alIdx,
tID alX)
----
== cScript_SetGlobalArgFloat ==
void cScript_SetGlobalArgFloat(int alIdx,
float afX)
----
== cScript_SetGlobalArgVector2f ==
void cScript_SetGlobalArgVector2f(int alIdx,
const cVector2f &in avX)
----
== cScript_SetGlobalArgVector3f ==
void cScript_SetGlobalArgVector3f(int alIdx,
const cVector3f &in avX)
----
== cScript_SetGlobalArgVector4f ==
void cScript_SetGlobalArgVector4f(int alIdx,
const cVector4f &in avX)
----
== cScript_SetGlobalArgMatrix ==
void cScript_SetGlobalArgMatrix(int alIdx,
const cMatrixf &in a_mtxX)
----
== cScript_SetGlobalArgColor ==
void cScript_SetGlobalArgColor(int alIdx,
const cColor &in aX)
----
== cScript_GetGlobalArgString ==
tString cScript_GetGlobalArgString(int alIdx)
----
== cScript_GetGlobalArgBool ==
bool cScript_GetGlobalArgBool(int alIdx)
----
== cScript_GetGlobalArgInt ==
int cScript_GetGlobalArgInt(int alIdx)
----
== cScript_GetGlobalArgID ==
tID cScript_GetGlobalArgID(int alIdx)
----
== cScript_GetGlobalArgFloat ==
float cScript_GetGlobalArgFloat(int alIdx)
----
== cScript_GetGlobalArgVector2f ==
cVector2f cScript_GetGlobalArgVector2f(int alIdx)
----
== cScript_GetGlobalArgVector3f ==
cVector3f cScript_GetGlobalArgVector3f(int alIdx)
----
== cScript_GetGlobalArgVector4f ==
cVector4f cScript_GetGlobalArgVector4f(int alIdx)
----
== cScript_GetGlobalArgMatrix ==
cMatrixf cScript_GetGlobalArgMatrix(int alIdx)
----
== cScript_GetGlobalArgColor ==
cColor cScript_GetGlobalArgColor(int alIdx)
----
== cScript_SetGlobalReturnString ==
void cScript_SetGlobalReturnString(const tString &in asVar)
----
== cScript_SetGlobalReturnBool ==
void cScript_SetGlobalReturnBool(bool abX)
----
== cScript_SetGlobalReturnInt ==
void cScript_SetGlobalReturnInt(int alX)
----
== cScript_SetGlobalReturnID ==
void cScript_SetGlobalReturnID(tID alX)
----
== cScript_SetGlobalReturnFloat ==
void cScript_SetGlobalReturnFloat(float afX)
----
== cScript_SetGlobalReturnVector2f ==
void cScript_SetGlobalReturnVector2f(const cVector2f &in avX)
----
== cScript_SetGlobalReturnVector3f ==
void cScript_SetGlobalReturnVector3f(const cVector3f &in avX)
----
== cScript_SetGlobalReturnVector4f ==
void cScript_SetGlobalReturnVector4f(const cVector4f &in avX)
----
== cScript_SetGlobalReturnMatrix ==
void cScript_SetGlobalReturnMatrix(const cMatrixf &in a_mtxX)
----
== cScript_SetGlobalReturnColor ==
void cScript_SetGlobalReturnColor(const cColor &in aX)
----
== cScript_GetGlobalReturnString ==
const tString & cScript_GetGlobalReturnString()
----
== cScript_GetGlobalReturnBool ==
bool cScript_GetGlobalReturnBool()
----
== cScript_GetGlobalReturnInt ==
int cScript_GetGlobalReturnInt()
----
== cScript_GetGlobalReturnID ==
tID cScript_GetGlobalReturnID()
----
== cScript_GetGlobalReturnFloat ==
float cScript_GetGlobalReturnFloat()
----
== cScript_GetGlobalReturnVector2f ==
cVector2f cScript_GetGlobalReturnVector2f()
----
== cScript_GetGlobalReturnVector3f ==
cVector3f cScript_GetGlobalReturnVector3f()
----
== cScript_GetGlobalReturnVector4f ==
cVector4f cScript_GetGlobalReturnVector4f()
----
== cScript_GetGlobalReturnMatrix ==
cMatrixf cScript_GetGlobalReturnMatrix()
----
== cScript_GetGlobalReturnColor ==
cColor cScript_GetGlobalReturnColor()
----
== cScript_RunGlobalFunc ==
bool cScript_RunGlobalFunc(const tString &in asObjName,
const tString &in asClassName,
const tString &in asFuncName)
----
== cLux_CreateEntityComponent_Pathfinder ==
cLuxPathfinder cLux_CreateEntityComponent_Pathfinder(iLuxEntity @apEntity)
----
== cLux_CreateEntityComponent_CharMover ==
cLuxCharMover cLux_CreateEntityComponent_CharMover(iLuxEntity @apEntity,
iCharacterBody @apCharBody)
----
== cLux_CreateEntityComponent_StateMachine ==
cLuxStateMachine cLux_CreateEntityComponent_StateMachine(iLuxEntity @apEntity)
----
== cLux_CreateEntityComponent_SoundListener ==
cLuxSoundListener cLux_CreateEntityComponent_SoundListener(iLuxEntity @apEntity)
----
== cLux_CreateEntityComponent_HeadTracker ==
cLuxHeadTracker cLux_CreateEntityComponent_HeadTracker(iLuxEntity @apEntity)
----
== cLux_CreateEntityComponent_ForceEmitter ==
cLuxForceEmitter cLux_CreateEntityComponent_ForceEmitter(iLuxEntity @apEntity)
----
== cLux_CreateEntityComponent_BarkMachine ==
cLuxBarkMachine cLux_CreateEntityComponent_BarkMachine(iLuxEntity @apEntity)
----
== cLux_CreateEntityComponent_BackboneTail ==
cLuxBackboneTail cLux_CreateEntityComponent_BackboneTail(iLuxEntity @apEntity)
----
== cLux_CreateEntityComponent_LightSensor ==
cLuxLightSensor cLux_CreateEntityComponent_LightSensor(iLuxEntity @apEntity)
----
== cLux_CreateEntityComponent_EdgeGlow ==
cLuxEdgeGlow cLux_CreateEntityComponent_EdgeGlow(iLuxEntity @apEntity)
----
== cLux_AddDebugMessage ==
void cLux_AddDebugMessage(const tString &in asText,
bool abCheckForDuplicates)
----
== cLux_AddDebugMessage ==
void cLux_AddDebugMessage(const tString &in asText)
----
== cLux_AddTodoMessage ==
void cLux_AddTodoMessage(const tString &in asText,
bool abCheckForDuplicates)
----
== cLux_AddTodoMessage ==
void cLux_AddTodoMessage(const tString &in asText)
----
== cLux_DebugModeOn ==
bool cLux_DebugModeOn()
----
== cLux_ScriptDebugOn ==
bool cLux_ScriptDebugOn()
----
== cLux_TestModeOn ==
bool cLux_TestModeOn()
----
== cLux_DrawDebugText ==
float cLux_DrawDebugText(const tString &in asText,
float afY,
float afSize=14,
cColor aColor=cColor,
1,
1,
bool abAddNewLine=true)
----
== cLux_SetDebugInfoWindowText ==
void cLux_SetDebugInfoWindowText(const tString &in asText)
----
== cLux_GetGodModeActivated ==
bool cLux_GetGodModeActivated()
----
== cLux_GetSaveConfigAtExit ==
bool cLux_GetSaveConfigAtExit()
----
== cLux_GetUserModuleFromID ==
iScrUserModule_Interface cLux_GetUserModuleFromID(int alID)
----
== cLux_GetUserModuleFromName ==
iScrUserModule_Interface cLux_GetUserModuleFromName(const tString &in asName)
----
== cLux_GetPlayer ==
cLuxPlayer cLux_GetPlayer()
----
== cLux_GetInputHandler ==
cLuxInputHandler cLux_GetInputHandler()
----
== cLux_GetEffectHandler ==
cLuxEffectHandler cLux_GetEffectHandler()
----
== cLux_GetMusicHandler ==
cLuxMusicHandler cLux_GetMusicHandler()
----
== cLux_GetVoiceHandler ==
cLuxVoiceHandler cLux_GetVoiceHandler()
----
== cLux_GetDialogHandler ==
cLuxDialogHandler cLux_GetDialogHandler()
----
== cLux_GetEventDatabaseHandler ==
cLuxEventDatabaseHandler cLux_GetEventDatabaseHandler()
----
== cLux_GetSoundscapeHandler ==
cLuxSoundscapeHandler cLux_GetSoundscapeHandler()
----
== cLux_GetSaveHandler ==
cLuxSaveHandler cLux_GetSaveHandler()
----
== cLux_GetGuiHandler ==
cLuxGuiHandler cLux_GetGuiHandler()
----
== cLux_GetAchievementHandler ==
iLuxAchievementHandler cLux_GetAchievementHandler()
----
== cLux_GetMainMenuFile ==
const tString & cLux_GetMainMenuFile()
----
== cLux_GetCurrentLanguage ==
const tString & cLux_GetCurrentLanguage()
----
== cLux_AddModule ==
void cLux_AddModule(const tString &in asName,
const tString &in asScriptFile,
const tString &in asScriptClass,
int alId,
bool abIsGlobal,
const tString &in sContainer,
bool abUseInputCallbacks)
----
== cLux_AddPropType ==
void cLux_AddPropType(const tString &in asName,
const tString &in asScriptFile,
const tString &in asScriptClass,
bool abForceFullGameSave)
----
== cLux_AddCritterType ==
void cLux_AddCritterType(const tString &in asName,
const tString &in asScriptFile,
const tString &in asScriptClass,
bool abForceFullGameSave)
----
== cLux_AddAreaType ==
void cLux_AddAreaType(const tString &in asName,
const tString &in asScriptFile,
const tString &in asScriptClass,
bool abForceFullGameSave)
----
== cLux_AddLiquidAreaType ==
void cLux_AddLiquidAreaType(const tString &in asName,
const tString &in asScriptFile,
const tString &in asScriptClass,
bool abForceFullGameSave)
----
== cLux_GetGameHudSet ==
cGuiSet cLux_GetGameHudSet()
----
== cLux_GetHudVirtualCenterSize ==
const cVector2f & cLux_GetHudVirtualCenterSize()
----
== cLux_GetHudVirtualSize ==
const cVector2f & cLux_GetHudVirtualSize()
----
== cLux_GetHudVirtualOffset ==
const cVector2f & cLux_GetHudVirtualOffset()
----
== cLux_GetHudVirtualStartPos ==
const cVector3f & cLux_GetHudVirtualStartPos()
----
== cLux_GetHudVirtualCenterScreenSize ==
const cVector2f & cLux_GetHudVirtualCenterScreenSize()
----
== cLux_GetHudVirtualCenterScreenStartPos ==
const cVector3f & cLux_GetHudVirtualCenterScreenStartPos()
----
== cLux_GetDefaultFont ==
iFontData cLux_GetDefaultFont()
----
== cLux_GetGameTime ==
double cLux_GetGameTime()
----
== cLux_ID_Entity3D ==
iEntity3D cLux_ID_Entity3D(tID aID)
----
== cLux_ID_MeshEntity ==
cMeshEntity cLux_ID_MeshEntity(tID aID)
----
== cLux_ID_SubMeshEntity ==
cSubMeshEntity cLux_ID_SubMeshEntity(tID aID)
----
== cLux_ID_Light ==
iLight cLux_ID_Light(tID aID)
----
== cLux_ID_LightMaskBox ==
cLightMaskBox cLux_ID_LightMaskBox(tID aID)
----
== cLux_ID_Billboard ==
cBillboard cLux_ID_Billboard(tID aID)
----
== cLux_ID_BillboardGroup ==
cBillboardGroup cLux_ID_BillboardGroup(tID aID)
----
== cLux_ID_LensFlare ==
cLensFlare cLux_ID_LensFlare(tID aID)
----
== cLux_ID_Beam ==
cBeam cLux_ID_Beam(tID aID)
----
== cLux_ID_ParticleSystem ==
cParticleSystem cLux_ID_ParticleSystem(tID aID)
----
== cLux_ID_GuiSetEntity ==
cGuiSetEntity cLux_ID_GuiSetEntity(tID aID)
----
== cLux_ID_RopeEntity ==
iRopeEntity cLux_ID_RopeEntity(tID aID)
----
== cLux_ID_ClothEntity ==
cClothEntity cLux_ID_ClothEntity(tID aID)
----
== cLux_ID_FogArea ==
cFogArea cLux_ID_FogArea(tID aID)
----
== cLux_ID_ExposureArea ==
cExposureArea cLux_ID_ExposureArea(tID aID)
----
== cLux_ID_ForceField ==
cForceField cLux_ID_ForceField(tID aID)
----
== cLux_ID_SoundEntity ==
cSoundEntity cLux_ID_SoundEntity(tID aID)
----
== cLux_ID_Body ==
iPhysicsBody cLux_ID_Body(tID aID)
----
== cLux_ID_Joint ==
iPhysicsJoint cLux_ID_Joint(tID aID)
----
== cLux_ID_CharacterBody ==
iCharacterBody cLux_ID_CharacterBody(tID aID)
----
== cLux_ID_Entity ==
iLuxEntity cLux_ID_Entity(tID aID)
----
== cLux_ID_Prop ==
cLuxProp cLux_ID_Prop(tID aID)
----
== cLux_ID_Area ==
cLuxArea cLux_ID_Area(tID aID)
----
== cLux_ID_LiquidArea ==
cLuxLiquidArea cLux_ID_LiquidArea(tID aID)
----
== cLux_ID_ReverbArea ==
cLuxSoundscapeArea cLux_ID_ReverbArea(tID aID)
----
== cLux_ID_Critter ==
cLuxCritter cLux_ID_Critter(tID aID)
----
== cLux_ID_Agent ==
cLuxAgent cLux_ID_Agent(tID aID)
----
== cLux_GetCurrentImGui ==
cImGui cLux_GetCurrentImGui()
----
== cLux_GetGameHudImGui ==
cImGui cLux_GetGameHudImGui()
----
== cLux_SetImGuiInputFocus ==
void cLux_SetImGuiInputFocus(cImGui @apImGui,
bool abShowMouse)
----
== cLux_GetInputFocusImGui ==
cImGui cLux_GetInputFocusImGui()
----
== cLux_GetPrevInputFocusImGui ==
cImGui cLux_GetPrevInputFocusImGui()
----
== cLux_StartMap ==
void cLux_StartMap(const tString &in asMapName)
----
== cLux_ChangeMap ==
void cLux_ChangeMap(const tString &in asMapName,
const tString &in asStartPos,
const tString &in asTransferArea,
const tString &in asStartSound,
const tString &in asEndSound)
----
== cLux_StartNewGame ==
void cLux_StartNewGame()
----
== cLux_Continue ==
void cLux_Continue()
----
== cLux_CanContinue ==
bool cLux_CanContinue()
----
== cLux_Exit ==
void cLux_Exit()
----
== cLux_SetGamePaused ==
void cLux_SetGamePaused(bool abX)
----
== cLux_GetGamePaused ==
bool cLux_GetGamePaused()
----
== cLux_PreloadMap ==
void cLux_PreloadMap(const tString &in asMapName,
eWorldStreamPriority aPrio=eWorldStreamPriority_Normal)
----
== cLux_DeloadMap ==
void cLux_DeloadMap(const tString &in asTransferArea)
----
== cLux_GetCurrentMap ==
cLuxMap cLux_GetCurrentMap()
----
== cLux_GetPreloadMap ==
cLuxMap cLux_GetPreloadMap()
----
== cLux_MapIsLoaded ==
bool cLux_MapIsLoaded()
----
== cLux_IsChangingMap ==
bool cLux_IsChangingMap()
----
== cLux_IsStreamingMap ==
bool cLux_IsStreamingMap()
----
== cLux_IsReadyToChangeMap ==
bool cLux_IsReadyToChangeMap()
----
== cLux_MapChangeIsTransfer ==
bool cLux_MapChangeIsTransfer()
----
== cLux_SetMapPreloadPriority ==
void cLux_SetMapPreloadPriority(eWorldStreamPriority aPrio)
----
== cLux_IsPlayGoReady ==
bool cLux_IsPlayGoReady(int &out alETA)
----
== cLux_IsLoadingScreenVisible ==
bool cLux_IsLoadingScreenVisible()
----
== cLux_LoadScreenSetForceBackground ==
void cLux_LoadScreenSetForceBackground(bool abX)
----
== cLux_LoadScreenSetUseSmallIcon ==
void cLux_LoadScreenSetUseSmallIcon(bool abX)
----
== cLux_LoadScreenShowLoadingIcon ==
void cLux_LoadScreenShowLoadingIcon(float afTime)
----
== cLux_LoadScreenSetBarPosAndSize ==
void cLux_LoadScreenSetBarPosAndSize(const cVector2f &in avPos,
const cVector2f &in avSize)
----
== cLux_IncUnderwaterEffectUserCount ==
void cLux_IncUnderwaterEffectUserCount()
----
== cLux_DecUnderwaterEffectUserCount ==
void cLux_DecUnderwaterEffectUserCount()
----
== cLux_HasUnderwaterEffectUsers ==
bool cLux_HasUnderwaterEffectUsers()
----
== cLux_SetUnderwaterEffectsActive ==
void cLux_SetUnderwaterEffectsActive(bool abX,
bool abUseStartAndEndEffects)
----
== cLux_GetUnderwaterEffectsActive ==
bool cLux_GetUnderwaterEffectsActive()
----
== cLux_SetupDefaultGlobalReverb ==
void cLux_SetupDefaultGlobalReverb(eSoundReverbPreset aType,
float afFadeTime)
----
== cLux_GetViewport ==
cViewport cLux_GetViewport()
----
== cLux_CheckLineOfSight ==
bool cLux_CheckLineOfSight(const cVector3f &in avStart,
const cVector3f &in avEnd,
bool abCheckOnlyShadowCasters,
bool abCheckOnlyStatic,
iLuxEntity @apSkipEntity=null)
----
== cLux_GetClosestEntity ==
bool cLux_GetClosestEntity(const cVector3f &in avStart,
const cVector3f &in avDir,
float afRayLength,
int alIteractType,
bool abCheckLineOfSight,
cLuxClosestEntityData @apOutput)
----
== cLux_GetClosestBody ==
iPhysicsBody cLux_GetClosestBody(const cVector3f &in avStart,
const cVector3f &in avDir,
float afRayLength,
float &out afDistance,
cVector3f &out avSurfaceNormal)
----
== cLux_GetClosestCharCollider ==
bool cLux_GetClosestCharCollider(const cVector3f &in avStart,
const cVector3f &in avDir,
float afRayLength,
bool abCheckDynamic,
cLuxClosestCharCollider @apOutput)
----
== cLux_GetLightLevelAtPos ==
float cLux_GetLightLevelAtPos(const cVector3f &in avPos,
iLight @apSkipLight,
float afRadiusAdd)
----
== cLux_ShapeDamage ==
void cLux_ShapeDamage(int aShape,
const cMatrixf &in a_mtxTransform,
const cVector3f &in avOrigin,
float afMinDamage,
float afMaxDamage,
float afForce,
float afMaxImpulse,
int alStrength,
float afHitSpeed,
int aDamageType,
bool abCheckEnemies,
bool abCheckPlayer,
bool abCheckProps,
bool abLethalForPlayer,
const tString &in asSource)
----
== cLux_ShapeDamage ==
void cLux_ShapeDamage(iCollideShape @aShape,
const cMatrixf &in a_mtxTransform,
const cVector3f &in avOrigin,
float afMinDamage,
float afMaxDamage,
float afForce,
float afMaxImpulse,
int alStrength,
float afHitSpeed,
int aDamageType,
bool abCheckEnemies,
bool abCheckPlayer,
bool abCheckProps,
bool abLethalForPlayer,
const tString &in asSource)
----
== cLux_GetInteractionWhiteListActive ==
bool cLux_GetInteractionWhiteListActive()
----
== cLux_SetInteractionWhiteListActive ==
void cLux_SetInteractionWhiteListActive(bool abX,
bool abClearList)
----
== cLux_AddEntityToInteractionWhiteList ==
void cLux_AddEntityToInteractionWhiteList(iLuxEntity @apEntity)
----
== cLux_SendInputToGui ==
void cLux_SendInputToGui(bool abX)
----
== cLux_GetBodyEntity ==
iLuxEntity cLux_GetBodyEntity(iPhysicsBody @apBody)
----
== cLux_ToArea ==
cLuxArea cLux_ToArea(iLuxEntity @apEntity)
----
== cLux_ToProp ==
cLuxProp cLux_ToProp(iLuxEntity @apEntity)
----
== cLux_ToLiquidArea ==
cLuxLiquidArea cLux_ToLiquidArea(iLuxEntity @apEntity)
----
== cLux_ToAgent ==
cLuxAgent cLux_ToAgent(iLuxEntity @apEntity)
----
== cLux_ToCritter ==
cLuxCritter cLux_ToCritter(iLuxEntity @apEntity)
----
== cLux_Translate ==
const tWString & cLux_Translate(const tString &in asCat,
const tString &in asEntry)
----
== cLux_HasTranslation ==
bool cLux_HasTranslation(const tString &in asCat,
const tString &in asEntry)
----
== cLux_PlayGuiSoundData ==
bool cLux_PlayGuiSoundData(const tString &in asName,
eSoundEntryType aDestType,
float afVolMul,
bool abSkipPreviousRandom)
----
== cLux_PlayGuiSoundDataEx ==
bool cLux_PlayGuiSoundDataEx(const tString &in asName,
eSoundEntryType aDestType,
float afVolMul,
bool abSkipPreviousRandom,
cLuxSoundExtraData @apExtraData)
----
== cLux_DrawSetToScreen ==
void cLux_DrawSetToScreen(bool abClearScreen,
const cColor &in aCol,
cGuiSet @apSet)
----
== cLux_CleanupData ==
void cLux_CleanupData()
----
== cLux_GetTextCatAndEntryFromString ==
void cLux_GetTextCatAndEntryFromString(const tString &in asData,
tString &out asOutCat,
tString &out asOutEntry)
----
== cLux_GetStringDuration ==
float cLux_GetStringDuration(const tWString &in asStr)
----
== cLux_ParseString ==
tWString cLux_ParseString(const tWString &in asInput)
----
== cLux_ParseStringIntoScreenText ==
void cLux_ParseStringIntoScreenText(const tWString &in asInput,
cImGui @apImGui,
const cLuxScreenTextFormatParameters &aFormatParams,
array< tWString > &out aOutLines,
array< cLuxScreenTextIcon @> &out aIconArray,
array< array< int >> &out aOutIconsPerLine,
float &out afMaxLineHeight,
float &out afDisplayTime,
bool abTriggeredByGamepad)
----
== cLux_DrawScreenText ==
void cLux_DrawScreenText(cImGui @apImGui,
float afTimeStep,
const cImGuiLabelData &in aLabel,
const cVector3f &in avPosition,
float afLineWidth,
float afLineSpacing,
const array< tWString > &in avTextLines,
const array< cLuxScreenTextIcon @> &in avIcons,
const array< array< int >> &in avIconsPerLine)
----
== cLux_DrawHint ==
void cLux_DrawHint(cImGui @apImGui,
float afTimeStep,
const cImGuiLabelData &in aLabel,
const cVector3f &in avPosition,
float afLineWidth,
float afLineSpacing,
const array< tWString > &in avTextLines,
const array< cLuxScreenTextIcon @> &in avIcons,
const array< array< int >> &in avIconsPerLine)
----
== cLux_RenderBackgroundScreen ==
void cLux_RenderBackgroundScreen(bool abDrawFullHUD)
----
== cLux_PreloadSound ==
void cLux_PreloadSound(const tString &in asFile)
----
== cLux_PreloadParticleSystem ==
void cLux_PreloadParticleSystem(const tString &in asFile)
----
== cLux_PreloadEntity ==
void cLux_PreloadEntity(const tString &in asFile)
----
== cLux_PreloadMaterial ==
void cLux_PreloadMaterial(const tString &in asFile)
----
== cLux_PreloadGuiGfx ==
void cLux_PreloadGuiGfx(const tString &in asFile,
eImGuiGfx aType)
----
== cLux_GetHelpGuiSet ==
cGuiSet cLux_GetHelpGuiSet()
----
== cLux_GetUserConfig ==
cConfigFile cLux_GetUserConfig()
----
== cLux_ApplyUserConfig ==
bool cLux_ApplyUserConfig()
----
== cLux_HasConfigLoadError ==
bool cLux_HasConfigLoadError(tString &out asError)
----
== cLux_GetKeyConfig ==
cConfigFile cLux_GetKeyConfig()
----
== cLux_GetGameConfig ==
cConfigFile cLux_GetGameConfig()
----
== cLux_GetDefaultGameLanguage ==
tString cLux_GetDefaultGameLanguage()
----
== cLux_GetGameLanguageFolder ==
tString cLux_GetGameLanguageFolder()
----
== cLux_GetCurrentUserProfilePath ==
tWString cLux_GetCurrentUserProfilePath()
----
== cLux_GetStringWFromDate ==
tWString cLux_GetStringWFromDate(const cDate &in aDate)
----
== cLux_OutputTextToFile ==
void cLux_OutputTextToFile(const tWString &in asPath,
const tString &in asText)
----
== cLux_TruncateTextFile ==
void cLux_TruncateTextFile(const tWString &in asPath,
const tString &in asPattern,
int alTimes)
----
== cLux_SaveScreenshotToFile ==
void cLux_SaveScreenshotToFile(const tWString &in asPath,
const cVector2l &in avSize=cVector2l_MinusOne,
bool abKeepAspect=true,
float afBrightness=1.0f)
----
== cLux_CreateHTMLParagraph ==
tString cLux_CreateHTMLParagraph(const tString &in asContent)
----
== cLux_CreateHTMLImage ==
tString cLux_CreateHTMLImage(const tString &in asSrc,
const tString &in asTitle="",
const cVector2l &in avSize=cVector2l_MinusOne)
----
== cLux_CreateHTMLTag ==
tString cLux_CreateHTMLTag(const tString &in asTag,
const tString &in asContent="",
const tString &in asParams="")
----
== cLux_RegisterEventListenerUserModule_AgentSetActive ==
void cLux_RegisterEventListenerUserModule_AgentSetActive(const tString &in asModuleName)
----
== cLux_CreateScriptImGui ==
cLuxScriptImGui cLux_CreateScriptImGui(const tString &in asName,
bool abRegisterForDrawing,
bool abSkipResetOnRegistration=true)
----
== cLux_RegisterCollisionRadius ==
void cLux_RegisterCollisionRadius(int alX)
----
== cLux_PreloadWebpage ==
void cLux_PreloadWebpage(const tString &in asX)
----
== cLux_ResetShudderEffects ==
void cLux_ResetShudderEffects(int alX)
----
== cLux_DropPageFocus ==
void cLux_DropPageFocus(const tString &in asX)
----
== cLux_SetAreaOffline ==
void cLux_SetAreaOffline(int alX)
----
== Entity_Exists ==
bool Entity_Exists(const tString &in asName)
Check if an entity exists in the level.
* **asName**: the name of the entity to search for.
**Returns**: if entity exists.
----
== Entity_Exists ==
bool Entity_Exists(tID aID)
Check if an entity exists in the level.
* **aID**: the id of the entity to search for.
**Returns**: if entity exists.
----
== Entity_SetActive ==
void Entity_SetActive(const tString &in asName,
bool abActive)
Set if entity is active (visible and functioning) or not.
* **asName**: Name of the entity, Wildcard(s) * are supported *
* **abActive**: true = entity becomes active - false = entity becomes inactive
----
== Entity_IsActive ==
bool Entity_IsActive(const tString &in asName)
Get if an entity is active (visible and functioning) or not.
* **asName**: Name of the entity.
**Returns**: if active or not.
----
== Entity_SetInteractionDisabled ==
void Entity_SetInteractionDisabled(const tString &in asEntityName,
bool abX)
Sets if the player can interact with an entity or not.
* **asEntityName**: name of the entity, Wildcard(s) * are supported
* **abX**: true = interaction disabled - false = interaction enabled.
----
== Entity_SetMaxInteractionDistance ==
void Entity_SetMaxInteractionDistance(const tString &in asEntityName,
float afDistance)
Change the max interaction distance of an entity from the default/entity configured distance.
* **asEntityName**: name of the entity, Wildcard(s) * are supported
* **afDistance**: distance in meters that the entity can be interacted from.
----
== Entity_Sleep ==
void Entity_Sleep(const tString &in asName)
Forces the entity to sleep (disabling Update/PostUpdate). Has no effect if it is already sleeping
* **asName**: Name of the entity, Wildcard(s) * are supported
----
== Entity_WakeUp ==
void Entity_WakeUp(const tString &in asName)
Forces the entity to wake up (enabling Update/PostUpdate). Has no effect if it is already awake
* **asName**: Name of the entity, Wildcard(s) * are supported
----
== Entity_IsSleeping ==
bool Entity_IsSleeping(const tString &in asName)
Check if an entity is asleep
* **asName**: Name of the entity.
**Returns**: if sleeping or not.
----
== Entity_SetAutoSleep ==
void Entity_SetAutoSleep(const tString &in asName,
bool abX)
Sets if the entity should sleep automatically when it need no updating
* **asName**: Name of the entity, Wildcard(s) * are supported *
* **abX**: true = Entity will sleep automatically - false = entity will not sleep automatically
----
== Entity_GetAutoSleep ==
bool Entity_GetAutoSleep(const tString &in asName)
Get if an entity automatically falls asleep when it isnt active
* **asName**: Name of the entity.
**Returns**: if sleeping or not.
----
== Entity_SetIsOccluder ==
void Entity_SetIsOccluder(const tString &in asName,
bool abOccluder)
Set if entity is an occluder
* **asName**: Name of the entity, Wildcard(s) * are supported *
* **abOccluder**: true = object is occluder
----
== Entity_IsOccluder ==
bool Entity_IsOccluder(const tString &in asName)
Get if an entity is an occluder
* **asName**: Name of the entity.
**Returns**: if entity is an occluder
----
== Entity_IsInteractedWith ==
bool Entity_IsInteractedWith(const tString &in asName)
Checks if the entity is being interacted with.
* **asName**: name of the entity.
**Returns**: if the entity is being interacted with
----
== Entity_SetVarString ==
void Entity_SetVarString(const tString &in asEntityName,
const tString &in asVarName,
const tString &in asX)
Sets the value of an entity string variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_SetVarBool ==
void Entity_SetVarBool(const tString &in asEntityName,
const tString &in asVarName,
bool abX)
Sets the value of an entity boolean variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_SetVarInt ==
void Entity_SetVarInt(const tString &in asEntityName,
const tString &in asVarName,
int alX)
Sets the value of an entity integer variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_SetVarFloat ==
void Entity_SetVarFloat(const tString &in asEntityName,
const tString &in asVarName,
float afX)
Sets the value of an entity variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_SetVarVector2f ==
void Entity_SetVarVector2f(const tString &in asEntityName,
const tString &in asVarName,
const cVector2f &in avX)
Sets the value of an entity vector2f variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_SetVarVector3f ==
void Entity_SetVarVector3f(const tString &in asEntityName,
const tString &in asVarName,
const cVector3f &in avX)
Sets the value of an entity vector3f variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_SetVarColor ==
void Entity_SetVarColor(const tString &in asEntityName,
const tString &in asVarName,
const cColor &in aX)
Sets the value of an entity color variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_IncVarInt ==
void Entity_IncVarInt(const tString &in asEntityName,
const tString &in asVarName,
int alX)
Add a value to the current value of an entity integer variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_IncVarFloat ==
void Entity_IncVarFloat(const tString &in asEntityName,
const tString &in asVarName,
float afX)
Add a value to the current value of an entity float variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_IncVarVector2f ==
void Entity_IncVarVector2f(const tString &in asEntityName,
const tString &in asVarName,
const cVector2f &in avX)
Add a value to the current value of an entity vector2f variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_IncVarVector3f ==
void Entity_IncVarVector3f(const tString &in asEntityName,
const tString &in asVarName,
const cVector3f &in avX)
Add a value to the current value of an entity vector3f variable. Wildcard(s) * are supported for EntityName. *
----
== Entity_GetVarString ==
tString Entity_GetVarString(const tString &in asEntityName,
const tString &in asVarName)
Get value of an entity string variable. *
----
== Entity_GetVarBool ==
bool Entity_GetVarBool(const tString &in asEntityName,
const tString &in asVarName)
Get value of an entity boolean variable. *
----
== Entity_GetVarInt ==
int Entity_GetVarInt(const tString &in asEntityName,
const tString &in asVarName)
Get value of an entity integer variable. *
----
== Entity_GetVarFloat ==
float Entity_GetVarFloat(const tString &in asEntityName,
const tString &in asVarName)
Get value of an entity float variable. *
----
== Entity_GetVarVector2f ==
cVector2f Entity_GetVarVector2f(const tString &in asEntityName,
const tString &in asVarName)
Get value of an entity vector2f variable. *
----
== Entity_GetVarVector3f ==
cVector3f Entity_GetVarVector3f(const tString &in asEntityName,
const tString &in asVarName)
Get value of an entity vector3f variable. *
----
== Entity_GetVarColor ==
cColor Entity_GetVarColor(const tString &in asEntityName,
const tString &in asVarName)
Get value of an entity color variable. *
----
== Entity_AddCollideCallback ==
bool Entity_AddCollideCallback(const tString &in asParentName,
const tString &in asChildName,
const tString &in asFunction)
Syntax for callback function: bool FunctionName(const tString &in asParent, const tString &in asChild, int alState).
----
== Entity_RemoveCollideCallback ==
bool Entity_RemoveCollideCallback(const tString &in asParentName,
const tString &in asChildName)
Wildcard(s) * can be used in names.
* **asParentName**: always "player" for player callbacks, else first entity name.
* **asChildName**: name of the entity or second entity. *
**Returns**: .
----
== Entity_GetCollide ==
bool Entity_GetCollide(const tString &in asEntityA,
const tString &in asEntityB)
Checks for collision between two specific entities. Wildcard(s) * are NOT supported!
* **asEntityA**: first entity.
* **asEntityB**: second entity.
----
== Entity_SetCollideCharacter ==
void Entity_SetCollideCharacter(const tString &in asEntityName,
bool abActive)
Turn off or on character collision for all the bodies in the given entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **abActive**: true = collision on, false = collision off.
----
== Entity_SetCollide ==
void Entity_SetCollide(const tString &in asEntityName,
bool abActive)
Turn off or on collision for all the bodies in the given entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **abActive**: true = collision on, false = collision off.
----
== Entity_SetEffectsActive ==
void Entity_SetEffectsActive(const tString &in asEntityName,
bool abActive,
bool abFadeAndPlaySounds)
Activates or deactivates the effects on a entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **abActive**: true = activates effects - false = deactivates effects.
* **abFadeAndPlaySounds**: if effects should fade in/out and sounds play.
----
== Entity_SetReflectionVisibility ==
void Entity_SetReflectionVisibility(const tString &in asEntityName,
bool abVisibleInReflection,
bool abVisibleInWorld)
Sets whether the entity is drawn in reflections or not, and the real world or not.
* **asEntityName**: name of the prop. Wildcard(s) * are supported.
* **abVisibleInReflection**: whether the entity is drawn in reflections
* **abVisibleInWorld**: whether the entity is drawn in the real world
----
== Entity_SetEffectBaseColor ==
void Entity_SetEffectBaseColor(const tString &in asEntityName,
const cColor &in aColor)
Sets the base color of the effects
* **asEntityName**: name of the prop. Wildcard(s) * are supported.
* **aColor**: the color all effects will be multiplied with
----
== Entity_FadeEffectBaseColor ==
void Entity_FadeEffectBaseColor(const tString &in asEntityName,
const cColor &in aColor,
float afTime)
Fades the base color of the effects
* **asEntityName**: name of the prop. Wildcard(s) * are supported.
* **aColor**: the color all effects will be faded to
* **afTime**: time the fade takes.
----
== Entity_SetColorMul ==
void Entity_SetColorMul(const tString &in asEntityName,
const cColor &in aColor)
Set the color mul of the entity
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **aColor**: color to set color mul to
----
== Entity_AddForce ==
void Entity_AddForce(const tString &in asEntityName,
const cVector3f &in avForce,
bool abLocalSpace,
bool abOnlyMainBody)
Adds force to the entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **avForce**: force to add.
* **abLocalSpace**: true = force is added relative to the rotation of the entity - false = force is added in world space
* **abOnlyMainBody**: true = force is added only to the main body of the entity - false = force is added to all bodies in the entity
----
== Entity_AddForceFromEntity ==
void Entity_AddForceFromEntity(const tString &in asEntityName,
const tString &in asForceEntityName,
float afForce,
bool abOnlyMainBody)
Adds force to the entity away from another entity.
* **asEntityName**: name of the entity to add force to. Wildcard(s) * are supported.
* **asForceEntityName**: name of the entity to push away from.
* **afForce**: force magnitude, negative attracts the entity to the force entity.
* **abOnlyMainBody**: true = force is added only to the main body of the entity - false = force is added to all bodies in the entity
----
== Entity_AddImpulse ==
void Entity_AddImpulse(const tString &in asEntityName,
const cVector3f &in avImpulse,
bool abLocalSpace,
bool abOnlyMainBody)
Adds an impulse to the entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **avImpulse**: impulse to add.
* **abLocalSpace**: true = impulse is added relative to the rotation of the entity - false = impulse is added in world space
* **abOnlyMainBody**: true = impulse is added only to the main body of the entity - false = impulse is added to all bodies in the entity
----
== Entity_AddImpulseFromEntity ==
void Entity_AddImpulseFromEntity(const tString &in asEntityName,
const tString &in asImpulseEntityName,
float afImpulse,
bool abOnlyMainBody)
Adds an impulse to the entity away from another entity.
* **asEntityName**: name of the entity to add impulse to. Wildcard(s) * are supported.
* **asImpulseEntityName**: name of the entity to push away from.
* **afImpulse**: impulse magnitude, negative attracts the entity to the impulse entity.
* **abOnlyMainBody**: true = impulse is added only to the main body of the entity - false = impulse is added to all bodies in the entity
----
== Entity_AddTorque ==
void Entity_AddTorque(const tString &in asEntityName,
const cVector3f &in avTorque,
bool abLocalSpace,
bool abOnlyMainBody)
Adds torque to an entity to provide some angular velocity
* **asEntityName**: name of the entity to add impulse to. Wildcard(s) * are supported.
* **avTorque**: provide a vector3 for the desired direction
* **abLocalSpace**: use local space for the entity
* **abOnlyMainBody**: true = impulse is added only to the main body of the entity - false = impulse is added to all bodies in the entity
----
== Entity_AttachToEntity ==
bool Entity_AttachToEntity(const tString &in asName,
const tString &in asParentName,
const tString &in asParentBodyName,
bool abUseRotation,
bool abSnapToParent=false,
bool abLocked=false)
Attaches the entity to another entity. If already attached, it will be removed before attaching to new
* **asName**: the name of the entity to be attached to another, Wildcard(s) * are supported
* **asParentName**: The entity to attach to.
* **asParentBodyName**: the local (as it is in ent file) of the body. Use for just using the main body.
* **abUseRotation**: if the attached entity should be rotated along witht the parent.
* **abSnapToParent**: if the attached entity should snap to the center of the body, or if it should use its relative world position as offset
* **abLocked**: if the attached object should be locked to the parent - fixes precision issues
----
== Entity_AttachToSocket ==
bool Entity_AttachToSocket(const tString &in asName,
const tString &in asParentName,
const tString &in asParentSocketName,
bool abUseRotation,
bool abSnapToParent=true)
Attaches the entity to another entity. If already attached, it will be removed before attaching to new
* **asName**: the name of the entity to be attached to another, Wildcard(s) * are supported
* **asParentName**: The entity to attach to.
* **asParentSocketName**: the socket setup in the mesh or model editor. this is attached to a bone in the skeleton
* **abUseRotation**: if the attached entity should be rotated along witht the parent.
* **abSnapToParent**: if the attached entity should snap to the center of the socket, or if it should use its relative world position as offset
----
== Entity_RemoveEntityAttachment ==
bool Entity_RemoveEntityAttachment(const tString &in asName)
Removes an attachment to another entity if the entity(ies) has one.
* **asName**: the name of the entity to be no longer attached to another, Wildcard(s) * are supported
----
== Entity_CreateAtEntity ==
iLuxEntity Entity_CreateAtEntity(const tString &in asNewEntityName,
const tString &in asEntityFile,
const tString &in asTargetEntityName,
bool abFullGameSave)
Creates an entity at another entity.
* **asNewEntityName**: the name of the entity to be created.
* **asEntityFile**: the .ent file of the entity to be created.
* **asTargetEntityName**: the target entity.
* **abFullGameSave**: if ALL properties should be saved for the created entity.
----
== Entity_CreateAtEntityExt ==
iLuxEntity Entity_CreateAtEntityExt(const tString &in asNewEntityName,
const tString &in asEntityFile,
const tString &in asTargetEntityName,
bool abFullGameSave,
const cVector3f &in avScale,
const cVector3f &in avOffsetPosition,
const cVector3f &in avOffsetRotation,
bool abLocalOffset)
Creates an entity at another entity with extra options.
* **asNewEntityName**: the name of the entity to be created.
* **asEntityFile**: the .ent file of the entity to be created.
* **asTargetEntityName**: the target entity.
* **abFullGameSave**: if ALL properties should be saved for the created entity.
* **avScale**: the scale of the created entity, where cVector3f(1, 1, 1) is the default size.
* **avOffsetPosition**: an offset from the target object's position.
* **avOffsetRotation**: an offset from the target object's rotation.
* **abLocalOffset**: true = offset position and rotation are relative to the target object's rotation, false = offset position and rotation are relative to the world.
**Returns**: new iLuxEntity object.
----
== Entity_Destroy ==
void Entity_Destroy(const tString &in asName)
Destroys an entity of a given name.
* **asName**: the name of the entity to be destroyed, can contain wildcards to destroy multiple entities.
----
== Entity_PlayAnimation ==
void Entity_PlayAnimation(const tString &in asEntityName,
const tString &in asAnimation,
float afFadeTime=0.1f,
bool abLoop=false,
bool abPlayTransition=true,
const tString &in asCallback="")
Syntax for callback function: void Func(const tString &in asEntityName, const tString &in asAnimName)
----
== Entity_StopAnimation ==
void Entity_StopAnimation(const tString &in asEntityName)
Stops any currently playing animation on the specified entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
----
== Entity_SetAnimationPaused ==
void Entity_SetAnimationPaused(const tString &in asEntityName,
const tString &in asAnimationName,
bool abPaused=true)
Pause or unpause an animation on the specified entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **asAnimationName**: name of the animation.
* **abPaused**: true to pause, false to resume
----
== Entity_SetAnimationRelativeTimePosition ==
void Entity_SetAnimationRelativeTimePosition(const tString &in asEntityName,
const tString &in asAnimationName,
float afTimePos)
Sets the relative time position of a specific animation.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **asAnimationName**: name of the animation.
* **afTimePos**: a value between 0 and 1, where 0 is the start of the animation and 1 is the end.
----
== Entity_SetAnimationMessageEventCallback ==
void Entity_SetAnimationMessageEventCallback(const tString &in asEntityName,
const tString &in asCallbackFunc,
bool abAutoRemove)
Sets a callback for the message events in the currently playing animation.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **asCallbackFunc**: the callback function. Syntx void Func(const tString &in asEntityName, const tString &in asAnimName, int alMessageEventID) (last arg is for future usage)
* **abAutoRemove**: If the callback is removed once triggered.
----
== Entity_PlayProcAnimation ==
void Entity_PlayProcAnimation(const tString &in asEntityName,
const tString &in asAnimation,
float afLength,
bool abLoop=false,
float afAmountFadeTime=0.1,
float afSpeedFadeTime=-1.0f)
Plays a procedural animation on the entity
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **asAnimation**: name of the animation to play.
* **afLength**: time it takes to play the animation (can be negative to play it in reverse!)
* **abLoop**: if the animation should loop.
* **afAmountFadeTime**: time to fade in animation.
* **afSpeedFadeTime**: time to fade in the speed of the animation (use this for looping animations to avoid skipping).
----
== Entity_StopProcAnimation ==
void Entity_StopProcAnimation(const tString &in asEntityName,
const tString &in asAnimation,
float afFadeTime=0.1f)
Stops a procedural animation on the specified entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **asAnimation**: name of the entity. Wildcard(s) * are supported.
* **afFadeTime**: the time it takes to fade out.
----
== Entity_SetProcAnimationPaused ==
void Entity_SetProcAnimationPaused(const tString &in asEntityName,
const tString &in asAnimationName,
bool abPaused=true)
Pause or unpause a procedural animation on the specified entity.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **asAnimationName**: name of the animation.
* **abPaused**: true to pause, false to resume
----
== Entity_SetProcAnimationSpeed ==
void Entity_SetProcAnimationSpeed(const tString &in asEntityName,
const tString &in asAnimationName,
float afSpeed)
Sets the speed of a proc animation.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **asAnimationName**: name of the animation.
* **afSpeed**: speed to set.
----
== Entity_FadeProcAnimationSpeed ==
void Entity_FadeProcAnimationSpeed(const tString &in asEntityName,
const tString &in asAnimationName,
float afSpeed,
float afTime)
Fade the speed of a proc animation.
* **asEntityName**: name of the entity. Wildcard(s) * are supported.
* **asAnimationName**: name of the animation.
* **afSpeed**: target speed (measured in full loops per second).
* **afTime**: time to fade over.
----
== Entity_SetPlayerLookAtCallback ==
void Entity_SetPlayerLookAtCallback(const tString &in asEntityName,
const tString &in asCallback,
bool abRemoveWhenLookedAt=true,
bool abCheckCenterOfScreen=true,
bool abCheckRayIntersection=true,
float afMaxDistance=-1,
float afCallbackDelay=0)
Syntax for callback function: void FunctionName(const tString &in asEntityName, int alState). alState is 1 if the player looks at the entity and -1 if the player stops looking.
----
== Entity_SetPlayerInteractCallback ==
void Entity_SetPlayerInteractCallback(const tString &in asEntityName,
const tString &in asCallback,
bool abRemoveWhenInteracted)
Syntax for callback function: void FunctionName(string &in asEntityName).
----
== Entity_SetConnectionStateChangeCallback ==
void Entity_SetConnectionStateChangeCallback(const tString &in asEntityName,
const tString &in asCallback)
Syntax for callback function: void FunctionName(string &in asEntityName, int alState).
----
== Entity_Connect ==
void Entity_Connect(const tString &in asName,
const tString &in asMainEntity,
const tString &in asConnectEntity,
bool abInvertStateSent,
int alStatesUsed)
Creates a connection between two entities.
* **asName**: name of the connection.
* **asMainEntity**: the entity to add the connection to. Wildcard(s) * are supported.
* **asConnectEntity**: the entity to connect to the main entity.
* **abInvertStateSent**: if the state changes should be sent inverted.
* **alStatesUsed**: states sent by main entity, 0 = all states, 1 = only max, -1 = only min.
----
== Entity_RemoveConnection ==
void Entity_RemoveConnection(const tString &in asName,
const tString &in asMainEntity)
Removes a specific connection on an entity.
* **asName**: name of the connection to remove.
* **asMainEntity**: the entity to remove the connection from. Wildcard(s) * are supported.
----
== Entity_RemoveAllConnections ==
void Entity_RemoveAllConnections(const tString &in asMainEntity)
Removes all connections on an entity.
* **asMainEntity**: the entity to remove all connections on. Wildcard(s) * are supported.
----
== Entity_PlaceAtEntity ==
void Entity_PlaceAtEntity(const tString &in asEntityName,
const tString &in asTargetEntity,
const cVector3f &in avOffset=cVector3f_Zero,
bool abAlignRotation=false,
bool abUseEntFileCenter=false)
Places the specified entity at another entity. Optionally aligning its rotation with the target entity.
* **asEntityName**: name of the entity.
* **asTargetEntity**: entity to place at.
* **avOffset**: world offset from the target entity to place at.
* **abAlignRotation**: if true the entity will be given the same rotation as the target entity.
* **abUseEntFileCenter**: if true the entity's center specified in the ent file will be used for placement (only works for props).
----
== Entity_GetBodyOffset ==
cVector3f Entity_GetBodyOffset(const tString &in asEntityName)
Returns the offset from centre specified in the .ent file. Only works for props.
----
== Entity_IsInPlayerFOV ==
bool Entity_IsInPlayerFOV(const tString &in asEntity)
Returns true if the object is within the player's field of view. This does not take into account line of sight.
* **asEntity**: name of the entity to check.
**Returns**: true if the entity is in the player's field of view.
----
== Entity_EntityIsInFront ==
bool Entity_EntityIsInFront(const tString &in asTargetEntity,
const tString &in asForwardEntity)
Returns true if the specified entity is in front of the other entity. The function assumes the entity's z-axis points forward. Anything less than 90 degrees offset from the forward vector counts as "in front".
* **asTargetEntity**: name of the entity to check if in front of the other.
* **asForwardEntity**: name of entity which forward vector and position will be checked against.
**Returns**: bool true if the target entity is in front.
----
== Entity_PlayerIsInFront ==
bool Entity_PlayerIsInFront(const tString &in asName)
Returns true if the player is in front of the specified entity. The function assumes the entity's z-axis points forward. Anything less than 90 degrees offset from the forward vector counts as "in front".
* **asName**: name of the entity to check if in front of the other.
**Returns**: true if the target entity is in front.
----
== Entity_CallEntityInteract ==
void Entity_CallEntityInteract(const tString &in asName,
const tString &in asBodyName="",
const cVector3f &in avFocusBodyOffset=cVector3f_Zero,
const tString &in asData="")
Calls OnInteract on the specified entity.
* **asName**: name of the entity.
* **asBodyName**: name of the body to interact with if "" then it's the main body.
* **avFocusBodyOffset**: focus point on the body.
* **asData**: optional data needed for interaction.
**Returns**: true if the position is in front of the entity.
----
== Entity_GetDeltaToEntity ==
cVector3f Entity_GetDeltaToEntity(const tString &in asEntityA,
const tString &in asEntityB)
Gets the direction and distance between two entities
* **asEntityA**: entity to calculate delta from
* **asEntityB**: entity to caluclate delta to
**Returns**: delta between the entities, delta = direction * distance = entity_b_pos - entity_a_pos
----
== Entity_Preload ==
void Entity_Preload(const tString &in asEntityFile)
Preloads an entity
* **asEntityFile**: name of the entity file to preload
----
== Material_Preload ==
void Material_Preload(const tString &in asFile)
Preloads a material
* **asFile**: material file to preload
----
== Prop_SetHealth ==
void Prop_SetHealth(const tString &in asPropName,
float afHealth)
Sets the health of a prop
* **asPropName**: name of the prop. Wildcard(s) * supported.
* **afHealth**: health to set.
----
== Prop_AddHealth ==
void Prop_AddHealth(const tString &in asPropName,
float afHealth)
Adds health to a prop.
* **asPropName**: name of the prop. Wildcard(s) * supported.
* **afHealth**: health to add, can be negative to reduce health.
----
== Prop_GetHealth ==
float Prop_GetHealth(const tString &in asPropName)
Gets the health of a prop.
* **asPropName**: name of the prop.
**Returns**: the health of the specified prop.
----
== Prop_DisableCollisionUntilOutsidePlayer ==
void Prop_DisableCollisionUntilOutsidePlayer(const tString &in asPropName)
----
== Prop_SetAllowMapTransfer ==
void Prop_SetAllowMapTransfer(const tString &in asPropName,
bool abX)
Sets if a prop should be transfered
* **asPropName**: name of the prop. Wildcard(s) * supported.
* **abX**: should transfer be allowed
----
== Prop_SetActiveAndFade ==
void Prop_SetActiveAndFade(const tString &in asPropName,
bool abActive,
float afFadeTime)
Activates or deactivates a entity and fades the mesh in or out.
* **asPropName**: name of the prop. Wildcard(s) * are supported.
* **abActive**: true = activates prop - false = deactivates prop.
* **afFadeTime**: time to fade over.
----
== Prop_AddAttachedProp ==
void Prop_AddAttachedProp(tString &in asPropName,
tString &in asAttachName,
tString &in asAttachFile,
cVector3f &in avPosOffset,
cVector3f &in avRotOffset)
Attaches a prop mesh (any other data is skipped) to a Prop
* **asPropName**: name of the prop. Wildcard(s) * are supported.
* **asAttachName**: the internal name of the attached prop
* **asAttachFile**: the entity file of the prop to attach
* **avPosOffset**: the postion offset for the attached prop
* **avRotOffset**: the rotational offset for the attached prop
----
== Prop_RemoveAttachedProp ==
void Prop_RemoveAttachedProp(tString &in asPropName,
tString &in asAttachName)
Removes an attached prop from a prop
* **asPropName**: name of the prop. Wildcard(s) * are supported.
* **asAttachName**: the internal name of the attached prop
----
== Prop_SetStaticPhysics ==
void Prop_SetStaticPhysics(const tString &in asPropName,
bool abX)
Sets the physics of the object to static or dynamic
* **asPropName**: name of the prop. Wildcard(s) * are supported.
* **abX**: true = static physics - false = dynamic physics
----
== Prop_RotateToSpeed ==
void Prop_RotateToSpeed(const tString &in asPropName,
float afAcc,
float afGoalSpeed,
const cVector3f &in avAxis,
bool abResetSpeed,
const tString &in asOffsetEntity)
Rotates a prop to a target speed.
* **asPropName**: name of the prop. Wildcard(s) * are supported.
* **afAcc**: acceleration to target speed
* **afGoalSpeed**: target speed
* **avAxis**: axis to rotate around
* **abResetSpeed**: if the speed should be reset before beginning rotation.
* **asOffsetEntity**: name of entity to rotate around. If left as "", the prop will rotate around its own axis.
----
== Prop_RotateToSpeed ==
void Prop_RotateToSpeed(const tString &in asPropName,
float afAcc,
float afGoalSpeed,
bool abResetSpeed,
const tString &in asOffsetEntity)
Rotates a prop to a target speed. Using the up vector of offset entity as axis.
* **asPropName**: name of the prop. Wildcard(s) * are supported.
* **afAcc**: acceleration to target speed
* **afGoalSpeed**: target speed
* **abResetSpeed**: if the speed should be reset before beginning rotation.
* **asOffsetEntity**: name of entity to rotate around along the entity up axis. If left as , the prop will rotate around its own up axis.
----
== Prop_MoveLinearTo ==
void Prop_MoveLinearTo(const tString &in asName,
const tString &in asTargetEntity,
float afAcceleration,
float afMaxSpeed,
float afSlowDownDist,
bool abResetSpeed,
const tString &in asCallback="")
Moves the specified prop to the current position of the target entity.
* **asName**: name of prop to move.
* **asTargetEntity**: name of the entity to move the prop to.
* **afAcceleration**: acceleration in m/s^2
* **afMaxSpeed**: the maximum speed of movement.
* **afSlowDownDist**: the distance at which movement slows down.
* **abResetSpeed**: if all static movement for the prop should be stopped before starting this movement.
* **asCallback**: callback when movement is done: void asCallback(const tString& in asPropName)
----
== Prop_AlignRotation ==
void Prop_AlignRotation(const tString &in asName,
const tString &in asTargetEntity,
float afAcceleration,
float afMaxSpeed,
float afSlowDownDist,
bool abResetSpeed,
const tString &in asCallback="")
Aligns the rotation of the specified prop to the current rotation of the target entity.
* **asName**: name of prop to move.
* **asTargetEntity**: name of the entity to align with.
* **afAcceleration**: acceleration of rotation.
* **afMaxSpeed**: the maximum speed of movement.
* **afSlowDownDist**: the distance at which movement slows down.
* **abResetSpeed**: if all static movement for the prop should be stopped before starting this movement.
* **asCallback**: callback when movement is done: void asCallback(const tString& in asPropName)
----
== Prop_StopMovement ==
void Prop_StopMovement(const tString &in asPropName)
Stops the static movement of a prop.
* **asPropName**: name of the prop. Wildcard(s) * are supported.
----
== Prop_ClearVelocity ==
void Prop_ClearVelocity(const tString &in asPropName)
Clear out all velocity on a prop.
* **asPropName**: name of the prop. Wildcard(s) * are supported.
----
== Lamp_SetLit ==
void Lamp_SetLit(const tString &in asName,
bool abLit,
bool abEffects)
Sets the lit state of a lamp.
* **asName**: name of the lamp.
* **abLit**: lit state to set.
* **abEffects**: if the change should activate effects associated with it. If false, the change will not be apparent to the player.
----
== Lamp_GetLit ==
bool Lamp_GetLit(const tString &in asName)
Gets the lit state of a lamp.
* **asName**: name of the lamp.
**Returns**: if the lamp is lit.
----
== Lamp_SetFlickerActive ==
void Lamp_SetFlickerActive(const tString &in asName,
bool abActive)
Activates or deactivates flicker on the specified lamp(s)
* **asName**: name of the lamp, wildcards (*) supported.
* **abActive**: flicker state to set.
----
== Lamp_SetupFlicker ==
void Lamp_SetupFlicker(const tString &in asName,
float afMinOnTime,
float afMaxOnTime,
float afMinOffTime,
float afMaxOffTime,
bool abFade=false,
const tString &in asOnSound="",
const tString &in asOffSound="",
const tString &in asOnPS="",
const tString &in asOffPS="")
Sets the properties of the flicker of a lamp.
* **asName**: name of the lamp, wildcards (*) supported.
* **afMinOnTime**: The minimum time the lamp will be turned on when flickering.
* **afMaxOnTime**: The maximum time the lamp will be turned on when flickering.
* **afMinOffTime**: The minimum time the lamp will be turned off when flickering.
* **afMaxOffTime**: The maximum time the lamp will be turned off when flickering.
* **abFade**: if the lamp should fade on or off, and use any effects associated with setting the lit state of the lamp. Default = false.
* **asOnSound**: sound to play when turned on. Default = .
* **asOffSound**: sound to play when turned off. Default = .
* **asOnPS**: particle system to create when turned on. Default = .
* **asOffPS**: sparticle system to create when turned off. Default = .
----
== SwingDoor_SetOpenAmount ==
void SwingDoor_SetOpenAmount(const tString &in asName,
float afOpenAmount)
Sets the door to a specific open state instantly.
* **asName**: name of the door, wildcards (*) supported.
* **afOpenAmount**: 0 = closed, 1 = completely open.
----
== SwingDoor_SetLocked ==
void SwingDoor_SetLocked(const tString &in asName,
bool abLocked,
bool abEffects)
Locks or unlocks a SwingDoor
* **asName**: name of the door, wildcards (*) supported.
* **abLocked**: true = lock door, false = unlock door.
* **abEffects**: if the change should activate effects associated with it. If false, the change will not be apparent to the player.
----
== SwingDoor_SetBlocked ==
void SwingDoor_SetBlocked(const tString &in asName,
bool abBlocked,
bool abEffects)
Blocks or unblocks a SwingDoor. A blocked door can still be opened slightly.
* **asName**: name of the door, wildcards (*) supported.
* **abBlocked**: true = block door, false = unblock door.
* **abEffects**: if the change should activate effects associated with it. If false, the change will not be apparent to the player.
----
== SwingDoor_SetClosed ==
void SwingDoor_SetClosed(const tString &in asName,
bool abClosed,
bool abEffects)
Sets the close state of a SwingDoor.
* **asName**: name of the door, wildcards (*) supported.
* **abClosed**: true = close - false = open
* **abEffects**: if the change should activate effects associated with it. If false, the change will not be apparent to the player.
----
== SwingDoor_SetDisableAutoClose ==
void SwingDoor_SetDisableAutoClose(const tString &in asName,
bool abDisableAutoClose)
Disables or enables the automatic close functionality of a door. If enabled, the door will not lose any force pushing it toward its closed position.
* **asName**: name of the door, wildcards (*) supported.
* **abDisableAutoClose**: true = disable - false = enable
----
== SwingDoor_GetLocked ==
bool SwingDoor_GetLocked(const tString &in asName)
Checks if door is locked.
* **asName**: name of the door.
**Returns**: true if the door is locked.
----
== SwingDoor_GetBlocked ==
bool SwingDoor_GetBlocked(const tString &in asName)
Checks if door is blocked.
* **asName**: name of the door.
**Returns**: true if the door is blocked.
----
== SwingDoor_GetClosed ==
bool SwingDoor_GetClosed(const tString &in asName)
Checks if door is closed.
* **asName**: name of the door.
**Returns**: true if the door is closed.
----
== SwingDoor_GetState ==
int SwingDoor_GetState(const tString &in asName)
Checks the state of the door.
* **asName**: name of the door.
**Returns**: -1 = angle is close to 0, 1 = angle is 70% or higher of max, 0 = inbetween -1 and 1.
----
== SwingDoor_GetOpenAmount ==
float SwingDoor_GetOpenAmount(const tString &in asName)
Get open amount of a door
* **asName**: name of the door.
**Returns**: open amount of door
----
== SwingDoor_AddDoorBodyImpulse ==
void SwingDoor_AddDoorBodyImpulse(const tString &in asName,
float afImpulseAmount)
----
== PhysicsSlideDoor_GetClosed ==
bool PhysicsSlideDoor_GetClosed(const tString &in asName)
Returns true if door is closed.
* **asName**: name of the door.
----
== PhysicsSlideDoor_GetOpenAmount ==
float PhysicsSlideDoor_GetOpenAmount(const tString &in asName)
Returns the open amount of the door
* **asName**: name of the door.
----
== PhysicsSlideDoor_AutoMoveToState ==
void PhysicsSlideDoor_AutoMoveToState(const tString &in asName,
int alState)
Automove physics slide door to a state.
* **asName**: name of the door.
* **alState**: -1=closed, 1= open
----
== PhysicsSlideDoor_SetLocked ==
void PhysicsSlideDoor_SetLocked(const tString &in asName,
bool abLocked,
bool abEffects)
Sets the physics slide door as locked or unlocked
* **asName**: name of the door.
* **abLocked**: true = lock the door - false = unlock the door
* **abEffects**: true = use effects - false = do not use effects.
----
== SlideDoor_SetClosed ==
void SlideDoor_SetClosed(const tString &in asName,
bool abClosed,
bool abInstant=false)
Sets the close state of a SlideDoor. Simplified version of SlideDoor_SetOpenAmount.
* **asName**: name of the door.
* **abClosed**: true = close - false = open
* **abInstant**: if the door should slide to the correct state or just have the new position set instantly.
----
== SlideDoor_SetOpenAmount ==
void SlideDoor_SetOpenAmount(const tString &in asName,
float afOpenAmount,
bool abInstant=false)
Moves a SlideDoor to a specific open amount.
* **asName**: name of the door.
* **afOpenAmount**: the open amount to set
* **abInstant**: if the door should slide to the correct state or just have the new position set instantly.
----
== SlideDoor_GetOpenAmount ==
float SlideDoor_GetOpenAmount(const tString &in asName)
Gets the open amount of a SlideDoor, 0 being completely closed and 1 being completely open.
* **asName**: name of the door.
**Returns**: open amount of the door.
----
== SlideDoor_SetOpenableByAgent ==
void SlideDoor_SetOpenableByAgent(const tString &in asName,
bool abX)
Sets if the agents should be able to open the slide door.
* **asName**: name of the door.
* **abX**: if possible to open or not.
----
== Slide_SetSlideAmount ==
void Slide_SetSlideAmount(const tString &in asName,
float afAmount)
Sets the slide amount of a Slide prop, 0 being at it' min position and 1 being at its max.
* **asName**: name of the prop.
* **afAmount**: the slide amount to set.
----
== Slide_GetSlideAmount ==
float Slide_GetSlideAmount(const tString &in asName)
Gets the slide amount of a Slide prop, 0 being at it' min position and 1 being at its max.
* **asName**: name of the prop.
**Returns**: the slide amount.
----
== Slide_GetSlideVel ==
cVector3f Slide_GetSlideVel(const tString &in asName)
Gets the velocity of the slide joint.
* **asName**: name of the prop.
**Returns**: the vel of the slide joint.
----
== Slide_AutoMoveTo ==
void Slide_AutoMoveTo(const tString &in asName,
float afAmount)
Auto moves the slide prop to a specific amount?
* **asName**: name of the prop.
* **afAmount**: the slide amount to set.
----
== Slide_SetLocked ==
void Slide_SetLocked(const tString &in asName,
bool abLocked,
bool abEffects)
Locks/Unlocks a slide prop.
* **asName**: name of the prop.
* **abLocked**: if the slide prop should be locked or not.
* **abEffects**: if sounds and any other effects associated with locking/unlocking should be activated
----
== Slide_GetLocked ==
bool Slide_GetLocked(const tString &in asName)
Get if the slide prop is locked.
* **asName**: name of the prop.
----
== Wheel_GetState ==
int Wheel_GetState(const tString &in asName)
Gets the state of the wheel
* **asName**: name of wheel.
**Returns**: -1 = min, 0 = middle, 1 = max
----
== Wheel_SetAngle ==
void Wheel_SetAngle(const tString &in asName,
float afAngle,
bool abAutoMove)
Sets the angle of a wheel.
* **asName**: name of wheel.
* **afAngle**: angle to set in radians.
* **abAutoMove**: if the wheel should move to the angle automatically.
----
== Wheel_GetCurrentAngle ==
float Wheel_GetCurrentAngle(const tString &in asName)
Gets the angle of a wheel.
* **asName**: name of wheel.
**Returns**: angle in radians
----
== Wheel_SetStuckState ==
void Wheel_SetStuckState(const tString &in asName,
int alState,
bool abEffects)
Sets the stuck state of a wheel.
* **asName**: name of wheel.
* **alState**: stuck state where -1 = stuck at min, 1 = stuck at max and 0 = not stuck.
* **abEffects**: if the change should activate effects associated with it. If false, the change will not be apparent to the player.
----
== Wheel_SetInteractionDisablesStuck ==
void Wheel_SetInteractionDisablesStuck(const tString &in asName,
bool abX)
Sets if player interaction will disable the stuck state of a wheel.
* **asName**: name of wheel.
* **abX**: true = interaction disables stuck state - false = interaction has no effect on stuck state.
----
== Lever_GetState ==
int Lever_GetState(const tString &in asName)
Gets the state of the lever
* **asName**: name of lever.
**Returns**: int -1 = min, 0 = middle, 1 = max
----
== Lever_SetInteractionDisablesStuck ==
void Lever_SetInteractionDisablesStuck(const tString &in asName,
bool abX)
Sets if player interaction will disable the stuck state of a lever.
* **asName**: name of lever.
* **abX**: true = interaction disables stuck state - false = interaction has no effect on stuck state.
----
== Lever_SetStuckState ==
void Lever_SetStuckState(const tString &in asName,
int alState,
bool abEffects)
Sets the stuck state of a lever.
* **asName**: name of lever.
* **alState**: stuck state where -1 = stuck at min, 1 = stuck at max and 0 = not stuck.
* **abEffects**: if the change should activate effects associated with it. If false, the change will not be apparent to the player.
----
== Lever_SetAutoMoveEnabled ==
void Lever_SetAutoMoveEnabled(const tString &in asName,
bool abAutoMove)
Enables or disables the auto move property of the lever.
* **asName**: name of lever.
* **abAutoMove**: if true, auto move will be enabled.
----
== Lever_SetAutoMoveTarget ==
void Lever_SetAutoMoveTarget(const tString &in asName,
int alTarget)
Sets the auto move target of the lever.
* **asName**: name of lever.
* **alTarget**: -1 = min, 0 = middle, 1 = max
----
== Button_SetSwitchedOn ==
void Button_SetSwitchedOn(const tString &in asName,
bool abState,
bool abEffects)
Switches a button on/off.
* **asName**: name of button.
* **abState**: true = on - false = off.
* **abEffects**: if the change should activate effects associated with it. If false, the change will not be apparent to the player.
----
== Button_IsSwitchedOn ==
bool Button_IsSwitchedOn(const tString &in asName)
Returns true if button is currently switched on.
* **asName**: name of button.
**Returns**: if the button is switched on.
----
== Button_SetCanBeSwitchedOn ==
void Button_SetCanBeSwitchedOn(const tString &in asName,
bool abState)
Sets if the button can be switched on by the player or not
* **asName**: name of button.
* **abState**: true = can be switched on - false = can't be switched on.
----
== Button_SetCanBeSwitchedOff ==
void Button_SetCanBeSwitchedOff(const tString &in asName,
bool abState)
Sets if the button can be switched off by the player or not
* **asName**: name of button.
* **abState**: true = can be switched off - false = can't be switched off.
----
== Button_SetLocked ==
void Button_SetLocked(const tString &in asName,
bool abState,
bool abUseEffects=true)
Sets the button's locked state
* **asName**: name of button.
* **abState**: true = locked, false = unlocked.
* **abUseEffects**: if color should fade in or be set instantly.
----
== Button_SetDisabled ==
void Button_SetDisabled(const tString &in asName,
bool abState,
bool abUseEffects=true)
Sets the buttons disabled state
* **asName**: name of button.
* **abState**: true = disabled, false = not disabled
* **abUseEffects**: if color should fade in or be set instantly.
----
== Button_IsLocked ==
bool Button_IsLocked(const tString &in asName)
Checks if the button is locked.
* **asName**: name of button.
**Returns**: true = locked, false = unlocked.
----
== Button_IsDisabled ==
bool Button_IsDisabled(const tString &in asName)
Checks if the button is disabled (will not light up or respond to presses).
* **asName**: name of button.
**Returns**: true = disabled, false = enabled.
----
== Button_Blink ==
void Button_Blink(const tString &in asName)
Makes the button blink in accordance to how it is set up in the ent file.
* **asName**: name of button.
----
== MovingButton_SetSwitchedOn ==
void MovingButton_SetSwitchedOn(const tString &in asName,
bool abState,
bool abEffects)
Switches a button on/off.
* **asName**: name of button.
* **abState**: true = on - false = off.
* **abEffects**: if the change should activate effects associated with it. If false, the change will not be apparent to the player.
----
== MovingButton_SetCanBeSwitchedOn ==
void MovingButton_SetCanBeSwitchedOn(const tString &in asName,
bool abState)
Sets if the moving button can be switched on by the player or not
* **asName**: name of button.
* **abState**: true = can be switched on - false = can't be switched on.
----
== MovingButton_SetCanBeSwitchedOff ==
void MovingButton_SetCanBeSwitchedOff(const tString &in asName,
bool abState)
Sets if the moving button can be switched off by the player or not
* **asName**: name of button.
* **abState**: true = can be switched off - false = can't be switched off.
----
== MovingButton_IsSwitchedOn ==
bool MovingButton_IsSwitchedOn(const tString &in asName)
Returns the state of the button, on/off.
* **asName**: name of button.
**Returns**: true = on - false = off.
----
== MovingButton_SetReturnToOffTime ==
void MovingButton_SetReturnToOffTime(const tString &in asName,
float afTime)
Sets the time it should take for the button to return to its off state.
* **asName**: name of button.
* **afTime**: time to return to off state.
----
== MovingButton_SetLocked ==
void MovingButton_SetLocked(const tString &in asName,
bool abState,
bool abUseEffects=true)
Sets the MovingButtons locked state
* **asName**: name of MovingButton.
* **abState**: true = locked, false = unlocked.
* **abUseEffects**: if color should fade in or be set instantly.
----
== MovingButton_SetDisabled ==
void MovingButton_SetDisabled(const tString &in asName,
bool abState,
bool abUseEffects=true)
Sets the MovingButtons disabled state
* **asName**: name of MovingButton.
* **abState**: true = disabled, false = not disabled
* **abUseEffects**: if color should fade in or be set instantly.
----
== MovingButton_IsLocked ==
bool MovingButton_IsLocked(const tString &in asName)
Checks if the MovingButton is locked.
* **asName**: name of MovingButton.
**Returns**: true = locked, false = unlocked.
----
== MovingButton_IsDisabled ==
bool MovingButton_IsDisabled(const tString &in asName)
Checks if the MovingButton is disabled (will not light up or respond to presses).
* **asName**: name of MovingButton.
**Returns**: true = disabled, false = enabled.
----
== MovingButton_Blink ==
void MovingButton_Blink(const tString &in asName)
Makes the MovingButton blink in accordance to how it is set up in the ent file.
* **asName**: name of MovingButton.
----
== MovingButton_GetStateAmount ==
float MovingButton_GetStateAmount(const tString &in asName)
Returns the current state of the MovingButton
* **asName**: name of MovingButton.
----
== LevelDoor_SetLocked ==
void LevelDoor_SetLocked(const tString &in asName,
bool abState)
Sets the lock state of a level door
* **asName**: name of level door.
* **abState**: true = locked - false = unlocked.
----
== LevelDoor_GetLocked ==
bool LevelDoor_GetLocked(const tString &in asName)
Gets the lock state of a level door
* **asName**: name of level door.
**Returns**: true = locked - false = unlocked.
----
== MoveObject_SetState ==
void MoveObject_SetState(const tString &in asName,
float afState)
Sets the state of the move object. This makes it move to a certain postion between min or max pos (or outside of that is <0 or >1).
* **asName**: name of move object
* **afState**: true = locked - false = unlocked.
----
== MoveObject_SetStateExt ==
void MoveObject_SetStateExt(const tString &in asName,
float afState,
float afAcc,
float afMaxSpeed,
float afSlowdownDist,
bool abResetSpeed)
This will also set the speeed and acc at which the movement occurs.
* **asName**: name of move object
* **afState**: true = locked - false = unlocked.
* **afAcc**: the acceleration of the movement
* **afMaxSpeed**: the max speed.
* **afSlowdownDist**: the distance from the state postion that it will start slowing to a halt.
* **abResetSpeed**: if the previous speed should be reset.
----
== Meter_SetState ==
void Meter_SetState(const tString &in asName,
float afState,
bool abFadeToState=true)
Sets the state of the needle object in meter. Which then makes the needle move to the specified state.
* **asName**: name of meter object
* **afState**: percentage of where the needle should be. 0-1 (min pos - max pos).
* **abFadeToState**: if true then the needle will fade to state instead of skipping to it.
----
== Meter_SetShakeMul ==
void Meter_SetShakeMul(const tString &in asName,
float afShakeMul)
Sets the shake multiplier of the needle object in meter.
* **asName**: name of meter object
* **afShakeMul**: the shaking multiplier. capped at 10.
----
== Meter_SetSpeedMul ==
void Meter_SetSpeedMul(const tString &in asName,
float afSpeedMul)
Sets the speed multiplier of the needle object in meter.
* **asName**: name of meter object
* **afSpeedMul**: the speed multiplier.
----
== Terminal_SetAllowInteraction ==
void Terminal_SetAllowInteraction(const tString &in asName,
bool abX)
Set if the terminal should allow interaction from player
* **asName**: name of terminal. Wildcards are allowed.
* **abX**: if interactions are allowed or not
----
== Terminal_SetGuiActive ==
void Terminal_SetGuiActive(const tString &in asName,
bool abX,
float afFadeTime=0.0f)
Set if the terminal should visible. If off, the offline color is used.
* **asName**: name of terminal. Wildcards are allowed.
* **abX**: if the GUI should be active or not.
* **afFadeTime**: time the GUI will be fading in/out (in seconds).
----
== Terminal_IsGuiActive ==
bool Terminal_IsGuiActive(const tString &in asName)
Get if the terminal GUI is active.
* **asName**: name of terminal.
----
== Terminal_SetOnGuiFunction ==
void Terminal_SetOnGuiFunction(const tString &in asName,
const tString &in asCallback)
Set the terminal's GUI method
* **asName**: name of terminal.
* **asCallback**: terminal update method, prototype void OnGUI(const tString &in asEntityName, float afTimeStep)
----
== Terminal_SetEnterCallback ==
void Terminal_SetEnterCallback(const tString &in asName,
const tString &in asCallback)
Set the terminal's Enter callback
* **asName**: name of terminal.
* **asCallback**: Callback called when entering terminal. Syntax for callback function: void FuncName(const tString&in asEntityName)
----
== Terminal_SetLeaveCallback ==
void Terminal_SetLeaveCallback(const tString &in asName,
const tString &in asCallback)
Set the terminal's Leave callback
* **asName**: name of terminal.
* **asCallback**: Callback called when leaving terminal. Syntax for callback function: void FuncName(const tString&in asEntityName)
----
== Terminal_SetUpdateWhenOutOfView ==
void Terminal_SetUpdateWhenOutOfView(const tString &in asName,
bool abX)
Set if the terminal should update when not visible. Use sparingly.
* **asName**: name of terminal.
* **abX**: if it should update when not visible.
----
== Terminal_ForceCacheUpdate ==
void Terminal_ForceCacheUpdate(const tString &in asName)
Forces the terminal to update its cache. Used to stop drastic changes to the look of a GUI from popping into view when the terminal switches from cache to normal rendering.
* **asName**: name of terminal.
----
== Terminal_SetFPSWhenIdle ==
void Terminal_SetFPSWhenIdle(const tString &in asName,
float afFPS)
Sets the FPS of the terminal when not in focus.
* **asName**: name of terminal.
* **afFPS**: times/second to update the terminal when not in focus.
----
== Terminal_SetShowMouse ==
void Terminal_SetShowMouse(const tString &in asPropName,
bool abShow)
----
== Terminal_GetImGuiStateInt ==
int Terminal_GetImGuiStateInt(const tString &in asPropName,
const tString &in asVarName,
int alDefault=0)
----
== Terminal_GetImGuiStateBool ==
bool Terminal_GetImGuiStateBool(const tString &in asPropName,
const tString &in asVarName,
bool alDefault=false)
----
== Terminal_GetImGuiStateFloat ==
float Terminal_GetImGuiStateFloat(const tString &in asPropName,
const tString &in asVarName,
float afDefault=0.0f)
----
== Terminal_GetImGuiStateVector3f ==
cVector3f Terminal_GetImGuiStateVector3f(const tString &in asPropName,
const tString &in asVarName,
const cVector3f &in avDefault)
----
== Terminal_GetImGuiStateColor ==
cColor Terminal_GetImGuiStateColor(const tString &in asPropName,
const tString &in asVarName,
const cColor &in aDefault)
----
== Terminal_SetImGuiStateInt ==
void Terminal_SetImGuiStateInt(const tString &in asPropName,
const tString &in asVarName,
int alVal)
----
== Terminal_SetImGuiStateBool ==
void Terminal_SetImGuiStateBool(const tString &in asPropName,
const tString &in asVarName,
bool abVal)
----
== Terminal_SetImGuiStateFloat ==
void Terminal_SetImGuiStateFloat(const tString &in asPropName,
const tString &in asVarName,
float afVal)
----
== Terminal_SetImGuiStateVector3f ==
void Terminal_SetImGuiStateVector3f(const tString &in asPropName,
const tString &in asVarName,
const cVector3f &in avVal)
----
== Terminal_SetImGuiStateColor ==
void Terminal_SetImGuiStateColor(const tString &in asPropName,
const tString &in asVarName,
const cColor &in aVal)
----
== Terminal_IncImGuiStateInt ==
void Terminal_IncImGuiStateInt(const tString &in asPropName,
const tString &in asVarName,
int alVal)
----
== Terminal_IncImGuiStateFloat ==
void Terminal_IncImGuiStateFloat(const tString &in asPropName,
const tString &in asVarName,
float afVal)
----
== Terminal_IncImGuiStateVector3f ==
void Terminal_IncImGuiStateVector3f(const tString &in asPropName,
const tString &in asVarName,
const cVector3f &in avVal)
----
== Terminal_IncImGuiStateColor ==
void Terminal_IncImGuiStateColor(const tString &in asPropName,
const tString &in asVarName,
const cColor &in aVal)
----
== Terminal_FadeImGuiStateFloat ==
void Terminal_FadeImGuiStateFloat(const tString &in asPropName,
const tString &in asVarName,
float afGoalVal,
float afTime,
eEasing aType=eEasing_QuadInOut,
bool abReplaceIfExist=true)
----
== Terminal_FadeImGuiStateVector3f ==
void Terminal_FadeImGuiStateVector3f(const tString &in asPropName,
const tString &in asVarName,
cVector3f avGoalVal,
float afTime,
eEasing aType=eEasing_QuadInOut,
bool abReplaceIfExist=true)
----
== Terminal_FadeImGuiStateColor ==
void Terminal_FadeImGuiStateColor(const tString &in asPropName,
const tString &in asVarName,
cColor aGoalVal,
float afTime,
eEasing aType=eEasing_QuadInOut,
bool abReplaceIfExist=true)
----
== Terminal_StopImGuiFade ==
void Terminal_StopImGuiFade(const tString &in asPropName,
const tString &in asVarName)
----
== Grab_SetForceMul ==
void Grab_SetForceMul(const tString &in asName,
float afForceMul)
Sets the forcemul of a grab prop.
* **asName**: name of grab prop
* **afForceMul**: the new forcemul
----
== Readable_SetCloseCallback ==
void Readable_SetCloseCallback(const tString &in asName,
const tString &in asCallback)
Syntax for callback function: void FuncName(const tString &in asEntity).
----
== Readable_SetOpenEntityFile ==
void Readable_SetOpenEntityFile(const tString &in asName,
const tString &in asEntityFile)
Sets the open entity file of the readable prop
* **asName**: name of readable prop
* **asEntityFile**: the new entity file name
----
== Tool_SetAutoHideAfterPickup ==
void Tool_SetAutoHideAfterPickup(const tString &in asName,
bool abX)
Sets if a tool should be hidden automatically after getting picked up and being displayed for a brief moment
* **asName**: name of the tool
* **abX**: if it should autohide
----
== Tool_SetHighlightActive ==
void Tool_SetHighlightActive(const tString &in asName,
bool abX)
Sets if a tool should have the highlight effect when looked at.
* **asName**: name of the tool
* **abX**: if it shoudl get highlighted
----
== Tool_PickUp ==
void Tool_PickUp(const tString &in asName,
bool abEquipTool,
bool abCallback)
Adds the specified tool to the player's inventory. Similar to calling the entity interact on the tool entity, but with more control.
* **asName**: the name of the tool entity to pickup.
* **abEquipTool**: if the tool should be equipped immediately. If the tool has AutoHide active it will still autohide after a while.
* **abCallback**: if the tool's pickup callback should be executed.
----
== Tool_GetHandAnimationSuffix ==
tString Tool_GetHandAnimationSuffix(const tString &in asName)
Returns the hand animation prefix specified for the tool.
* **asName**: the name of the tool entity.
**Returns**: the tool's hand animation prefix.
----
== EnergySource_SetEnergy ==
void EnergySource_SetEnergy(const tString &in asName,
float afX)
Sets the energy level of an energy source
* **asName**: the name of the energy source.
* **afX**: the energy amount
----
== ParticleSystem_CreateAtEntity ==
cParticleSystem ParticleSystem_CreateAtEntity(const tString &in asPSName,
const tString &in asPSFile,
const tString &in asEntity,
bool abAttach)
Creates a particle system at entity.
* **asPSName**: name of the particle system entity to be created.
* **asPSFile**: .ps file to create particle system from.
* **asEntity**: entity to create particle system at. Can be "player".
* **abAttach**: whether the particle system should be attached to the entity it is created at.
**Returns**: cParticleSystem, the created particle system or null if the function fails.
----
== ParticleSystem_CreateAtEntityExt ==
cParticleSystem ParticleSystem_CreateAtEntityExt(const tString &in asPSName,
const tString &in asPSFile,
const tString &in asEntity,
bool abAttach,
const cColor &in acColor,
float afBrightness=1.0f,
bool abFadeAtDistance=false,
float afFadeMinEnd=1.0f,
float afFadeMinStart=2.0f,
float afFadeMaxStart=100.0f,
float afFadeMaxEnd=110.0f)
Creates a particle system at entity with extra options.
* **asPSName**: name of the particle system entity to be created.
* **asPSFile**: .ps file to create particle system from.
* **asEntity**: entity to create particle system at. Can be "player".
* **abAttach**: whether the particle system should be attached to the entity it is created at.
* **acColor**: color of the particle system.
* **afBrightness**: brightness of the particle system.
* **abFadeAtDistance**: if the particles should fade depending on distance from the player.
* **afFadeMinEnd**: when the player is closer than this, the particles are invisible.
* **afFadeMinStart**: distance to the player where the particles will start fading if the player gets closer.
* **afFadeMaxStart**: distance to the player where the particles will start fading if the player gets further away.
* **afFadeMaxEnd**: when the player is further away than this, the particles are invisible.
**Returns**: the created particle system or null if the function fails.
----
== ParticleSystem_Destroy ==
void ParticleSystem_Destroy(const tString &in asPSName)
Destroy a particle system. Can contain wildcards.
* **asPSName**: name of the particle system entity to be destroyed.
----
== ParticleSystem_SetVisible ==
void ParticleSystem_SetVisible(const tString &in asPSName,
bool abVisible)
Sets the visibility of a particle system.
* **asPSName**: name of the particle system. Can contain wildcards.
* **abVisible**: if is should be set to visible or not.
----
== ParticleSystem_SetColor ==
void ParticleSystem_SetColor(const tString &in asPSName,
const cColor &in acColor)
Sets the color of a particle system.
* **asPSName**: name of the particle system. Can contain wildcards.
* **acColor**: the color to set
----
== ParticleSystem_SetBrightness ==
void ParticleSystem_SetBrightness(const tString &in asPSName,
float afBrightness)
Sets the brightness of a particle system.
* **asPSName**: name of the particle system. Can contain wildcards.
* **afBrightness**: the color to set
----
== ParticleSystem_SetActive ==
void ParticleSystem_SetActive(const tString &in asPSName,
bool abActive)
Activates or deactivates a particle system.
* **asPSName**: name of the particle system. Can contain wildcards.
* **abActive**: if is should be set to active.
----
== ParticleSystem_AttachToEntity ==
void ParticleSystem_AttachToEntity(const tString &in asPSName,
const tString &in asEntityName)
Attaches a particle system to an entity.
* **asPSName**: name of the particle system, can contain wildcards(*).
* **asEntityName**: name of the entity to attach the particle system to.
----
== ParticleSystem_Exists ==
bool ParticleSystem_Exists(const tString &in asPSName)
Returns true or false if a given particle system exists
* **asPSName**: name of the particle system. Can contain wildcards.
----
== ParticleSystem_Preload ==
void ParticleSystem_Preload(const tString &in asFile)
Preload particle system data
* **asFile**: file to preload
----
== Light_FadeTo ==
void Light_FadeTo(const tString &in asLightName,
const cColor &in acColor,
float afRadius,
float afTime)
Fades one or more lights to a specified color and radius.
* **asLightName**: name of light. Can contain wildcards.
* **acColor**: color to fade to.
* **afRadius**: radius to fade to, if lower than 0, the current radius will be used.
* **afTime**: time to fade over.
----
== Light_SetVisible ==
void Light_SetVisible(const tString &in asLightName,
bool abVisible)
Sets the visibility of one or more lights
* **asLightName**: name of light. Can contain wildcards.
* **abVisible**: if light should be visible.
----
== Light_SetBrightness ==
void Light_SetBrightness(const tString &in asLightName,
float afBrightness)
Sets the brightness of one or more lights
* **asLightName**: name of light. Can contain wildcards.
* **afBrightness**: the brightness to set.
----
== Light_SetShadowBiasMul ==
void Light_SetShadowBiasMul(const tString &in asLightName,
float afBias,
float afSlopeBias)
Sets the shadow bias for one or more lights
* **asLightName**: name of light. Can contain wildcards.
* **afBias**: bias mul
* **afSlopeBias**: slope bias mul
----
== Light_SetCheapGobo ==
void Light_SetCheapGobo(const tString &in asLightName,
bool abX)
Sets if a cheaper version of gobo rendering should be used
* **asLightName**: name of light. Can contain wildcards.
* **abX**: if cheap version should be used, off by default
----
== Light_GetBrightness ==
float Light_GetBrightness(const tString &in asLightName)
Gets the brightness of a light
* **asLightName**: name of light.
**Returns**: the brightness of the light
----
== Light_SetFlickerActive ==
void Light_SetFlickerActive(const tString &in asLightName,
bool abX)
Activates or deactivates the flicker of one or more lights
* **asLightName**: name of light. Can contain wildcards.
* **abX**: if flicker should be active.
----
== Light_SetCastShadows ==
void Light_SetCastShadows(const tString &in asLightName,
bool abX)
Sets the casts shadow. Used only by spotlights (for now).
* **asLightName**: name of the light. Can contain wildcards.
* **abX**: if light should cast shadows.
----
== IrradianceSet_FadeIn ==
void IrradianceSet_FadeIn(const tString &in asSet,
float afTime)
Fades in the specified set on all probes belonging to it. This also fades out the currently active set for these probes.
* **asSet**: set to fade in.
* **afTime**: how long it should take until the fade is done.
----
== IrradianceSet_FadeInSingleProbe ==
void IrradianceSet_FadeInSingleProbe(const tString &in asProbe,
const tString &in asSet,
float afTime)
Fades in the specified set on a specific probe. This also fades out the currently active set for these probes.
* **asProbe**: the probe to fade in the set on. Wildcards (*) supported.
* **asSet**: set to fade in.
* **afTime**: how long it should take until the fade is done.
----
== Billboard_SetVisible ==
void Billboard_SetVisible(const tString &in asBillboardName,
bool abVisible)
Sets if a billboard should be rendered or not.
* **asBillboardName**: name of billboard. Can contain wildcards.
* **abVisible**: if the billboard should be visible or not.
----
== Billboard_SetRangeMin ==
void Billboard_SetRangeMin(const tString &in asBillboardName,
float afRangeStart,
float afRangeEnd)
Sets the minimum range of a billboard, getting closer will cause the billboard to fade out
* **asBillboardName**: name of billboard. Can contain wildcards.
* **afRangeStart**: distance the object should start to fade, -1 = no fade
* **afRangeEnd**: distance the object fade is complete, -1 = no fade
----
== Billboard_SetRangeMax ==
void Billboard_SetRangeMax(const tString &in asBillboardName,
float afRangeStart,
float afRangeEnd)
Sets the max range of a billboard, getting far away will cause the billboard to fade out
* **asBillboardName**: name of billboard. Can contain wildcards.
* **afRangeStart**: distance the object should start to fade, -1 = no fade
* **afRangeEnd**: distance the object fade is complete, -1 = no fade
----
== Billboard_SetBrightness ==
void Billboard_SetBrightness(const tString &in asBillboardName,
float afBrightness)
Sets the brightness of a billboard
* **asBillboardName**: name of billboard. Can contain wildcards.
* **afBrightness**: new brightness
----
== Billboard_SetReflectionVisibility ==
void Billboard_SetReflectionVisibility(const tString &in asBillboardName,
bool abVisibleInReflection,
bool abVisibleInWorld)
Sets whether the billboard is drawn in reflections or not, and the real world or not.
* **asBillboardName**: name of billboard. Can contain wildcards.
* **abVisibleInReflection**: whether the entity is drawn in reflections
* **abVisibleInWorld**: whether the entity is drawn in the real world
----
== LensFlare_SetVisible ==
void LensFlare_SetVisible(const tString &in asLensFlareName,
bool abVisible)
Sets if a lens flare should be rendered or not.
* **asLensFlareName**: name of lens flare. Can contain wildcards.
* **abVisible**: if the lens flare should be visible or not.
----
== FogArea_SetVisible ==
void FogArea_SetVisible(const tString &in asFogAreaName,
bool abActive)
----
== FogArea_SetVisibleInReflection ==
void FogArea_SetVisibleInReflection(const tString &in asFogAreaName,
bool abActive)
----
== Map_GetParticleSystemArray ==
bool Map_GetParticleSystemArray(const tString &in asName,
array< cParticleSystem @> &inout avOutParticles)
Creates an array of particle systems with a given name.
* **asName**: name of particle systems. May contain * as wildcards.
* **avOutParticles**: reference to array that will be filled with particle systems.
----
== Map_GetLightArray ==
bool Map_GetLightArray(const tString &in asName,
array< iLight @> &inout avOutLights)
Creates an array of lights with a given name.
* **asName**: name of lights. May contain * as wildcards.
* **avOutLights**: reference to array that will be filled with lights.
**Returns**: array of lights found.
----
== Map_GetBillboardArray ==
bool Map_GetBillboardArray(const tString &in asName,
array< cBillboard @> &inout avOutBillboards)
Creates an array of billboards with a given name.
* **asName**: name of billboards. May contain * as wildcards.
* **avOutBillboards**: reference to array that will be filled with billboards.
**Returns**: array of billboards found.
----
== Map_GetLensFlareArray ==
bool Map_GetLensFlareArray(const tString &in asName,
array< cLensFlare @> &inout avOutLensFlares)
Creates an array of lens flares with a given name.
* **asName**: name of lens flares. May contain * as wildcards.
* **avOutLensFlares**: reference to array that will be filled with lens flares.
**Returns**: array of lens flares found.
----
== Map_GetFogAreaArray ==
bool Map_GetFogAreaArray(const tString &in asName,
array< cFogArea @> &inout avOutFogAreas)
Creates an array of fog areas with a given name.
* **asName**: name of fog areas. May contain * as wildcards.
* **avOutFogAreas**: reference to array that will be filled with fog areas.
**Returns**: array of fog areas found.
----
== Math_CatmullRom ==
void Math_CatmullRom(cVector3f &out avResult,
const cVector3f &in avP0,
const cVector3f &in avP1,
const cVector3f &in avP2,
const cVector3f &in avP3,
float afFract)
A function that gives you a point along a spline made up of four points. The spline is guaranteed to hit the second and third points.
* **avResult**: the resulting point on the spline.
* **avP0**: the first point.
* **avP1**: the second point.
* **avP2**: the third point.
* **avP3**: the fourth point.
* **afFract**: the normalized distance along the spline to check. 0 is at the second point, 1 is at the third point. Should not go out of the range 0-1.
----
== String_SecondsToClockDisplay ==
tString String_SecondsToClockDisplay(float afSeconds,
bool abShowHours,
bool abShowMinutes,
bool abShowSeconds,
bool abShowHundredths)
----
== Body_AddForce ==
void Body_AddForce(const tString &in asBodyName,
const cVector3f &in avForce,
bool abLocalSpace)
Adds force to the specified body.
* **asBodyName**: name of the body.
* **avForce**: force to add.
* **abLocalSpace**: if the force is in the body's local space.
----
== Body_AddImpulse ==
void Body_AddImpulse(const tString &in asBodyName,
const cVector3f &in avImpulse,
bool abLocalSpace)
Adds an impulse to the specified body.
* **asBodyName**: name of the body.
* **avImpulse**: impulse to add.
* **abLocalSpace**: if the impulse is in the body's local space.
----
== Body_SetCollides ==
void Body_SetCollides(const tString &in asBodyName,
bool abCollides)
Sets whether a body collides with other bodies or not.
* **asBodyName**: name of the body.
* **abCollides**: if it should collide or not.
----
== Body_GetEntityName ==
tString Body_GetEntityName(const tString &in asBodyName)
Gets the name of the entity the body belongs to
* **asBodyName**: name of the body.
**Returns**: Name of the entity.
----
== Joint_Break ==
void Joint_Break(const tString &in asJointName)
Breaks the specified joint.
* **asJointName**: name of the joint.
----
== Joint_IsBroken ==
bool Joint_IsBroken(const tString &in asJointName)
Checks if the specified joint is broken.
* **asJointName**: name of the joint.
**Returns**: true if the joint is broken.
----
== Joint_SetBreakable ==
void Joint_SetBreakable(const tString &in asJointName,
bool abBreakable)
Sets if the joint should be breakable by force or not.
* **asJointName**: name of the joint.
* **abBreakable**: true if the joint should be breakable, false if it shouldn't.
----
== Joint_GetForceSize ==
float Joint_GetForceSize(const tString &in asJointName)
Gets the force magnitude applied to the specified joint.
* **asJointName**: name of the joint.
**Returns**: force size
----