====== 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 ----