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hpl3:game:scripting:function_reference:hps_api

Table of Contents

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.


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.


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


hpl3/game/scripting/function_reference/hps_api.txt · Last modified: 2015/10/29 09:24 by luis