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< title > TombEngine 1.8.1 Lua API< / title >
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< h1 > TombEngine< / h1 >
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< li > < a href = "../index.html" > Index< / a > < / li >
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< h2 > 1 Modules< / h2 >
< ul class = "nowrap" >
< li > < a href = "../1 modules/Effects.html" > Effects< / a > < / li >
< li > < a href = "../1 modules/Flow.html" > Flow< / a > < / li >
< li > < a href = "../1 modules/Input.html" > Input< / a > < / li >
< li > < a href = "../1 modules/Inventory.html" > Inventory< / a > < / li >
< li > < a href = "../1 modules/Logic.html" > Logic< / a > < / li >
< li > < a href = "../1 modules/Objects.html" > Objects< / a > < / li >
< li > < a href = "../1 modules/Sound.html" > Sound< / a > < / li >
< li > < a href = "../1 modules/Strings.html" > Strings< / a > < / li >
< li > < a href = "../1 modules/Util.html" > Util< / a > < / li >
< li > < a href = "../1 modules/View.html" > View< / a > < / li >
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< h2 > 2 Classes< / h2 >
< ul class = "nowrap" >
< li > < here > Collision.Probe< / here > < / li >
< li > < a href = "../2 classes/Flow.Level.html" > Flow.Level< / a > < / li >
< li > < a href = "../2 classes/Flow.Settings.html" > Flow.Settings< / a > < / li >
< li > < a href = "../2 classes/Flow.Statistics.html" > Flow.Statistics< / a > < / li >
< li > < a href = "../2 classes/Objects.AIObject.html" > Objects.AIObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Camera.html" > Objects.Camera< / a > < / li >
< li > < a href = "../2 classes/Objects.LaraObject.html" > Objects.LaraObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Moveable.html" > Objects.Moveable< / a > < / li >
< li > < a href = "../2 classes/Objects.Room.html" > Objects.Room< / a > < / li >
< li > < a href = "../2 classes/Objects.Sink.html" > Objects.Sink< / a > < / li >
< li > < a href = "../2 classes/Objects.SoundSource.html" > Objects.SoundSource< / a > < / li >
< li > < a href = "../2 classes/Objects.Static.html" > Objects.Static< / a > < / li >
< li > < a href = "../2 classes/Objects.Volume.html" > Objects.Volume< / a > < / li >
< li > < a href = "../2 classes/Strings.DisplayString.html" > Strings.DisplayString< / a > < / li >
< li > < a href = "../2 classes/View.DisplaySprite.html" > View.DisplaySprite< / a > < / li >
< / ul >
< h2 > 3 Primitive Classes< / h2 >
< ul class = "nowrap" >
< li > < a href = "../3 primitive classes/Flow.Fog.html" > Flow.Fog< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.Horizon.html" > Flow.Horizon< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.InventoryItem.html" > Flow.InventoryItem< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.LensFlare.html" > Flow.LensFlare< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.SkyLayer.html" > Flow.SkyLayer< / a > < / li >
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< li > < a href = "../3 primitive classes/Flow.Starfield.html" > Flow.Starfield< / a > < / li >
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< li > < a href = "../3 primitive classes/Color.html" > Color< / a > < / li >
< li > < a href = "../3 primitive classes/Rotation.html" > Rotation< / a > < / li >
< li > < a href = "../3 primitive classes/Time.html" > Time< / a > < / li >
< li > < a href = "../3 primitive classes/Vec2.html" > Vec2< / a > < / li >
< li > < a href = "../3 primitive classes/Vec3.html" > Vec3< / a > < / li >
< / ul >
< h2 > 4 Enums< / h2 >
< ul class = "nowrap" >
< li > < a href = "../4 enums/Collision.MaterialType.html" > Collision.MaterialType< / a > < / li >
< li > < a href = "../4 enums/Effects.BlendID.html" > Effects.BlendID< / a > < / li >
< li > < a href = "../4 enums/Effects.EffectID.html" > Effects.EffectID< / a > < / li >
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< li > < a href = "../4 enums/Effects.StreamerFeatherMode.html" > Effects.StreamerFeatherMode< / a > < / li >
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< li > < a href = "../4 enums/Effects.ParticleAnimationType.html" > Effects.ParticleAnimationType< / a > < / li >
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< li > < a href = "../4 enums/Flow.ErrorMode.html" > Flow.ErrorMode< / a > < / li >
< li > < a href = "../4 enums/Flow.FreezeMode.html" > Flow.FreezeMode< / a > < / li >
< li > < a href = "../4 enums/Flow.GameStatus.html" > Flow.GameStatus< / a > < / li >
< li > < a href = "../4 enums/Input.ActionID.html" > Input.ActionID< / a > < / li >
< li > < a href = "../4 enums/Objects.AmmoType.html" > Objects.AmmoType< / a > < / li >
< li > < a href = "../4 enums/Objects.HandStatus.html" > Objects.HandStatus< / a > < / li >
< li > < a href = "../4 enums/Objects.WeaponType.html" > Objects.WeaponType< / a > < / li >
< li > < a href = "../4 enums/Objects.MoveableStatus.html" > Objects.MoveableStatus< / a > < / li >
< li > < a href = "../4 enums/Objects.ObjID.html" > Objects.ObjID< / a > < / li >
< li > < a href = "../4 enums/Objects.RoomFlagID.html" > Objects.RoomFlagID< / a > < / li >
< li > < a href = "../4 enums/Objects.RoomReverb.html" > Objects.RoomReverb< / a > < / li >
< li > < a href = "../4 enums/Sound.SoundTrackType.html" > Sound.SoundTrackType< / a > < / li >
< li > < a href = "../4 enums/Strings.DisplayStringOption.html" > Strings.DisplayStringOption< / a > < / li >
< li > < a href = "../4 enums/Util.LogLevel.html" > Util.LogLevel< / a > < / li >
< li > < a href = "../4 enums/View.AlignMode.html" > View.AlignMode< / a > < / li >
< li > < a href = "../4 enums/View.CameraType.html" > View.CameraType< / a > < / li >
< li > < a href = "../4 enums/View.PostProcessMode.html" > View.PostProcessMode< / a > < / li >
< li > < a href = "../4 enums/View.ScaleMode.html" > View.ScaleMode< / a > < / li >
< / ul >
< h2 > 5 Lua utility modules< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../5 lua utility modules/CustomBar.html" > CustomBar< / a > < / li >
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< li > < a href = "../5 lua utility modules/Diary.html" > Diary< / a > < / li >
< li > < a href = "../5 lua utility modules/EventSequence.html" > EventSequence< / a > < / li >
< li > < a href = "../5 lua utility modules/Timer.html" > Timer< / a > < / li >
< li > < a href = "../5 lua utility modules/Type.html" > Type< / a > < / li >
< / ul >
< / div >
< div id = "content" >
< h1 > Class < code > Collision.Probe< / code > < / h1 >
< p > Represents a collision probe in the game world.< / p >
< p > Provides collision information from a reference world position.< / p >
< h2 > < a href = "#Functions" > Functions< / a > < / h2 >
< table class = "function_list" >
< tr >
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< td class = "name" > < a href = "#Probe" > Probe(pos[, roomNumber])< / a > < / td >
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< td class = "summary" > Create a Probe at a specified world position in a room.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#Probe" > Probe(pos, roomNumber, dir, dist)< / a > < / td >
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< td class = "summary" > Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#Probe" > Probe(pos, roomNumber, rot, dist)< / a > < / td >
< td class = "summary" > Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "#Probe" > Probe(pos, roomNumber, rot, relOffset)< / a > < / td >
< td class = "summary" > Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "#GetPosition" > GetPosition()< / a > < / td >
< td class = "summary" > Get the world position of this Probe.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#GetRoom" > GetRoom()< / a > < / td >
< td class = "summary" > Get the Room object of this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#GetRoomName" > GetRoomName()< / a > < / td >
< td class = "summary" > Get the room name of this Probe.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#GetFloorHeight" > GetFloorHeight()< / a > < / td >
< td class = "summary" > Get the floor height at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#GetCeilingHeight" > GetCeilingHeight()< / a > < / td >
< td class = "summary" > Get the ceiling height at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#GetWaterSurfaceHeight" > GetWaterSurfaceHeight()< / a > < / td >
< td class = "summary" > Get the water surface height at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#GetFloorNormal" > GetFloorNormal()< / a > < / td >
< td class = "summary" > Get the normal of the floor at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#GetCeilingNormal" > GetCeilingNormal()< / a > < / td >
< td class = "summary" > Get the normal of the ceiling at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#GetFloorMaterialType" > GetFloorMaterialType()< / a > < / td >
< td class = "summary" > Get the material type of the floor at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#GetCeilingMaterialType" > GetCeilingMaterialType()< / a > < / td >
< td class = "summary" > Get the material type of the ceiling at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#IsSteepFloor" > IsSteepFloor()< / a > < / td >
< td class = "summary" > Check if the floor at this Probe is steep.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#IsSteepCeiling" > IsSteepCeiling()< / a > < / td >
< td class = "summary" > Check if the ceiling at this Probe is steep.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#IsWall" > IsWall()< / a > < / td >
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< td class = "summary" > Check if the Probe is inside a wall.< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "#IsInsideSolidGeometry" > IsInsideSolidGeometry()< / a > < / td >
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< td class = "summary" > Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "#IsClimbableWall" > IsClimbableWall(headingAngle)< / a > < / td >
< td class = "summary" > Check if there is a climbable wall in the given heading angle at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#IsMonkeySwing" > IsMonkeySwing()< / a > < / td >
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< td class = "summary" > Check if there is a monkey swing sector at this Probe.< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "#IsDeath" > IsDeath()< / a > < / td >
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< td class = "summary" > Check if there is a death sector at this Probe.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#Preview" > Preview()< / a > < / td >
< td class = "summary" > Preview this Probe in the Collision Stats debug page.< / td >
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< / tr >
< / table >
< br / >
< br / >
< h2 class = "section-header " > < a name = "Functions" > < / a > Functions< / h2 >
< dl class = "function" >
< dt >
< a name = "Probe" > < / a >
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< strong > Probe(pos[, roomNumber])< / strong >
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< / dt >
< dd >
Create a Probe at a specified world position in a room.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
World position.
< / li >
< li > < span class = "parameter" > roomNumber< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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Room number. Must be used if probing a position in an overlapping room.
(< em > optional< / em > )
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< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../2 classes/Collision.Probe.html#Probe" > Probe< / a > < / span >
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A new Probe.
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< / ol >
< / dd >
< dt >
< a name = "Probe" > < / a >
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< strong > Probe(pos, roomNumber, dir, dist)< / strong >
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< / dt >
< dd >
Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.
Required to correctly traverse between rooms.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
Origin world position to cast from.
< / li >
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< li > < span class = "parameter" > roomNumber< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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Origin room number.
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< / li >
< li > < span class = "parameter" > dir< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
Direction in which to cast.
< / li >
< li > < span class = "parameter" > dist< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
Distance to cast.
< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../2 classes/Collision.Probe.html#Probe" > Probe< / a > < / span >
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A new Probe.
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< / ol >
< / dd >
< dt >
< a name = "Probe" > < / a >
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< strong > Probe(pos, roomNumber, rot, dist)< / strong >
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< / dt >
< dd >
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Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.
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Required to correctly traverse between rooms.
< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Origin world position to cast from.
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< / li >
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< li > < span class = "parameter" > roomNumber< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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Origin room number.
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< / li >
< li > < span class = "parameter" > rot< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Rotation.html#" > Rotation< / a > < / span >
Rotation defining the direction in which to cast.
< / li >
< li > < span class = "parameter" > dist< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
Distance to cast.
< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../2 classes/Collision.Probe.html#Probe" > Probe< / a > < / span >
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A new Probe.
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< / ol >
< / dd >
< dt >
< a name = "Probe" > < / a >
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< strong > Probe(pos, roomNumber, rot, relOffset)< / strong >
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< / dt >
< dd >
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Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.
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Required to correctly traverse between rooms.
< h3 > Parameters:< / h3 >
< ul >
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< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Origin world position to cast from.
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< / li >
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< li > < span class = "parameter" > roomNumber< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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Origin room number.
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< / li >
< li > < span class = "parameter" > rot< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Rotation.html#" > Rotation< / a > < / span >
Rotation according to which the input relative offset is rotated.
< / li >
< li > < span class = "parameter" > relOffset< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
Relative offset to cast.
< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../2 classes/Collision.Probe.html#Probe" > Probe< / a > < / span >
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A new Probe.
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< / ol >
< / dd >
< dt >
< a name = "GetPosition" > < / a >
< strong > GetPosition()< / strong >
< / dt >
< dd >
Get the world position of this Probe.
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
World position.
< / ol >
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< / dd >
< dt >
< a name = "GetRoom" > < / a >
< strong > GetRoom()< / strong >
< / dt >
< dd >
Get the Room object of this Probe.
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > Room< / span > < / span >
Room object.
< / ol >
< / dd >
< dt >
< a name = "GetRoomName" > < / a >
< strong > GetRoomName()< / strong >
< / dt >
< dd >
Get the room name of this Probe.
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
Room name.
< / ol >
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< / dd >
< dt >
< a name = "GetFloorHeight" > < / a >
< strong > GetFloorHeight()< / strong >
< / dt >
< dd >
Get the floor height at this Probe.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < span class = "type" > int< / span > < / span >
Floor height. < strong > nil: no floor exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "GetCeilingHeight" > < / a >
< strong > GetCeilingHeight()< / strong >
< / dt >
< dd >
Get the ceiling height at this Probe.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < span class = "type" > int< / span > < / span >
Ceiling height. < strong > nil: no ceiling exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "GetWaterSurfaceHeight" > < / a >
< strong > GetWaterSurfaceHeight()< / strong >
< / dt >
< dd >
Get the water surface height at this Probe.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < span class = "type" > int< / span > < / span >
Water surface height. < strong > nil: no water surface exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "GetFloorNormal" > < / a >
< strong > GetFloorNormal()< / strong >
< / dt >
< dd >
Get the normal of the floor at this Probe.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
Floor normal. < strong > nil: no floor exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "GetCeilingNormal" > < / a >
< strong > GetCeilingNormal()< / strong >
< / dt >
< dd >
Get the normal of the ceiling at this Probe.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
Ceiling normal. < strong > nil: no ceiling exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "GetFloorMaterialType" > < / a >
< strong > GetFloorMaterialType()< / strong >
< / dt >
< dd >
Get the material type of the floor at this Probe.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../4 enums/Collision.MaterialType.html#" > MaterialType< / a > < / span >
Floor material type. < strong > nil: no floor exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "GetCeilingMaterialType" > < / a >
< strong > GetCeilingMaterialType()< / strong >
< / dt >
< dd >
Get the material type of the ceiling at this Probe.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < a class = "type" href = "../4 enums/Collision.MaterialType.html#" > MaterialType< / a > < / span >
Ceiling material type. < strong > nil: no ceiling exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "IsSteepFloor" > < / a >
< strong > IsSteepFloor()< / strong >
< / dt >
< dd >
Check if the floor at this Probe is steep.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < span class = "type" > bool< / span > < / span >
Steep floor status. < strong > true: is a steep floor, false: isn't a steep floor, nil: no floor exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "IsSteepCeiling" > < / a >
< strong > IsSteepCeiling()< / strong >
< / dt >
< dd >
Check if the ceiling at this Probe is steep.
< h3 > Returns:< / h3 >
< ol >
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< span class = "types" > < span class = "type" > bool< / span > < / span >
Steep ceiling status. < strong > true: is a steep ceiling, false: isn't a steep ceiling, nil: no ceiling exists< / strong >
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< / ol >
< / dd >
< dt >
< a name = "IsWall" > < / a >
< strong > IsWall()< / strong >
< / dt >
< dd >
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Check if the Probe is inside a wall. Can be used to determine if a wall and ceiling exist.
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > bool< / span > < / span >
Wall status. < strong > true: is a wall, false: isn't a wall< / strong >
< / ol >
< / dd >
< dt >
< a name = "IsInsideSolidGeometry" > < / a >
< strong > IsInsideSolidGeometry()< / strong >
< / dt >
< dd >
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Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > bool< / span > < / span >
Inside geometry status. < strong > true: is inside, false: is outside< / strong >
< / ol >
< / dd >
< dt >
< a name = "IsClimbableWall" > < / a >
< strong > IsClimbableWall(headingAngle)< / strong >
< / dt >
< dd >
Check if there is a climbable wall in the given heading angle at this Probe.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > headingAngle< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
Heading angle at which to check for a climbable wall.
< / li >
< / ul >
< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Climbable wall status. < strong > true: is climbable wall, false: isn't climbable< / strong >
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< / ol >
< / dd >
< dt >
< a name = "IsMonkeySwing" > < / a >
< strong > IsMonkeySwing()< / strong >
< / dt >
< dd >
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Check if there is a monkey swing sector at this Probe.
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Monkey swing sector status. < strong > true: is a monkey swing, false: isn't a monkey swing< / strong >
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< / ol >
< / dd >
< dt >
< a name = "IsDeath" > < / a >
< strong > IsDeath()< / strong >
< / dt >
< dd >
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Check if there is a death sector at this Probe.
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < span class = "type" > bool< / span > < / span >
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Death sector status. < strong > true: is a death sector, false: isn't a death sector< / strong >
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< / ol >
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< / dd >
< dt >
< a name = "Preview" > < / a >
< strong > Preview()< / strong >
< / dt >
< dd >
Preview this Probe in the Collision Stats debug page.
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< / dd >
< / dl >
< / div > <!-- id="content" -->
< / div > <!-- id="main" -->
< div id = "about" >
< i > generated by < a href = "https://github.com/hispidence/TEN-LDoc" > TEN-LDoc< / a > (a fork of < a href = "http://github.com/stevedonovan/LDoc" > LDoc 1.4.6< / a > )< / i >
< / div > <!-- id="about" -->
< / div > <!-- id="container" -->
< / body >
< / html >