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Customize global hardcoded parameters (#1495) * Initial commit * Update CHANGELOG.md * Tint flare smoke * Expose GetCustomizations * Added lensflare and flicker customization options for flare * Update LensFlare.cpp * Remove unnecessary code * Update lara_flare.cpp * Massive refactor to merge animations, settings and customizations * Add HUD customization options * Customize weapons * Fixed flare, renamed recoil to interval, fixed lensflare default * Occlude flare lensflares * Update Settings.cpp * Use alternate damage for lasersight mode * Added hair cust * Fix comment * Fix another comment * Fix link * Fix placeholder table names * Reorganize types * Add missing initializers for hair settings * Added physics cust * Clarify description * Update settings.lua * Update CHANGELOG.md * Add gun smoke, gun shells and ammo pickup counts * Fix naming ambiguity * Remove missing features from documentation * Fix comment * Fix parameter name, change default settings file * Fixed pitch black * Rollback DoDistanceFogForVertex * Add camera cust * Change binocular/lasersight toggle to color * Update lara_basic.cpp * Add time and statistics classes and script API for it * Fix comment * Use DoDamage on Lara helpers to register with statistics * Update Time.cpp * Fix documentation * Fix default flare timeout * Update Settings.lua * Add flare muzzle offset customization * Remove young Lara limitations * Fix lasersight color * Push full settings.lua * Update RendererCompatibility.cpp * Allow to customize root meshes, decopypaste hair and joint init code * Added sol Time operator overloads * Some changes to docs, add meaningful error for unknown fields * Use existing new index template, add gunflash color settings, add shotgun muzzle * Remove excessive usage of GetSettings() * Cleanups * Update Settings.lua * Clarify parameter name * Fix InitializeWeaponInfo * PR review code tidying * Fix bad merge * Update FlowHandler.cpp * Remove tabs for LDoc comments * Use different comment style to preserve formatting * Update lara_fire.cpp * Some cleanups * Fixed GetTimeUnits * Fix typo * Update Time.cpp --------- Co-authored-by: Sezz <sezzary@outlook.com>
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<h1>&nbsp;TombEngine</h1>
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<ul>
<li><a href="../index.html">Index</a></li>
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<h2>1 Modules</h2>
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<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>
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<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
<li> <a href="../1 modules/Logic.html">Logic</a></li>
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<h2>2 Classes</h2>
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<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
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<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
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<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
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<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>
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<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
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<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>
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<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
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<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
Customize global hardcoded parameters (#1495) * Initial commit * Update CHANGELOG.md * Tint flare smoke * Expose GetCustomizations * Added lensflare and flicker customization options for flare * Update LensFlare.cpp * Remove unnecessary code * Update lara_flare.cpp * Massive refactor to merge animations, settings and customizations * Add HUD customization options * Customize weapons * Fixed flare, renamed recoil to interval, fixed lensflare default * Occlude flare lensflares * Update Settings.cpp * Use alternate damage for lasersight mode * Added hair cust * Fix comment * Fix another comment * Fix link * Fix placeholder table names * Reorganize types * Add missing initializers for hair settings * Added physics cust * Clarify description * Update settings.lua * Update CHANGELOG.md * Add gun smoke, gun shells and ammo pickup counts * Fix naming ambiguity * Remove missing features from documentation * Fix comment * Fix parameter name, change default settings file * Fixed pitch black * Rollback DoDistanceFogForVertex * Add camera cust * Change binocular/lasersight toggle to color * Update lara_basic.cpp * Add time and statistics classes and script API for it * Fix comment * Use DoDamage on Lara helpers to register with statistics * Update Time.cpp * Fix documentation * Fix default flare timeout * Update Settings.lua * Add flare muzzle offset customization * Remove young Lara limitations * Fix lasersight color * Push full settings.lua * Update RendererCompatibility.cpp * Allow to customize root meshes, decopypaste hair and joint init code * Added sol Time operator overloads * Some changes to docs, add meaningful error for unknown fields * Use existing new index template, add gunflash color settings, add shotgun muzzle * Remove excessive usage of GetSettings() * Cleanups * Update Settings.lua * Clarify parameter name * Fix InitializeWeaponInfo * PR review code tidying * Fix bad merge * Update FlowHandler.cpp * Remove tabs for LDoc comments * Use different comment style to preserve formatting * Update lara_fire.cpp * Some cleanups * Fixed GetTimeUnits * Fix typo * Update Time.cpp --------- Co-authored-by: Sezz <sezzary@outlook.com>
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<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
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</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
Customize global hardcoded parameters (#1495) * Initial commit * Update CHANGELOG.md * Tint flare smoke * Expose GetCustomizations * Added lensflare and flicker customization options for flare * Update LensFlare.cpp * Remove unnecessary code * Update lara_flare.cpp * Massive refactor to merge animations, settings and customizations * Add HUD customization options * Customize weapons * Fixed flare, renamed recoil to interval, fixed lensflare default * Occlude flare lensflares * Update Settings.cpp * Use alternate damage for lasersight mode * Added hair cust * Fix comment * Fix another comment * Fix link * Fix placeholder table names * Reorganize types * Add missing initializers for hair settings * Added physics cust * Clarify description * Update settings.lua * Update CHANGELOG.md * Add gun smoke, gun shells and ammo pickup counts * Fix naming ambiguity * Remove missing features from documentation * Fix comment * Fix parameter name, change default settings file * Fixed pitch black * Rollback DoDistanceFogForVertex * Add camera cust * Change binocular/lasersight toggle to color * Update lara_basic.cpp * Add time and statistics classes and script API for it * Fix comment * Use DoDamage on Lara helpers to register with statistics * Update Time.cpp * Fix documentation * Fix default flare timeout * Update Settings.lua * Add flare muzzle offset customization * Remove young Lara limitations * Fix lasersight color * Push full settings.lua * Update RendererCompatibility.cpp * Allow to customize root meshes, decopypaste hair and joint init code * Added sol Time operator overloads * Some changes to docs, add meaningful error for unknown fields * Use existing new index template, add gunflash color settings, add shotgun muzzle * Remove excessive usage of GetSettings() * Cleanups * Update Settings.lua * Clarify parameter name * Fix InitializeWeaponInfo * PR review code tidying * Fix bad merge * Update FlowHandler.cpp * Remove tabs for LDoc comments * Use different comment style to preserve formatting * Update lara_fire.cpp * Some cleanups * Fixed GetTimeUnits * Fix typo * Update Time.cpp --------- Co-authored-by: Sezz <sezzary@outlook.com>
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
Customize global hardcoded parameters (#1495) * Initial commit * Update CHANGELOG.md * Tint flare smoke * Expose GetCustomizations * Added lensflare and flicker customization options for flare * Update LensFlare.cpp * Remove unnecessary code * Update lara_flare.cpp * Massive refactor to merge animations, settings and customizations * Add HUD customization options * Customize weapons * Fixed flare, renamed recoil to interval, fixed lensflare default * Occlude flare lensflares * Update Settings.cpp * Use alternate damage for lasersight mode * Added hair cust * Fix comment * Fix another comment * Fix link * Fix placeholder table names * Reorganize types * Add missing initializers for hair settings * Added physics cust * Clarify description * Update settings.lua * Update CHANGELOG.md * Add gun smoke, gun shells and ammo pickup counts * Fix naming ambiguity * Remove missing features from documentation * Fix comment * Fix parameter name, change default settings file * Fixed pitch black * Rollback DoDistanceFogForVertex * Add camera cust * Change binocular/lasersight toggle to color * Update lara_basic.cpp * Add time and statistics classes and script API for it * Fix comment * Use DoDamage on Lara helpers to register with statistics * Update Time.cpp * Fix documentation * Fix default flare timeout * Update Settings.lua * Add flare muzzle offset customization * Remove young Lara limitations * Fix lasersight color * Push full settings.lua * Update RendererCompatibility.cpp * Allow to customize root meshes, decopypaste hair and joint init code * Added sol Time operator overloads * Some changes to docs, add meaningful error for unknown fields * Use existing new index template, add gunflash color settings, add shotgun muzzle * Remove excessive usage of GetSettings() * Cleanups * Update Settings.lua * Clarify parameter name * Fix InitializeWeaponInfo * PR review code tidying * Fix bad merge * Update FlowHandler.cpp * Remove tabs for LDoc comments * Use different comment style to preserve formatting * Update lara_fire.cpp * Some cleanups * Fixed GetTimeUnits * Fix typo * Update Time.cpp --------- Co-authored-by: Sezz <sezzary@outlook.com>
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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>
Customize global hardcoded parameters (#1495) * Initial commit * Update CHANGELOG.md * Tint flare smoke * Expose GetCustomizations * Added lensflare and flicker customization options for flare * Update LensFlare.cpp * Remove unnecessary code * Update lara_flare.cpp * Massive refactor to merge animations, settings and customizations * Add HUD customization options * Customize weapons * Fixed flare, renamed recoil to interval, fixed lensflare default * Occlude flare lensflares * Update Settings.cpp * Use alternate damage for lasersight mode * Added hair cust * Fix comment * Fix another comment * Fix link * Fix placeholder table names * Reorganize types * Add missing initializers for hair settings * Added physics cust * Clarify description * Update settings.lua * Update CHANGELOG.md * Add gun smoke, gun shells and ammo pickup counts * Fix naming ambiguity * Remove missing features from documentation * Fix comment * Fix parameter name, change default settings file * Fixed pitch black * Rollback DoDistanceFogForVertex * Add camera cust * Change binocular/lasersight toggle to color * Update lara_basic.cpp * Add time and statistics classes and script API for it * Fix comment * Use DoDamage on Lara helpers to register with statistics * Update Time.cpp * Fix documentation * Fix default flare timeout * Update Settings.lua * Add flare muzzle offset customization * Remove young Lara limitations * Fix lasersight color * Push full settings.lua * Update RendererCompatibility.cpp * Allow to customize root meshes, decopypaste hair and joint init code * Added sol Time operator overloads * Some changes to docs, add meaningful error for unknown fields * Use existing new index template, add gunflash color settings, add shotgun muzzle * Remove excessive usage of GetSettings() * Cleanups * Update Settings.lua * Clarify parameter name * Fix InitializeWeaponInfo * PR review code tidying * Fix bad merge * Update FlowHandler.cpp * Remove tabs for LDoc comments * Use different comment style to preserve formatting * Update lara_fire.cpp * Some cleanups * Fixed GetTimeUnits * Fix typo * Update Time.cpp --------- Co-authored-by: Sezz <sezzary@outlook.com>
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<li> <a href="../3 primitive classes/Time.html">Time</a></li>
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<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
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<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
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</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
Customize global hardcoded parameters (#1495) * Initial commit * Update CHANGELOG.md * Tint flare smoke * Expose GetCustomizations * Added lensflare and flicker customization options for flare * Update LensFlare.cpp * Remove unnecessary code * Update lara_flare.cpp * Massive refactor to merge animations, settings and customizations * Add HUD customization options * Customize weapons * Fixed flare, renamed recoil to interval, fixed lensflare default * Occlude flare lensflares * Update Settings.cpp * Use alternate damage for lasersight mode * Added hair cust * Fix comment * Fix another comment * Fix link * Fix placeholder table names * Reorganize types * Add missing initializers for hair settings * Added physics cust * Clarify description * Update settings.lua * Update CHANGELOG.md * Add gun smoke, gun shells and ammo pickup counts * Fix naming ambiguity * Remove missing features from documentation * Fix comment * Fix parameter name, change default settings file * Fixed pitch black * Rollback DoDistanceFogForVertex * Add camera cust * Change binocular/lasersight toggle to color * Update lara_basic.cpp * Add time and statistics classes and script API for it * Fix comment * Use DoDamage on Lara helpers to register with statistics * Update Time.cpp * Fix documentation * Fix default flare timeout * Update Settings.lua * Add flare muzzle offset customization * Remove young Lara limitations * Fix lasersight color * Push full settings.lua * Update RendererCompatibility.cpp * Allow to customize root meshes, decopypaste hair and joint init code * Added sol Time operator overloads * Some changes to docs, add meaningful error for unknown fields * Use existing new index template, add gunflash color settings, add shotgun muzzle * Remove excessive usage of GetSettings() * Cleanups * Update Settings.lua * Clarify parameter name * Fix InitializeWeaponInfo * PR review code tidying * Fix bad merge * Update FlowHandler.cpp * Remove tabs for LDoc comments * Use different comment style to preserve formatting * Update lara_fire.cpp * Some cleanups * Fixed GetTimeUnits * Fix typo * Update Time.cpp --------- Co-authored-by: Sezz <sezzary@outlook.com>
2024-12-15 19:24:49 +03:00
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
Freeze event and OnUseItem callbacks (#1463) * Add use item callbacks, add menu boilerplate code * Set up scripting API for game mode * Use word "break" instead of "menu" everywhere * Rudimentary implementation of BreakPhase * More progress * Doc update * Always active lensflare * Update CHANGELOG.md * Fix hair interpolation for spectator mode * Update target highlighter and other HUD elements while in break mode * Fix various problems * Don't try to update camera in spectator mode * Cleanup camera code * Rename break to freeze * Update FlowHandler.cpp * Update Flow.html * Update control.cpp * Rename method * Add displaystring owner to differentiate between freeze modes * Disable triggers and volumes in freeze mode * Update control.cpp * Rename enum * Update CHANGELOG.md * Implement full freeze, correct callback behaviour * Update RendererDrawMenu.cpp * Allow DumpGameScene to do partial pass * Remove hack * Introduce render mode enum to render scene without any postprocess * Tidying * Fix problems with items or renderer not updating before entering freeze mode * Fix rebase errors * Use interpolation factor getter instead of raw value everywhere * Update documentation * Fixed setting freeze mode from OnStart * Fixed freeze mode not working in OnStart event * Revert "Fixed freeze mode not working in OnStart event" This reverts commit 87f6fbdc6d776bb7813133a84c8ba9d0b1171f3b. * Bypass cinematic bars and fades for non-full render modes --------- Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com> Co-authored-by: Sezz <sezzary@outlook.com>
2024-11-20 23:54:39 +03:00
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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<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>
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<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
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<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
2022-12-30 16:33:26 +00:00
<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>
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<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>
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</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
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<li> <here>EventSequence</here></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
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<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
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</ul>
</div>
<div id="content">
<h1>Lua utility module <code>EventSequence</code></h1>
<p>Event sequence - a chain of functions to call at specified times, modeled after TRNG's organizers.</p>
<p>
<p> Works atop the Timer, and so is updated automatically pre-OnControlPhase, and saved automatically when the game is saved.</p>
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<p> Example usage:</p>
<pre>
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<span class="keyword">local</span> EventSequence = <span class="global">require</span>(<span class="string">"Engine.EventSequence"</span>)
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<span class="comment">-- These will be called by the sequence
</span>LevelFuncs.HealLara = <span class="keyword">function</span>()
Lara:SetHP(Lara:GetHP()+<span class="number">10</span>)
<span class="keyword">end</span>
<span class="keyword">local</span> nSpawned = <span class="number">0</span>
LevelFuncs.SpawnBaddy = <span class="keyword">function</span>(baddy, name, pos)
<span class="keyword">local</span> myBaddy = TEN.Objects.Moveable(baddy, name..nSpawned, pos, <span class="keyword">nil</span>, <span class="number">0</span>)
myBaddy:Enable()
nSpawned = nSpawned + <span class="number">1</span>
<span class="keyword">end</span>
<span class="comment">-- This function triggers the sequence
</span>LevelFuncs.TriggerSequence = <span class="keyword">function</span>(obj)
<span class="keyword">local</span> posSteve = TEN.Objects.GetMoveableByName(<span class="string">"stevePosNullmesh"</span>):GetPosition()
<span class="keyword">local</span> posChris = TEN.Objects.GetMoveableByName(<span class="string">"chrisPosNullmesh"</span>):GetPosition()
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<span class="keyword">local</span> mySeq = EventSequence.Get(<span class="string">"my_seq"</span>)
<span class="keyword">if</span> <span class="keyword">not</span> mySeq <span class="keyword">then</span>
mySeq = EventSequence.Create(<span class="string">"my_seq"</span>,
<span class="keyword">false</span>, <span class="comment">-- does not loop
</span> {seconds = <span class="keyword">true</span>, deciseconds = <span class="keyword">true</span>}, <span class="comment">-- timer format, see Timer for details
</span> <span class="number">6</span>, <span class="comment">-- seconds until call the function specified in next arg
</span> LevelFuncs.HealLara, <span class="comment">-- first function to call. If we don't need to pass any arguments, we can just pass the function
</span> <span class="number">2.1</span>, <span class="comment">-- seconds until the next function, after the previous one has been called
</span> {LevelFuncs.SpawnBaddy, TEN.Objects.ObjID.BADDY1, <span class="string">"steve"</span>, posSteve}, <span class="comment">-- if we DO want to pass arguments to the function to be called, we give a table with the function (LevelFuncs.SpawnBaddy in this case) followed by the args to pass to it
</span> <span class="number">0.5</span>,
{LevelFuncs.SpawnBaddy, TEN.Objects.ObjID.SAS_CAIRO, <span class="string">"chris"</span>, posChris},
<span class="number">1</span>,
LevelFuncs.HealLara)
<span class="keyword">end</span>
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<span class="comment">-- event sequences are inactive to begin with and so need to be started
</span> mySeq:Start()
<span class="keyword">end</span>
</pre>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Create">Create(name, loop, timerFormat, [...])</a></td>
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<td class="summary">Create (but do not start) a new event sequence.</td>
</tr>
<tr>
<td class="name" ><a href="#Get">Get(name)</a></td>
<td class="summary">Get an event sequence by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#mySequence:SetPaused">mySequence:SetPaused(p)</a></td>
<td class="summary">Pause or unpause the sequence.</td>
</tr>
<tr>
<td class="name" ><a href="#mySequence:IsPaused">mySequence:IsPaused()</a></td>
<td class="summary">Get whether or not the sequence is paused</td>
</tr>
<tr>
<td class="name" ><a href="#mySequence:Start">mySequence:Start()</a></td>
<td class="summary">Begin or unpause a sequence.</td>
</tr>
<tr>
<td class="name" ><a href="#mySequence:Stop">mySequence:Stop()</a></td>
<td class="summary">Stop the sequence.</td>
</tr>
<tr>
<td class="name" ><a href="#mySequence:IsActive">mySequence:IsActive()</a></td>
<td class="summary">Get whether or not the sequence is active</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Create"></a>
<strong>Create(name, loop, timerFormat, [...])</strong>
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</dt>
<dd>
Create (but do not start) a new event sequence.
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<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
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<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
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A label to give the sequence; used to retrieve the timer later as well as internally by TEN.
</li>
<li><span class="parameter">loop</span>
<span class="types"><span class="type">bool</span></span>
if true, the sequence will start again from its first timer once its final function has been called
</li>
<li><span class="parameter">timerFormat</span>
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<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a> or <span class="type">bool</span></span>
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same as in Timer. This is mainly for debugging. <strong>This will not work properly if another sequence or timer is showing a countdown.</strong>
</li>
<li><span class="parameter">...</span>
a variable number of pairs of arguments - a time in seconds, followed by the function (must be defined in the LevelFuncs table) to call once the time has elapsed, followed by another duration in seconds, another function name, etc. You can specify a function either by its name as a string, or by a table with the function name as the first member, followed by its arguments (see above example).
<em>Optional.</em>
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</li>
</ul>
<h3>Returns:</h3>
<ol>
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<span class="types"><a class="type" href="../5 lua utility modules/EventSequence.html#">EventSequence</a></span>
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The inactive sequence.
</ol>
</dd>
<dt>
<a name = "Get"></a>
<strong>Get(name)</strong>
</dt>
<dd>
Get an event sequence by its name.
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<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
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<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
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The label that was given to the sequence when it was created
</li>
</ul>
<h3>Returns:</h3>
<ol>
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<span class="types"><a class="type" href="../5 lua utility modules/EventSequence.html#">EventSequence</a></span>
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The sequence
</ol>
</dd>
<dt>
<a name = "mySequence:SetPaused"></a>
<strong>mySequence:SetPaused(p)</strong>
</dt>
<dd>
Pause or unpause the sequence. If showing the remaining time on-screen, its color will be set to yellow (paused) or white (unpaused).
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<h3>Parameters:</h3>
<ul>
<li><span class="parameter">p</span>
<span class="types"><span class="type">bool</span></span>
if true, the sequence will be paused; if false, it will be unpaused
</li>
</ul>
</dd>
<dt>
<a name = "mySequence:IsPaused"></a>
<strong>mySequence:IsPaused()</strong>
</dt>
<dd>
Get whether or not the sequence is paused
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<h3>Returns:</h3>
<ol>
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<span class="types"><span class="type">bool</span></span>
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true if the timer is paused, false if otherwise
</ol>
</dd>
<dt>
<a name = "mySequence:Start"></a>
<strong>mySequence:Start()</strong>
</dt>
<dd>
Begin or unpause a sequence. If showing the remaining time on-screen, its color will be set to white.
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</dd>
<dt>
<a name = "mySequence:Stop"></a>
<strong>mySequence:Stop()</strong>
</dt>
<dd>
Stop the sequence.
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</dd>
<dt>
<a name = "mySequence:IsActive"></a>
<strong>mySequence:IsActive()</strong>
</dt>
<dd>
Get whether or not the sequence is active
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<h3>Returns:</h3>
<ol>
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<span class="types"><span class="type">bool</span></span>
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true if the sequence is active, false if otherwise
</ol>
</dd>
</dl>
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