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< title > TombEngine 1.7.2 (Developer) Lua API< / title >
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< h1 > TombEngine< / h1 >
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< li > < here > Index< / here > < / li >
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< h2 > 1 Modules< / h2 >
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< ul class = "nowrap" >
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< li > < a href = "1 modules/Effects.html" > Effects< / a > < / li >
< li > < a href = "1 modules/Flow.html" > Flow< / a > < / li >
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< 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 >
< li > < a href = "1 modules/Objects.html" > Objects< / a > < / li >
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< li > < a href = "1 modules/Sound.html" > Sound< / a > < / li >
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< li > < a href = "1 modules/Strings.html" > Strings< / a > < / li >
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< li > < a href = "1 modules/Util.html" > Util< / a > < / li >
< li > < a href = "1 modules/View.html" > View< / a > < / li >
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< / ul >
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< h2 > 2 Classes< / h2 >
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< ul class = "nowrap" >
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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 >
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< li > < a href = "2 classes/View.DisplaySprite.html" > View.DisplaySprite< / a > < / li >
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< / ul >
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< h2 > 3 Primitive Classes< / h2 >
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< ul class = "nowrap" >
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< li > < a href = "3 primitive classes/Flow.Fog.html" > Flow.Fog< / a > < / li >
< 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 >
< 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 >
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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 >
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< h2 > 4 Enums< / h2 >
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< ul class = "nowrap" >
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< 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 >
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< li > < a href = "4 enums/Flow.ErrorMode.html" > Flow.ErrorMode< / a > < / li >
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< 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 >
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< li > < a href = "4 enums/Input.ActionID.html" > Input.ActionID< / a > < / li >
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< li > < a href = "4 enums/Objects.AmmoType.html" > Objects.AmmoType< / a > < / li >
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< li > < a href = "4 enums/Objects.HandStatus.html" > Objects.HandStatus< / a > < / li >
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< 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 >
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< li > < a href = "4 enums/Objects.RoomFlagID.html" > Objects.RoomFlagID< / a > < / li >
< li > < a href = "4 enums/Objects.RoomReverb.html" > Objects.RoomReverb< / a > < / li >
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< 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 >
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< li > < a href = "4 enums/Util.LogLevel.html" > Util.LogLevel< / a > < / li >
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< li > < a href = "4 enums/View.AlignMode.html" > View.AlignMode< / a > < / li >
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< li > < a href = "4 enums/View.CameraType.html" > View.CameraType< / a > < / li >
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< li > < a href = "4 enums/View.PostProcessMode.html" > View.PostProcessMode< / a > < / li >
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< li > < a href = "4 enums/View.ScaleMode.html" > View.ScaleMode< / a > < / li >
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< / ul >
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< h2 > 5 Lua utility modules< / h2 >
< ul class = "nowrap" >
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< li > < a href = "5 lua utility modules/Diary.html" > Diary< / a > < / li >
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< li > < a href = "5 lua utility modules/EventSequence.html" > EventSequence< / a > < / 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 >
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< / div >
< div id = "content" >
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< h2 > TombEngine 1.7.2 (Developer) scripting interface< / h2 >
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< p > Welcome to the TombEngine scripting API. This is a work in progress and some information might be wrong or outdated. Please also note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.< / p >
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< p > At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on < a href = "https://www.tombengine.com" > the TombEngine website< / a > .< / p >
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< h4 > Module Hierarchy (boring but important)< / h4 >
< p > Other than the "special tables" (GameVars, LevelVars and LevelFuncs), every module described herein is held in a master table called TEN.
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For convenience, these modules and classes are automatically put in the global table. For example, you can call GetMoveableByName either of these two ways:< / p >
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< pre > < code > local door = TEN.Objects.GetMoveableByName("door_type4_14")
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local door = GetMoveableByName("door_type4_14")
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< / code > < / pre >
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< h4 > Always check logs/TENLog.txt< / h4 >
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< p > If you are scripting levels, TombEngine will often kick you back to the title screen, even if < code > errorMode< / code > (see Flow.Settings) is set to < code > ErrorMode.WARN< / code > or < code > ErrorMode.SILENT< / code > .< / p >
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< p > This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing < code > end< / code > at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless.< / p >
< p > If this happens, check < strong > logs/TENLog.txt< / strong > and look for an error message with the word "unrecoverable".< / p >
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< p > Enjoy.< / p >
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< p > - < em > squidshire and the TombEngine development team.< / em > < / p >
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< h2 > 1 Modules< / h2 >
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< table class = "module_list" >
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< tr >
< td class = "name" > < a href = "1 modules/Effects.html" > Effects< / a > < / td >
< td class = "summary" > Functions to generate effects.< / td >
< / tr >
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< tr >
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< td class = "name" > < a href = "1 modules/Flow.html" > Flow< / a > < / td >
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< td class = "summary" > Functions that (mostly) don't directly impact in-game mechanics.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "1 modules/Input.html" > Input< / a > < / td >
< td class = "summary" > Functions for input management.< / td >
< / tr >
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< tr >
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< td class = "name" > < a href = "1 modules/Inventory.html" > Inventory< / a > < / td >
< td class = "summary" > Inventory manipulation< / td >
< / tr >
< tr >
< td class = "name" > < a href = "1 modules/Logic.html" > Logic< / a > < / td >
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< td class = "summary" > Saving data, triggering functions, and callbacks for level-specific scripts.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "1 modules/Objects.html" > Objects< / a > < / td >
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< td class = "summary" > Objects including moveables, statics, cameras, and others.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "1 modules/Sound.html" > Sound< / a > < / td >
< td class = "summary" > Functions for sound management.< / td >
< / tr >
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< tr >
< td class = "name" > < a href = "1 modules/Strings.html" > Strings< / a > < / td >
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< td class = "summary" > Display strings.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "1 modules/Util.html" > Util< / a > < / td >
< td class = "summary" > Utility functions for various calculations.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "1 modules/View.html" > View< / a > < / td >
< td class = "summary" > Functions to manage camera and game view.< / td >
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< / tr >
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< / table >
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< h2 > 2 Classes< / h2 >
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< table class = "module_list" >
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< tr >
< td class = "name" > < a href = "2 classes/Collision.Probe.html" > Collision.Probe< / a > < / td >
< td class = "summary" > Represents a collision probe in the game world.< / td >
< / tr >
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< tr >
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< td class = "name" > < a href = "2 classes/Flow.Level.html" > Flow.Level< / a > < / td >
< td class = "summary" > Stores level metadata.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "2 classes/Flow.Settings.html" > Flow.Settings< / a > < / td >
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< td class = "summary" > Global engine settings which don't fall into particular category or can't be assigned to a specific object.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "2 classes/Flow.Statistics.html" > Flow.Statistics< / a > < / td >
< td class = "summary" > A set of gameplay statistics.< / td >
< / tr >
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< tr >
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< td class = "name" > < a href = "2 classes/Objects.AIObject.html" > Objects.AIObject< / a > < / td >
< td class = "summary" > AI object< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "2 classes/Objects.Camera.html" > Objects.Camera< / a > < / td >
< td class = "summary" > Basic cameras that can point at Lara or at a CAMERA_TARGET.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "2 classes/Objects.LaraObject.html" > Objects.LaraObject< / a > < / td >
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< td class = "summary" > Class for extra player-only functions.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "2 classes/Objects.Moveable.html" > Objects.Moveable< / a > < / td >
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< td class = "summary" > Represents a moveable object in the game world.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "2 classes/Objects.Room.html" > Objects.Room< / a > < / td >
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< td class = "summary" > Room object.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "2 classes/Objects.Sink.html" > Objects.Sink< / a > < / td >
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< td class = "summary" > Represents a sink object.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "2 classes/Objects.SoundSource.html" > Objects.SoundSource< / a > < / td >
< td class = "summary" > Sound source< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "2 classes/Objects.Static.html" > Objects.Static< / a > < / td >
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< td class = "summary" > Represents a static object in the game world.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "2 classes/Objects.Volume.html" > Objects.Volume< / a > < / td >
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< td class = "summary" > Activator volume.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "2 classes/Strings.DisplayString.html" > Strings.DisplayString< / a > < / td >
< td class = "summary" > A string appearing on the screen.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "2 classes/View.DisplaySprite.html" > View.DisplaySprite< / a > < / td >
< td class = "summary" > Represents a display sprite.< / td >
< / tr >
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< / table >
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< h2 > 3 Primitive Classes< / h2 >
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< table class = "module_list" >
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< tr >
< td class = "name" > < a href = "3 primitive classes/Flow.Fog.html" > Flow.Fog< / a > < / td >
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< td class = "summary" > Distance fog.< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "3 primitive classes/Flow.InventoryItem.html" > Flow.InventoryItem< / a > < / td >
< td class = "summary" > Represents the properties of an object as it appears in the inventory.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "3 primitive classes/Flow.LensFlare.html" > Flow.LensFlare< / a > < / td >
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< td class = "summary" > Represents a global lens flare (not to be confused with the lens flare object).< / td >
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< / tr >
< tr >
< td class = "name" > < a href = "3 primitive classes/Flow.SkyLayer.html" > Flow.SkyLayer< / a > < / td >
< td class = "summary" > Describes a layer of moving clouds.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "3 primitive classes/Flow.Starfield.html" > Flow.Starfield< / a > < / td >
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< td class = "summary" > Represents a starfield in the sky.< / td >
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< / tr >
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< tr >
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< td class = "name" > < a href = "3 primitive classes/Color.html" > Color< / a > < / td >
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< td class = "summary" > Represents an RGBA or RGB color.< / td >
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< / tr >
< tr >
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< td class = "name" > < a href = "3 primitive classes/Rotation.html" > Rotation< / a > < / td >
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< td class = "summary" > Represents a 3D rotation.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "3 primitive classes/Time.html" > Time< / a > < / td >
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< td class = "summary" > Represents a time value in game frames, with support for formatting to hours, minutes, seconds, and centiseconds (1/100th of a second).< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "3 primitive classes/Vec2.html" > Vec2< / a > < / td >
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< td class = "summary" > Represents a float-based 2D vector.< / td >
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< / tr >
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< tr >
< td class = "name" > < a href = "3 primitive classes/Vec3.html" > Vec3< / a > < / td >
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< td class = "summary" > Represents a float-based 3D vector.< / td >
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< / tr >
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< / table >
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< h2 > 4 Enums< / h2 >
< table class = "module_list" >
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< tr >
< td class = "name" > < a href = "4 enums/Collision.MaterialType.html" > Collision.MaterialType< / a > < / td >
< td class = "summary" > Constants for material types.< / td >
< / tr >
2022-07-27 20:40:20 +01:00
< tr >
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< td class = "name" > < a href = "4 enums/Effects.BlendID.html" > Effects.BlendID< / a > < / td >
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< td class = "summary" > Constants for blend mode IDs.< / td >
< / tr >
2022-12-01 21:17:41 +00:00
< tr >
< td class = "name" > < a href = "4 enums/Effects.EffectID.html" > Effects.EffectID< / a > < / td >
< td class = "summary" > Constants for effect IDs.< / td >
< / tr >
2024-12-15 19:24:49 +03:00
< tr >
< td class = "name" > < a href = "4 enums/Flow.ErrorMode.html" > Flow.ErrorMode< / a > < / td >
< td class = "summary" > Constants for error modes.< / td >
< / tr >
2024-11-20 23:54:39 +03:00
< tr >
< td class = "name" > < a href = "4 enums/Flow.FreezeMode.html" > Flow.FreezeMode< / a > < / td >
< td class = "summary" > Constants for freeze modes.< / td >
< / tr >
2023-12-26 20:47:08 +00:00
< tr >
< td class = "name" > < a href = "4 enums/Flow.GameStatus.html" > Flow.GameStatus< / a > < / td >
< td class = "summary" > Constants for game statuses.< / td >
< / tr >
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< tr >
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< td class = "name" > < a href = "4 enums/Input.ActionID.html" > Input.ActionID< / a > < / td >
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< td class = "summary" > Constants for action key IDs.< / td >
< / tr >
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< tr >
< td class = "name" > < a href = "4 enums/Objects.AmmoType.html" > Objects.AmmoType< / a > < / td >
< td class = "summary" > Constants for player weapon ammo types.< / td >
< / tr >
2025-02-06 16:35:59 +11:00
< tr >
< td class = "name" > < a href = "4 enums/Objects.HandStatus.html" > Objects.HandStatus< / a > < / td >
< td class = "summary" > Constants for player hand statuses.< / td >
< / tr >
2024-12-15 23:34:33 +01:00
< tr >
< td class = "name" > < a href = "4 enums/Objects.WeaponType.html" > Objects.WeaponType< / a > < / td >
< td class = "summary" > Constants for weapon types.< / td >
< / tr >
2023-12-26 20:47:08 +00:00
< tr >
< td class = "name" > < a href = "4 enums/Objects.MoveableStatus.html" > Objects.MoveableStatus< / a > < / td >
< td class = "summary" > Constants for moveable statuses.< / td >
< / tr >
2022-04-10 00:38:39 +01:00
< tr >
< td class = "name" > < a href = "4 enums/Objects.ObjID.html" > Objects.ObjID< / a > < / td >
< td class = "summary" > Constants for object IDs.< / td >
< / tr >
2022-12-30 16:33:26 +00:00
< tr >
< td class = "name" > < a href = "4 enums/Objects.RoomFlagID.html" > Objects.RoomFlagID< / a > < / td >
< td class = "summary" > Constants for room flag IDs.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "4 enums/Objects.RoomReverb.html" > Objects.RoomReverb< / a > < / td >
< td class = "summary" > Constants for room reverb types.< / td >
< / tr >
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< tr >
< td class = "name" > < a href = "4 enums/Sound.SoundTrackType.html" > Sound.SoundTrackType< / a > < / td >
< td class = "summary" > Constants for the type of the audio tracks.< / td >
< / tr >
2024-11-15 00:52:36 +00:00
< tr >
< td class = "name" > < a href = "4 enums/Strings.DisplayStringOption.html" > Strings.DisplayStringOption< / a > < / td >
< td class = "summary" > Constants for Display String Options.< / td >
< / tr >
2023-11-09 18:28:02 +00:00
< tr >
< td class = "name" > < a href = "4 enums/Util.LogLevel.html" > Util.LogLevel< / a > < / td >
< td class = "summary" > Constants for LogLevel IDs.< / td >
< / tr >
2023-11-11 12:16:23 +00:00
< tr >
< td class = "name" > < a href = "4 enums/View.AlignMode.html" > View.AlignMode< / a > < / td >
< td class = "summary" > Constants for sprite align modes.< / td >
< / tr >
2023-11-09 18:28:02 +00:00
< tr >
< td class = "name" > < a href = "4 enums/View.CameraType.html" > View.CameraType< / a > < / td >
< td class = "summary" > Constants for the type of the Camera.< / td >
< / tr >
2024-01-07 13:22:52 +00:00
< tr >
< td class = "name" > < a href = "4 enums/View.PostProcessMode.html" > View.PostProcessMode< / a > < / td >
< td class = "summary" > Constants for the post-process effects to apply.< / td >
< / tr >
2023-11-11 12:16:23 +00:00
< tr >
< td class = "name" > < a href = "4 enums/View.ScaleMode.html" > View.ScaleMode< / a > < / td >
2024-12-15 23:34:33 +01:00
< td class = "summary" > Constants for display sprite scale modes.< / td >
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< / tr >
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< / table >
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< h2 > 5 Lua utility modules< / h2 >
< table class = "module_list" >
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< tr >
< td class = "name" > < a href = "5 lua utility modules/Diary.html" > Diary< / a > < / td >
< td class = "summary" > Diaries:
The module provides functions to create and manage Diaries.< / td >
< / tr >
2022-08-11 22:49:31 +01:00
< tr >
< td class = "name" > < a href = "5 lua utility modules/EventSequence.html" > EventSequence< / a > < / td >
< td class = "summary" > Event sequence - a chain of functions to call at specified times, modeled after TRNG's organizers.< / td >
< / tr >
2022-07-29 21:12:54 +01:00
< tr >
< td class = "name" > < a href = "5 lua utility modules/Timer.html" > Timer< / a > < / td >
< td class = "summary" > Basic timer - after a specified number of seconds, the specified thing happens.< / td >
< / tr >
2024-12-16 21:33:37 +01:00
< tr >
< td class = "name" > < a href = "5 lua utility modules/Type.html" > Type< / a > < / td >
< td class = "summary" > Type - This molule contains functions that allow to check the data type of a variable.< / td >
< / tr >
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< / table >
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< / div > <!-- id="content" -->
< / div > <!-- id="main" -->
< div id = "about" >
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< 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 >
2021-08-12 20:16:28 +01:00
< / div > <!-- id="about" -->
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