Regenerate docs.

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<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>1 Modules</h2>
@ -68,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -88,18 +92,425 @@
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#EmitLightningArc">EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)</a></td>
<td class="summary">Emit a lightning arc.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, velocity, spriteIndex, gravity, rot, startColor, endColor, blendMode, startSize, endSize, lifetime, damage, poison)</a></td>
<td class="summary">Emit a particle.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitShockwave">EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</a></td>
<td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitLight">EmitLight(pos, color, radius)</a></td>
<td class="summary">Emit dynamic light that lasts for a single frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitBlood">EmitBlood(pos, count)</a></td>
<td class="summary">Emit blood.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitFire">EmitFire(pos, size)</a></td>
<td class="summary">Emit fire for one frame.</td>
</tr>
<tr>
<td class="name" ><a href="#MakeExplosion">MakeExplosion(pos, size, shockwave)</a></td>
<td class="summary">Make an explosion.</td>
</tr>
<tr>
<td class="name" ><a href="#MakeEarthquake">MakeEarthquake(strength)</a></td>
<td class="summary">Make an earthquake</td>
</tr>
<tr>
<td class="name" ><a href="#FlashScreen">FlashScreen(color, speed)</a></td>
<td class="summary">Flash screen.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "EmitLightningArc"></a>
<strong>EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)</strong>
</dt>
<dd>
Emit a lightning arc.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">src</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">dest</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span>
Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. (default 1.0)
</li>
<li><span class="parameter">amplitude</span>
<span class="types"><span class="type">int</span></span>
"strength" of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255]. (default 20)
</li>
<li><span class="parameter">beamWidth</span>
<span class="types"><span class="type">int</span></span>
Clamped to [1, 127]. (default 2)
</li>
<li><span class="parameter">detail</span>
<span class="types"><span class="type">int</span></span>
Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127]. (default 10)
</li>
<li><span class="parameter">smooth</span>
<span class="types"><span class="type">bool</span></span>
If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes. (default false)
</li>
<li><span class="parameter">endDrift</span>
<span class="types"><span class="type">bool</span></span>
If true, the end of the arc will be able to gradually drift away from its destination in a random direction (default false)
</li>
</ul>
</dd>
<dt>
<a name = "EmitParticle"></a>
<strong>EmitParticle(pos, velocity, spriteIndex, gravity, rot, startColor, endColor, blendMode, startSize, endSize, lifetime, damage, poison)</strong>
</dt>
<dd>
<p>Emit a particle. </p>
<pre><code> See the sprite editor in WadTool for DEFAULT_SPRITES to see a list of sprite indices.
</code></pre>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">velocity</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">spriteIndex</span>
<span class="types"><span class="type">int</span></span>
an index of a sprite in DEFAULT_SPRITES object.
</li>
<li><span class="parameter">gravity</span>
<span class="types"><span class="type">int</span></span>
(default 0) Specifies whether particle will fall (positive values) or ascend (negative values) over time. Clamped to [-32768, 32767], but values between -1000 and 1000 are recommended; values too high or too low (e.g. under -2000 or above 2000) will cause the velocity of the particle to "wrap around" and switch directions.
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
(default 0) specifies a speed with which it will rotate (0 = no rotation, negative = anticlockwise rotation, positive = clockwise rotation).
</li>
<li><span class="parameter">startColor</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255)) color at start of life
</li>
<li><span class="parameter">endColor</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255)) color to fade to - at the time of writing this fade will finish long before the end of the particle's life due to internal maths
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><span class="type">BlendID</span></span>
(default TEN.Misc.BlendID.ALPHABLEND) How will we blend this with its surroundings?
</li>
<li><span class="parameter">startSize</span>
<span class="types"><span class="type">int</span></span>
(default 10) Size on spawn. A value of 15 is approximately the size of Lara's head.
</li>
<li><span class="parameter">endSize</span>
<span class="types"><span class="type">int</span></span>
(default 0) Size on death - the particle will linearly shrink or grow to this size during its lifespan
</li>
<li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span>
(default 2) Lifespan in seconds
</li>
<li><span class="parameter">damage</span>
<span class="types"><span class="type">bool</span></span>
(default false) specifies whether particle can damage Lara (does a very small amount of damage, like the small lava emitters in TR1)
</li>
<li><span class="parameter">poison</span>
<span class="types"><span class="type">bool</span></span>
(default false) specifies whether particle can poison Lara
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">EmitParticle(
yourPositionVarHere,
Vec3(<span class="global">math</span>.random(), <span class="global">math</span>.random(), <span class="global">math</span>.random()),
<span class="number">22</span>, <span class="comment">-- spriteIndex
</span> <span class="number">0</span>, <span class="comment">-- gravity
</span> -<span class="number">2</span>, <span class="comment">-- rot
</span> Color(<span class="number">255</span>, <span class="number">0</span>, <span class="number">0</span>), <span class="comment">-- startColor
</span> Color(<span class="number">0</span>, <span class="number">255</span>, <span class="number">0</span>), <span class="comment">-- endColor
</span> TEN.Misc.BlendID.ADDITIVE, <span class="comment">-- blendMode
</span> <span class="number">15</span>, <span class="comment">-- startSize
</span> <span class="number">50</span>, <span class="comment">-- endSize
</span> <span class="number">20</span>, <span class="comment">-- lifetime
</span> <span class="keyword">false</span>, <span class="comment">-- damage
</span> <span class="keyword">true</span> <span class="comment">-- poison
</span> )</pre>
</ul>
</dd>
<dt>
<a name = "EmitShockwave"></a>
<strong>EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</strong>
</dt>
<dd>
Emit a shockwave, similar to that seen when a harpy projectile hits something.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
Origin position
</li>
<li><span class="parameter">innerRadius</span>
<span class="types"><span class="type">int</span></span>
(default 0) Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block
</li>
<li><span class="parameter">outerRadius</span>
<span class="types"><span class="type">int</span></span>
(default 128) Initial outer radius of the shockwave circle
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span>
(default 1.0) Lifetime in seconds (max 8.5 because of inner maths weirdness)
</li>
<li><span class="parameter">speed</span>
<span class="types"><span class="type">int</span></span>
(default 50) Initial speed of the shockwave's expansion (the shockwave will always slow as it goes)
</li>
<li><span class="parameter">angle</span>
<span class="types"><span class="type">int</span></span>
(default 0) Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical
</li>
<li><span class="parameter">hurtsLara</span>
<span class="types"><span class="type">bool</span></span>
(default false) If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed
</li>
</ul>
</dd>
<dt>
<a name = "EmitLight"></a>
<strong>EmitLight(pos, color, radius)</strong>
</dt>
<dd>
Emit dynamic light that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">radius</span>
<span class="types"><span class="type">int</span></span>
(default 20) corresponds loosely to both intensity and range
</li>
</ul>
</dd>
<dt>
<a name = "EmitBlood"></a>
<strong>EmitBlood(pos, count)</strong>
</dt>
<dd>
Emit blood.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
(default 1) "amount" of blood. Higher numbers won't add more blood but will make it more "flickery", with higher numbers turning it into a kind of red orb.
</li>
</ul>
</dd>
<dt>
<a name = "EmitFire"></a>
<strong>EmitFire(pos, size)</strong>
</dt>
<dd>
Emit fire for one frame. Will not hurt Lara. Call this each frame if you want a continuous fire.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
(default 1.0)
</li>
</ul>
</dd>
<dt>
<a name = "MakeExplosion"></a>
<strong>MakeExplosion(pos, size, shockwave)</strong>
</dt>
<dd>
Make an explosion. Does not hurt Lara
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
(default 512.0) this will not be the size of the sprites, but rather the distance between the origin and any additional sprites
</li>
<li><span class="parameter">shockwave</span>
<span class="types"><span class="type">bool</span></span>
(default false) if true, create a very faint white shockwave which will not hurt Lara
</li>
</ul>
</dd>
<dt>
<a name = "MakeEarthquake"></a>
<strong>MakeEarthquake(strength)</strong>
</dt>
<dd>
Make an earthquake
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">strength</span>
<span class="types"><span class="type">int</span></span>
(default 100) How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
</li>
</ul>
</dd>
<dt>
<a name = "FlashScreen"></a>
<strong>FlashScreen(color, speed)</strong>
</dt>
<dd>
Flash screen.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">speed</span>
<span class="types"><span class="type">float</span></span>
(default 1.0). Speed in "amount" per second. A value of 1 will make the flash take one second. Clamped to [0.005, 1.0]
</li>
</ul>
</dd>
</dl>
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<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -380,7 +380,7 @@ Specify which translations in the strings table correspond to which languages.
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
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@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -203,7 +203,7 @@ Similar to <a href="../1 modules/Inventory.html#GiveItem">GiveItem</a> but repla
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
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@ -73,7 +73,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -278,7 +278,7 @@ and provides the delta time (a float representing game time since last call) via
</div> <!-- id="main" -->
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<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -94,46 +94,6 @@
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#EmitLightningArc">EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)</a></td>
<td class="summary">Emit a lightning arc.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, velocity, spriteIndex, gravity, rot, startColor, endColor, blendMode, startSize, endSize, lifetime, damage, poison)</a></td>
<td class="summary">Emit a particle.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitShockwave">EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</a></td>
<td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitLight">EmitLight(pos, color, radius)</a></td>
<td class="summary">Emit dynamic light that lasts for a single frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitBlood">EmitBlood(pos, count)</a></td>
<td class="summary">Emit blood.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitFire">EmitFire(pos, size)</a></td>
<td class="summary">Emit fire for one frame.</td>
</tr>
<tr>
<td class="name" ><a href="#MakeExplosion">MakeExplosion(pos, size, shockwave)</a></td>
<td class="summary">Make an explosion.</td>
</tr>
<tr>
<td class="name" ><a href="#MakeEarthquake">MakeEarthquake(strength)</a></td>
<td class="summary">Make an earthquake</td>
</tr>
<tr>
<td class="name" ><a href="#FlashScreen">FlashScreen(color, speed)</a></td>
<td class="summary">Flash screen.</td>
</tr>
<tr>
<td class="name" ><a href="#Earthquake">Earthquake(strength)</a></td>
<td class="summary">Do earthquake.</td>
</tr>
<tr>
<td class="name" ><a href="#Vibrate">Vibrate(strength, time)</a></td>
<td class="summary">Vibrate gamepad, if possible.</td>
@ -211,393 +171,6 @@
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "EmitLightningArc"></a>
<strong>EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)</strong>
</dt>
<dd>
Emit a lightning arc.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">src</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">dest</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span>
Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. (default 1.0)
</li>
<li><span class="parameter">amplitude</span>
<span class="types"><span class="type">int</span></span>
"strength" of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255]. (default 20)
</li>
<li><span class="parameter">beamWidth</span>
<span class="types"><span class="type">int</span></span>
Clamped to [1, 127]. (default 2)
</li>
<li><span class="parameter">detail</span>
<span class="types"><span class="type">int</span></span>
Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127]. (default 10)
</li>
<li><span class="parameter">smooth</span>
<span class="types"><span class="type">bool</span></span>
If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes. (default false)
</li>
<li><span class="parameter">endDrift</span>
<span class="types"><span class="type">bool</span></span>
If true, the end of the arc will be able to gradually drift away from its destination in a random direction (default false)
</li>
</ul>
</dd>
<dt>
<a name = "EmitParticle"></a>
<strong>EmitParticle(pos, velocity, spriteIndex, gravity, rot, startColor, endColor, blendMode, startSize, endSize, lifetime, damage, poison)</strong>
</dt>
<dd>
<p>Emit a particle. </p>
<pre><code> See the sprite editor in WadTool for DEFAULT_SPRITES to see a list of sprite indices.
</code></pre>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">velocity</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">spriteIndex</span>
<span class="types"><span class="type">int</span></span>
an index of a sprite in DEFAULT_SPRITES object.
</li>
<li><span class="parameter">gravity</span>
<span class="types"><span class="type">int</span></span>
(default 0) Specifies whether particle will fall (positive values) or ascend (negative values) over time. Clamped to [-32768, 32767], but values between -1000 and 1000 are recommended; values too high or too low (e.g. under -2000 or above 2000) will cause the velocity of the particle to "wrap around" and switch directions.
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
(default 0) specifies a speed with which it will rotate (0 = no rotation, negative = anticlockwise rotation, positive = clockwise rotation).
</li>
<li><span class="parameter">startColor</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255)) color at start of life
</li>
<li><span class="parameter">endColor</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255)) color to fade to - at the time of writing this fade will finish long before the end of the particle's life due to internal maths
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><span class="type">BlendID</span></span>
(default TEN.Misc.BlendID.ALPHABLEND) How will we blend this with its surroundings?
</li>
<li><span class="parameter">startSize</span>
<span class="types"><span class="type">int</span></span>
(default 10) Size on spawn. A value of 15 is approximately the size of Lara's head.
</li>
<li><span class="parameter">endSize</span>
<span class="types"><span class="type">int</span></span>
(default 0) Size on death - the particle will linearly shrink or grow to this size during its lifespan
</li>
<li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span>
(default 2) Lifespan in seconds
</li>
<li><span class="parameter">damage</span>
<span class="types"><span class="type">bool</span></span>
(default false) specifies whether particle can damage Lara (does a very small amount of damage, like the small lava emitters in TR1)
</li>
<li><span class="parameter">poison</span>
<span class="types"><span class="type">bool</span></span>
(default false) specifies whether particle can poison Lara
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">EmitParticle(
yourPositionVarHere,
Vec3(<span class="global">math</span>.random(), <span class="global">math</span>.random(), <span class="global">math</span>.random()),
<span class="number">22</span>, <span class="comment">-- spriteIndex
</span> <span class="number">0</span>, <span class="comment">-- gravity
</span> -<span class="number">2</span>, <span class="comment">-- rot
</span> Color(<span class="number">255</span>, <span class="number">0</span>, <span class="number">0</span>), <span class="comment">-- startColor
</span> Color(<span class="number">0</span>, <span class="number">255</span>, <span class="number">0</span>), <span class="comment">-- endColor
</span> TEN.Misc.BlendID.ADDITIVE, <span class="comment">-- blendMode
</span> <span class="number">15</span>, <span class="comment">-- startSize
</span> <span class="number">50</span>, <span class="comment">-- endSize
</span> <span class="number">20</span>, <span class="comment">-- lifetime
</span> <span class="keyword">false</span>, <span class="comment">-- damage
</span> <span class="keyword">true</span> <span class="comment">-- poison
</span> )</pre>
</ul>
</dd>
<dt>
<a name = "EmitShockwave"></a>
<strong>EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</strong>
</dt>
<dd>
Emit a shockwave, similar to that seen when a harpy projectile hits something.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
Origin position
</li>
<li><span class="parameter">innerRadius</span>
<span class="types"><span class="type">int</span></span>
(default 0) Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block
</li>
<li><span class="parameter">outerRadius</span>
<span class="types"><span class="type">int</span></span>
(default 128) Initial outer radius of the shockwave circle
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span>
(default 1.0) Lifetime in seconds (max 8.5 because of inner maths weirdness)
</li>
<li><span class="parameter">speed</span>
<span class="types"><span class="type">int</span></span>
(default 50) Initial speed of the shockwave's expansion (the shockwave will always slow as it goes)
</li>
<li><span class="parameter">angle</span>
<span class="types"><span class="type">int</span></span>
(default 0) Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical
</li>
<li><span class="parameter">hurtsLara</span>
<span class="types"><span class="type">bool</span></span>
(default false) If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed
</li>
</ul>
</dd>
<dt>
<a name = "EmitLight"></a>
<strong>EmitLight(pos, color, radius)</strong>
</dt>
<dd>
Emit dynamic light that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">radius</span>
<span class="types"><span class="type">int</span></span>
(default 20) corresponds loosely to both intensity and range
</li>
</ul>
</dd>
<dt>
<a name = "EmitBlood"></a>
<strong>EmitBlood(pos, count)</strong>
</dt>
<dd>
Emit blood.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
(default 1) "amount" of blood. Higher numbers won't add more blood but will make it more "flickery", with higher numbers turning it into a kind of red orb.
</li>
</ul>
</dd>
<dt>
<a name = "EmitFire"></a>
<strong>EmitFire(pos, size)</strong>
</dt>
<dd>
Emit fire for one frame. Will not hurt Lara. Call this each frame if you want a continuous fire.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
(default 1.0)
</li>
</ul>
</dd>
<dt>
<a name = "MakeExplosion"></a>
<strong>MakeExplosion(pos, size, shockwave)</strong>
</dt>
<dd>
Make an explosion. Does not hurt Lara
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><span class="type">Vec3</span></span>
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
(default 512.0) this will not be the size of the sprites, but rather the distance between the origin and any additional sprites
</li>
<li><span class="parameter">shockwave</span>
<span class="types"><span class="type">bool</span></span>
(default false) if true, create a very faint white shockwave which will not hurt Lara
</li>
</ul>
</dd>
<dt>
<a name = "MakeEarthquake"></a>
<strong>MakeEarthquake(strength)</strong>
</dt>
<dd>
Make an earthquake
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">strength</span>
<span class="types"><span class="type">int</span></span>
(default 100) How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
</li>
</ul>
</dd>
<dt>
<a name = "FlashScreen"></a>
<strong>FlashScreen(color, speed)</strong>
</dt>
<dd>
Flash screen.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
(default Color(255, 255, 255))
</li>
<li><span class="parameter">speed</span>
<span class="types"><span class="type">float</span></span>
(default 1.0). Speed in "amount" per second. A value of 1 will make the flash take one second. Clamped to [0.005, 1.0]
</li>
</ul>
</dd>
<dt>
<a name = "Earthquake"></a>
<strong>Earthquake(strength)</strong>
</dt>
<dd>
Do earthquake.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">strength</span>
<span class="types"><span class="type">int</span></span>
</li>
</ul>
</dd>
<dt>
<a name = "Vibrate"></a>
<strong>Vibrate(strength, time)</strong>
@ -1059,7 +632,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
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</body>

View file

@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -296,7 +296,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -168,7 +168,7 @@ with a call to <a href="../1 modules/Strings.html#ShowString">ShowString</a>, or
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -68,7 +68,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -99,7 +99,7 @@
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -73,7 +73,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -226,7 +226,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -181,7 +181,7 @@ EXAMINE
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -73,7 +73,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -522,7 +522,7 @@ Must be in the range [1, 127], and equal to or less than the value passed to Set
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -68,7 +68,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
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<h2>5 Lua utility modules</h2>
@ -99,7 +99,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -142,7 +142,7 @@ an invalid argument.</p>
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -73,7 +73,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -198,7 +198,7 @@ Less is more. City of The Dead, for example, uses a speed value of 16.
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -371,7 +371,7 @@ aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)</pre>
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@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -259,7 +259,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -1487,7 +1487,7 @@ sas:SetPosition(destinationPosition)</pre>
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@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
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<h2>5 Lua utility modules</h2>
@ -261,7 +261,7 @@
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
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<h2>5 Lua utility modules</h2>
@ -259,7 +259,7 @@
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
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<h2>5 Lua utility modules</h2>
@ -357,7 +357,7 @@
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -72,7 +72,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -306,7 +306,7 @@ TEN.Strings.DisplayStringOption.SHADOW -- will give the text a small shadow
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View file

@ -73,7 +73,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -311,7 +311,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
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View file

@ -73,7 +73,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -249,7 +249,7 @@ All values will be clamped to [-32768, 32767].</p>
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
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View file

@ -73,7 +73,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -276,7 +276,7 @@ However, this function would return it as (0, 1, 1).
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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View file

@ -32,14 +32,14 @@
<h2>Contents</h2>
<ul>
<li><a href="#Misc_BlendID_constants">Misc.BlendID constants </a></li>
<li><a href="#Effects_BlendID_constants">Effects.BlendID constants </a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><strong>Misc.BlendID</strong></li>
<li><strong>Effects.BlendID</strong></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>1 Modules</h2>
@ -85,14 +85,14 @@
<div id="content">
<h1>Enum <code>Misc.BlendID</code></h1>
<h1>Enum <code>Effects.BlendID</code></h1>
<p>Constants for blend mode IDs.</p>
<p>
</p>
<h2><a href="#Misc_BlendID_constants">Misc.BlendID constants </a></h2>
<h2><a href="#Effects_BlendID_constants">Effects.BlendID constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
@ -104,7 +104,7 @@
<br/>
<h2 class="section-header has-description"><a name="Misc_BlendID_constants"></a>Misc.BlendID constants </h2>
<h2 class="section-header has-description"><a name="Effects_BlendID_constants"></a>Effects.BlendID constants </h2>
<div class="section-description">
@ -148,7 +148,7 @@ ALPHABLEND
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
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@ -39,7 +39,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><strong>Flow.InvID</strong></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>1 Modules</h2>
@ -357,7 +357,7 @@ EXAMINE_ITEM8_COMBO2
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
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View file

@ -39,7 +39,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><strong>Objects.ObjID</strong></li>
</ul>
<h2>1 Modules</h2>
@ -1095,7 +1095,7 @@ PANEL_MIDDLE_CORNER
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
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View file

@ -77,7 +77,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
@ -453,7 +453,7 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
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View file

@ -77,7 +77,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
@ -137,7 +137,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:11:49 </i>
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View file

@ -65,7 +65,7 @@
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="4 enums/Misc.BlendID.html">Misc.BlendID</a></li>
<li><a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li><a href="4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>5 Lua utility modules</h2>
@ -217,7 +217,7 @@ Util.ShortenTENCalls()
<td class="summary">Constants for items that can be used with GetItem and SetItem.</td>
</tr>
<tr>
<td class="name" ><a href="4 enums/Misc.BlendID.html">Misc.BlendID</a></td>
<td class="name" ><a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></td>
<td class="summary">Constants for blend mode IDs.</td>
</tr>
<tr>
@ -241,7 +241,7 @@ Util.ShortenTENCalls()
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-07-29 21:04:40 </i>
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