mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 15:57:59 +03:00
Lua API documentation revisions (#1636)
* First iteration * Revise Moveable class documentation * Revise remaining documentation * Extend laraType description * Enum documentation revisions * Edit version * Corrections and updates * Corrections
This commit is contained in:
parent
cb23823e64
commit
7c2f6f96e4
102 changed files with 1614 additions and 1576 deletions
|
@ -12,7 +12,7 @@ new_type("luautil", "5 Lua utility modules", true)
|
|||
|
||||
not_luadoc = true
|
||||
|
||||
local version = "1.8.1"
|
||||
local version = "1.8.2"
|
||||
project = " TombEngine"
|
||||
title = "TombEngine " .. version .. " Lua API"
|
||||
description = "TombEngine " .. version .. " scripting interface"
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -124,19 +124,19 @@
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitLightningArc">EmitLightningArc(origin, target, color, life, amplitude, beamWidth, detail, smooth, endDrift)</a></td>
|
||||
<td class="name" ><a href="#EmitLightningArc">EmitLightningArc(origin, target, [color.], [life], [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, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, damage, poison, spriteSeqID, startRot)</a></td>
|
||||
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, vel, spriteID, [gravity], [rotVel], [startColor], [endColor], [blendMode], [startSize], [endSize], [life], [damage], [poison], [spriteSeqID], [startRot])</a></td>
|
||||
<td class="summary">Emit a particle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(ParticleData)</a></td>
|
||||
<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(particleData)</a></td>
|
||||
<td class="summary">Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitShockwave">EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</a></td>
|
||||
<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>
|
||||
|
@ -148,7 +148,7 @@
|
|||
<td class="summary">Emit dynamic directional spotlight that lasts for a single frame.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitBlood">EmitBlood(pos, count)</a></td>
|
||||
<td class="name" ><a href="#EmitBlood">EmitBlood(pos, [count])</a></td>
|
||||
<td class="summary">Emit blood.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -156,15 +156,15 @@
|
|||
<td class="summary">Emit an air bubble in a water room.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitFire">EmitFire(pos, size)</a></td>
|
||||
<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="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="name" ><a href="#MakeEarthquake">MakeEarthquake([strength])</a></td>
|
||||
<td class="summary">Make an earthquake</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -193,7 +193,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "EmitLightningArc"></a>
|
||||
<strong>EmitLightningArc(origin, target, color, life, amplitude, beamWidth, detail, smooth, endDrift)</strong>
|
||||
<strong>EmitLightningArc(origin, target, [color.], [life], [amplitude], [beamWidth], [detail], [smooth], [endDrift])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit a lightning arc.
|
||||
|
@ -214,33 +214,42 @@
|
|||
|
||||
|
||||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<li><span class="parameter">color.</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
(default Color(255, 255, 255))
|
||||
|
||||
|
||||
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">life</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. <strong>default: 1</strong>
|
||||
Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths.
|
||||
<em>Default: 1.</em>
|
||||
</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]. <strong>default: 20</strong>
|
||||
Strength of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255].
|
||||
<em>Default: 20.</em>
|
||||
</li>
|
||||
<li><span class="parameter">beamWidth</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Clamped to [1, 127]. <strong>default 2</strong>
|
||||
Beam width. Clamped to [1, 127].
|
||||
<em>Default: 2.</em>
|
||||
</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]. <strong>default: 10</strong>
|
||||
Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127].
|
||||
<em>Default: 10.</em>
|
||||
</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. <strong>default: false</strong>
|
||||
If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes.
|
||||
<em>Default: false.</em>
|
||||
</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 <strong>default: false</strong>
|
||||
If true, the end of the arc will be able to gradually drift away from its destination in a random direction.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -251,7 +260,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitParticle"></a>
|
||||
<strong>EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, damage, poison, spriteSeqID, startRot)</strong>
|
||||
<strong>EmitParticle(pos, vel, spriteID, [gravity], [rotVel], [startColor], [endColor], [blendMode], [startSize], [endSize], [life], [damage], [poison], [spriteSeqID], [startRot])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit a particle.
|
||||
|
@ -274,51 +283,63 @@
|
|||
</li>
|
||||
<li><span class="parameter">gravity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Effect of gravity. Positive value ascends, negative value descends. <strong>default: 0</strong>
|
||||
Effect of gravity. Positive value ascends, negative value descends.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">rotVel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotational velocity in degrees. <strong>default: 0</strong>
|
||||
Rotational velocity in degrees.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at start of life. <strong>default: Color(255, 255, 255)</strong>
|
||||
Color at start of life.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at end of life. This will finish long before the end of the particle's life due to internal math. <strong>default: Color(255, 255, 255)</strong>
|
||||
Color at end of life. This will finish long before the end of the particle's life due to internal math.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Render blend mode. <strong>TEN.Effects.BlendID.ALPHA_BLEND</strong>
|
||||
Render blend mode.
|
||||
<em>Default: TEN.Effects.BlendID.ALPHA_BLEND.</em>
|
||||
</li>
|
||||
<li><span class="parameter">startSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at start of life. <strong>default: 10</strong>
|
||||
Size at start of life.
|
||||
<em>Default: 10.</em>
|
||||
</li>
|
||||
<li><span class="parameter">endSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at end of life. <strong>default: 0</strong>
|
||||
Size at end of life.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">life</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifespan in seconds. <strong>default: 2</strong>
|
||||
Lifespan in seconds.
|
||||
<em>Default: 2.</em>
|
||||
</li>
|
||||
<li><span class="parameter">damage</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Harm the player on collision. <strong>default: false</strong>
|
||||
Harm the player on collision.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">poison</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Poison the player on collision. <strong>default: false</strong>
|
||||
Poison the player on collision.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">spriteSeqID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
Sprite sequence slot ID. <strong>default: Objects.ObjID.DEFAULT_SPRITES</strong>
|
||||
Sprite sequence slot ID.
|
||||
<em>Default: Objects.ObjID.DEFAULT_SPRITES.</em>
|
||||
</li>
|
||||
<li><span class="parameter">startRot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation at start of life. <strong>default: random</strong>
|
||||
Rotation at start of life.
|
||||
<em>Default: random.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -348,7 +369,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitAdvancedParticle"></a>
|
||||
<strong>EmitAdvancedParticle(ParticleData)</strong>
|
||||
<strong>EmitAdvancedParticle(particleData)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.
|
||||
|
@ -357,7 +378,7 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">ParticleData</span>
|
||||
<li><span class="parameter">particleData</span>
|
||||
<span class="types"><a class="type" href="../1 modules/Effects.html#ParticleData">ParticleData</a></span>
|
||||
Table containing particle data.
|
||||
</li>
|
||||
|
@ -404,7 +425,7 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitShockwave"></a>
|
||||
<strong>EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</strong>
|
||||
<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.
|
||||
|
@ -415,35 +436,42 @@ EmitAdvancedParticle(particle)</pre>
|
|||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Origin position
|
||||
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
|
||||
Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block.
|
||||
<em>Default: 0.</em>
|
||||
</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
|
||||
Initial outer radius of the shockwave circle.
|
||||
<em>Default: 128.</em>
|
||||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
(default Color(255, 255, 255))
|
||||
Color.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</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)
|
||||
Lifetime in seconds (max 8.5 because of inner maths weirdness).
|
||||
<em>Default: 1.0.</em>
|
||||
</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)
|
||||
Initial speed of the shockwave's expansion (the shockwave will always slow as it goes).
|
||||
<em>Default: 50.</em>
|
||||
</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
|
||||
Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical.
|
||||
<em>Default: 0.</em>
|
||||
</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
|
||||
If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -470,22 +498,22 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
light color (default Color(255, 255, 255))
|
||||
<em>Optional.</em>
|
||||
light color.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">radius</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
measured in "clicks" or 256 world units (default 20)
|
||||
<em>Optional.</em>
|
||||
Measured in "clicks" or 256 world units.
|
||||
<em>Default: 20.</em>
|
||||
</li>
|
||||
<li><span class="parameter">shadows</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
determines whether light should generate dynamic shadows for applicable moveables (default is false)
|
||||
<em>Optional.</em>
|
||||
Determines whether light should generate dynamic shadows for applicable moveables.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
|
||||
If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
@ -517,32 +545,32 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
(default Color(255, 255, 255))
|
||||
<em>Optional.</em>
|
||||
Color.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">radius</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units (default 10)
|
||||
<em>Optional.</em>
|
||||
Overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units.
|
||||
<em>Default: 10.</em>
|
||||
</li>
|
||||
<li><span class="parameter">falloff</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
radius, at which light starts to fade out, measured in "clicks" (default 5)
|
||||
<em>Optional.</em>
|
||||
Radius, at which light starts to fade out, measured in "clicks".
|
||||
<em>Default: 5.</em>
|
||||
</li>
|
||||
<li><span class="parameter">distance</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
distance, at which light cone fades out, measured in "clicks" (default 20)
|
||||
<em>Optional.</em>
|
||||
Distance, at which light cone fades out, measured in "clicks".
|
||||
<em>Default: 20.</em>
|
||||
</li>
|
||||
<li><span class="parameter">shadows</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
determines whether light should generate dynamic shadows for applicable moveables (default is false)
|
||||
<em>Optional.</em>
|
||||
Determines whether light should generate dynamic shadows for applicable moveables.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
|
||||
If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
@ -554,7 +582,7 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitBlood"></a>
|
||||
<strong>EmitBlood(pos, count)</strong>
|
||||
<strong>EmitBlood(pos, [count])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit blood.
|
||||
|
@ -571,7 +599,8 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</li>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Sprite count. <strong>default: 1</strong>
|
||||
Sprite count.
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -597,13 +626,13 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</li>
|
||||
<li><span class="parameter">size</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Sprite size. <strong>Default: 32</strong>
|
||||
<em>Optional.</em>
|
||||
Sprite size.
|
||||
<em>Default: 32.</em>
|
||||
</li>
|
||||
<li><span class="parameter">amp</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Oscillation amplitude. <strong>Default: 32</strong>
|
||||
<em>Optional.</em>
|
||||
Oscillation amplitude.
|
||||
<em>Default: 32.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -614,7 +643,7 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitFire"></a>
|
||||
<strong>EmitFire(pos, size)</strong>
|
||||
<strong>EmitFire(pos, [size])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit fire for one frame. Will not hurt player. Call this each frame if you want a continuous fire.
|
||||
|
@ -625,13 +654,12 @@ EmitAdvancedParticle(particle)</pre>
|
|||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
|
||||
|
||||
|
||||
Position.
|
||||
</li>
|
||||
<li><span class="parameter">size</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Fire size. <strong>default: 1</strong>
|
||||
Fire size.
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -642,7 +670,7 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "MakeExplosion"></a>
|
||||
<strong>MakeExplosion(pos, size, shockwave)</strong>
|
||||
<strong>MakeExplosion(pos, [size], [shockwave])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Make an explosion. Does not hurt Lara
|
||||
|
@ -659,11 +687,13 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</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
|
||||
This will not be the size of the sprites, but rather the distance between the origin and any additional sprites.
|
||||
<em>Default: 512.</em>
|
||||
</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
|
||||
If true, create a very faint white shockwave which will not hurt Lara.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -674,7 +704,7 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "MakeEarthquake"></a>
|
||||
<strong>MakeEarthquake(strength)</strong>
|
||||
<strong>MakeEarthquake([strength])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Make an earthquake
|
||||
|
@ -685,7 +715,8 @@ EmitAdvancedParticle(particle)</pre>
|
|||
<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.
|
||||
How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
|
||||
<em>Default: 100.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -732,8 +763,8 @@ EmitAdvancedParticle(particle)</pre>
|
|||
Moveable object with which to associate the effect.
|
||||
</li>
|
||||
<li><span class="parameter">tag</span>
|
||||
<span class="types"><span class="type">int[opt]</span></span>
|
||||
Numeric tag with which to associate the effect on the moveable. <strong>Default: 0</strong>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Numeric tag with which to associate the effect on the moveable.
|
||||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
|
@ -745,58 +776,58 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Start rotation in degrees. <strong>Default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Start rotation in degrees.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at the start of life. <strong>Default: Color(255, 255, 255, 255))</strong>
|
||||
<em>Optional.</em>
|
||||
Color at the start of life.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at the end of life. <strong>Default: Color(0, 0, 0, 0))</strong>
|
||||
<em>Optional.</em>
|
||||
Color at the end of life.
|
||||
<em>Default: Color(0, 0, 0).</em>
|
||||
</li>
|
||||
<li><span class="parameter">width</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Width in world units. <strong>Default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Width in world units.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">life</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifetime in seconds. <strong>Default: 1</strong>
|
||||
<em>Optional.</em>
|
||||
Lifetime in seconds.
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
<li><span class="parameter">vel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Movement velocity in world units per second. <strong>Default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Movement velocity in world units per second.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">expRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Width expansion rate in world units per second. <strong>Default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Width expansion rate in world units per second.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">rotRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation rate in degrees per second. <strong>Default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Rotation rate in degrees per second.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">edgeFeatherMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
|
||||
Edge feather mode. <strong>Default: Effects.StreamerFeatherMode.NONE</strong>
|
||||
<em>Optional.</em>
|
||||
Edge feather mode.
|
||||
<em>Default: Effects.StreamerFeatherMode.NONE.</em>
|
||||
</li>
|
||||
<li><span class="parameter">lengthFeatherMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
|
||||
Length feather mode. <strong>UNIMPLEMENTED, currently will always leave a fading tail</strong>
|
||||
<em>Optional.</em>
|
||||
Length feather mode. <em>Not yet implemented.</em>
|
||||
<em>Default: Effects.StreamerFeatherMode.LEFT.</em>
|
||||
</li>
|
||||
<li><span class="parameter">blendID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Renderer blend ID. <strong>Default: Effects.BlendID.ALPHA_BLEND</strong>
|
||||
<em>Optional.</em>
|
||||
Renderer blend ID.
|
||||
<em>Default: Effects.BlendID.ALPHA_BLEND.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -830,128 +861,128 @@ EmitAdvancedParticle(particle)</pre>
|
|||
</li>
|
||||
<li><span class="parameter">spriteSeqID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
Sprite sequence slot ID. <strong>default: Objects.ObjID.DEFAULT_SPRITES</strong>
|
||||
<em>Optional.</em>
|
||||
Sprite sequence slot ID.
|
||||
<em>Default: Objects.ObjID.DEFAULT_SPRITES.</em>
|
||||
</li>
|
||||
<li><span class="parameter">spriteID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Sprite ID in the sprite sequence slot. <strong>default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Sprite ID in the sprite sequence slot.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">life</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifespan in seconds. <strong>default: 2</strong>
|
||||
<em>Optional.</em>
|
||||
Lifespan in seconds.
|
||||
<em>Default: 2.</em>
|
||||
</li>
|
||||
<li><span class="parameter">maxYVel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Maximum vertical velocity in world units per second. <strong>default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Maximum vertical velocity in world units per second.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">gravity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Effect of gravity in world units per second. Positive value ascend, negative value descend. <strong>default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Effect of gravity in world units per second. Positive value ascend, negative value descend.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">friction</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Friction affecting velocity over time in world units per second. <strong>default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Friction affecting velocity over time in world units per second.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">startRot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation at start of life. <strong>default: random</strong>
|
||||
<em>Optional.</em>
|
||||
Rotation at start of life.
|
||||
<em>Default: random.</em>
|
||||
</li>
|
||||
<li><span class="parameter">rotVel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotational velocity in degrees per second. <strong>default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Rotational velocity in degrees per second.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">startSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at start of life. <strong>default: 10</strong>
|
||||
<em>Optional.</em>
|
||||
Size at start of life.
|
||||
<em>Default: 10.</em>
|
||||
</li>
|
||||
<li><span class="parameter">endSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at end of life. <strong>default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Size at end of life.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at start of life. <strong>default: Color(255, 255, 255)</strong>
|
||||
<em>Optional.</em>
|
||||
Color at start of life.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at end of life. Note that this will finish long before the end of life due to internal math. <strong>default: Color(255, 255, 255)</strong>
|
||||
<em>Optional.</em>
|
||||
Color at end of life. Note that this will finish long before the end of life due to internal math.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Render blend mode. <strong>default: TEN.Effects.BlendID.ALPHA_BLEND</strong>
|
||||
<em>Optional.</em>
|
||||
Render blend mode.
|
||||
<em>Default: TEN.Effects.BlendID.ALPHA_BLEND.</em>
|
||||
</li>
|
||||
<li><span class="parameter">damage</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Harm the player on collision. <strong>default: false</strong>
|
||||
<em>Optional.</em>
|
||||
Harm the player on collision.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">poison</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Poison the player on collision. <strong>default: false</strong>
|
||||
<em>Optional.</em>
|
||||
Poison the player on collision.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">burn</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Burn the player on collision. <strong>default: false</strong>
|
||||
<em>Optional.</em>
|
||||
Burn the player on collision.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">wind</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Affect position by wind in outside rooms. <strong>default: false</strong>
|
||||
<em>Optional.</em>
|
||||
Affect position by wind in outside rooms.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">damageHit</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Player damage amount on collision. <strong>default: 2</strong>
|
||||
<em>Optional.</em>
|
||||
Player damage amount on collision.
|
||||
<em>Default: 2.</em>
|
||||
</li>
|
||||
<li><span class="parameter">light</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Emit a colored light. CAUTION: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system. <strong>default: false</strong>
|
||||
<em>Optional.</em>
|
||||
Emit a colored light. <strong>Caution</strong>: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">lightRadius</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Light radius in 1/4 blocks. <strong>default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Light radius in 1/4 blocks.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">lightFlicker</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Interval at which the light should flicker. <strong>default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Interval at which the light should flicker.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">soundID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Sound ID to play. CAUTION: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system. <strong>default: none</strong>
|
||||
Sound ID to play. <strong>Caution</strong>: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system.
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
<li><span class="parameter">animated</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Play animates sprite sequence. <strong>default: false</strong>
|
||||
<em>Optional.</em>
|
||||
Play animates sprite sequence.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">animType</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.ParticleAnimationType.html#">ParticleAnimationType</a></span>
|
||||
Animation type of the sprite sequence. <strong>default: TEN.Effects.ParticleAnimationType.LOOP</strong>
|
||||
<em>Optional.</em>
|
||||
Animation type of the sprite sequence.
|
||||
<em>Default: TEN.Effects.ParticleAnimationType.LOOP.</em>
|
||||
</li>
|
||||
<li><span class="parameter">frameRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Sprite sequence animation framerate. <strong>default: 1</strong>
|
||||
<em>Optional.</em>
|
||||
Sprite sequence animation framerate.
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -183,11 +183,11 @@ scripts too.</p>
|
|||
<td class="summary">Finishes the current level, with optional level index and start position index provided.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetStatistics">GetStatistics(game)</a></td>
|
||||
<td class="name" ><a href="#GetStatistics">GetStatistics([game])</a></td>
|
||||
<td class="summary">Get game or level statistics.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetStatistics">SetStatistics(statistics, game)</a></td>
|
||||
<td class="name" ><a href="#SetStatistics">SetStatistics(statistics, [game])</a></td>
|
||||
<td class="summary">Set game or level statistics.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -265,11 +265,11 @@ scripts too.</p>
|
|||
<td class="summary">Set string variable keys and their translations.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetString">GetString(string)</a></td>
|
||||
<td class="name" ><a href="#GetString">GetString(key)</a></td>
|
||||
<td class="summary">Get translated string.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsStringPresent">IsStringPresent(string)</a></td>
|
||||
<td class="name" ><a href="#IsStringPresent">IsStringPresent(key)</a></td>
|
||||
<td class="summary">Check if translated string is present.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -303,7 +303,7 @@ ambient tracks.
|
|||
<ul>
|
||||
<li><span class="parameter">level</span>
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Level.html#">Level</a></span>
|
||||
a level object
|
||||
A level object.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -317,8 +317,7 @@ ambient tracks.
|
|||
<strong>SetIntroImagePath(path)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Image to show when loading the game.
|
||||
Must be a .jpg or .png image.
|
||||
Image to show when loading the game. Must be a .jpg or .png image.
|
||||
|
||||
|
||||
|
||||
|
@ -326,7 +325,7 @@ Must be a .jpg or .png image.
|
|||
<ul>
|
||||
<li><span class="parameter">path</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the path to the image, relative to the TombEngine exe
|
||||
The path to the image, relative to the TombEngine executable.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -340,8 +339,7 @@ Must be a .jpg or .png image.
|
|||
<strong>SetIntroVideoPath(path)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Video to show when loading the game.
|
||||
Must be a common video format, such as .mp4, .mkv or .avi.
|
||||
Video to show when loading the game. Must be a common video format, such as mp4, mkv, mov or avi.
|
||||
|
||||
|
||||
|
||||
|
@ -363,9 +361,7 @@ Must be a common video format, such as .mp4, .mkv or .avi.
|
|||
<strong>SetTitleScreenImagePath(path)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Image to show in the background of the title screen.
|
||||
Must be a .jpg or .png image.
|
||||
<strong>(not yet implemented)</strong>
|
||||
Image to show in the background of the title screen. Must be a .jpg or .png image. <em>Not yet implemented.</em>
|
||||
|
||||
|
||||
|
||||
|
@ -373,7 +369,7 @@ Must be a .jpg or .png image.
|
|||
<ul>
|
||||
<li><span class="parameter">path</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the path to the image, relative to the TombEngine exe
|
||||
The path to the image, relative to the TombEngine executable.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -396,7 +392,7 @@ Must be true or false
|
|||
<ul>
|
||||
<li><span class="parameter">enabled</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
true or false
|
||||
True or false.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -419,7 +415,7 @@ Must be true or false
|
|||
<ul>
|
||||
<li><span class="parameter">enabled</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
true or false
|
||||
True or false.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -433,7 +429,7 @@ Must be true or false
|
|||
<strong>EnableHomeLevel(enabled)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Enable or disable Home Level entry in the main menu. ()
|
||||
Enable or disable Home Level entry in the main menu.
|
||||
|
||||
|
||||
|
||||
|
@ -455,7 +451,7 @@ Must be true or false
|
|||
<strong>EnableLoadSave(enabled)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Enable or disable saving and loading of savegames. ()
|
||||
Enable or disable saving and loading of savegames.
|
||||
|
||||
|
||||
|
||||
|
@ -481,7 +477,7 @@ Must be true or false
|
|||
<strong>EnableFlyCheat(enabled)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Enable or disable the fly cheat. ()
|
||||
Enable or disable the fly cheat.
|
||||
|
||||
|
||||
|
||||
|
@ -512,7 +508,7 @@ Must be true or false
|
|||
<ul>
|
||||
<li><span class="parameter">enabled</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
true or false
|
||||
True or false.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -535,7 +531,7 @@ Must be true or false
|
|||
<ul>
|
||||
<li><span class="parameter">enabled</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
true or false
|
||||
True or false.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -551,7 +547,7 @@ Must be true or false
|
|||
<dd>
|
||||
Returns the level by index.
|
||||
Indices depend on the order in which AddLevel was called; the first added will
|
||||
have an ID of 0, the second an ID of 1, and so on.
|
||||
have an index of 0, the second an index of 1, and so on.
|
||||
|
||||
|
||||
|
||||
|
@ -559,7 +555,7 @@ have an ID of 0, the second an ID of 1, and so on.
|
|||
<ul>
|
||||
<li><span class="parameter">index</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
of the level
|
||||
Index of the level.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -567,7 +563,7 @@ have an ID of 0, the second an ID of 1, and so on.
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Level.html#">Level</a></span>
|
||||
the level indicated by the id
|
||||
The level indicated by the index.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -588,7 +584,7 @@ have an ID of 0, the second an ID of 1, and so on.
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Level.html#">Level</a></span>
|
||||
the current level
|
||||
The current level.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -611,13 +607,13 @@ teleported to such object with OCB similar to provided second argument.
|
|||
<ul>
|
||||
<li><span class="parameter">index</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
level index (default 0)
|
||||
<em>Optional.</em>
|
||||
Level index.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">startPos</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
player start position (default 0)
|
||||
<em>Optional.</em>
|
||||
Player start position in the next level. Should correspond to OCB of <code>Objects.ObjID.LARA_START_POS</code> object in the next level.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -628,7 +624,7 @@ teleported to such object with OCB similar to provided second argument.
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "GetStatistics"></a>
|
||||
<strong>GetStatistics(game)</strong>
|
||||
<strong>GetStatistics([game])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get game or level statistics. For reference about statistics class, see <a href="../2 classes/Flow.Statistics.html#">Flow.Statistics</a>.
|
||||
|
@ -639,7 +635,8 @@ teleported to such object with OCB similar to provided second argument.
|
|||
<ul>
|
||||
<li><span class="parameter">game</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if true, returns overall game statistics, otherwise returns current level statistics (default: false)
|
||||
If true, returns overall game statistics, otherwise returns current level statistics.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -647,7 +644,7 @@ teleported to such object with OCB similar to provided second argument.
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Statistics.html#">Statistics</a></span>
|
||||
statistics structure representing game or level statistics
|
||||
Statistics structure representing game or level statistics.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -656,7 +653,7 @@ teleported to such object with OCB similar to provided second argument.
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "SetStatistics"></a>
|
||||
<strong>SetStatistics(statistics, game)</strong>
|
||||
<strong>SetStatistics(statistics, [game])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set game or level statistics. For reference about statistics class, see <a href="../2 classes/Flow.Statistics.html#">Flow.Statistics</a>.
|
||||
|
@ -667,11 +664,12 @@ teleported to such object with OCB similar to provided second argument.
|
|||
<ul>
|
||||
<li><span class="parameter">statistics</span>
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Statistics.html#">Statistics</a></span>
|
||||
statistic object to set
|
||||
Statistic object to set.
|
||||
</li>
|
||||
<li><span class="parameter">game</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if true, sets overall game statistics, otherwise sets current level statistics (default: false)
|
||||
If true, sets overall game statistics, otherwise sets current level statistics.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -694,7 +692,7 @@ teleported to such object with OCB similar to provided second argument.
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Flow.GameStatus.html#">GameStatus</a></span>
|
||||
the current game status
|
||||
The current game status.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -715,7 +713,7 @@ teleported to such object with OCB similar to provided second argument.
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Flow.FreezeMode.html#">FreezeMode</a></span>
|
||||
the current freeze mode
|
||||
The current freeze mode.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -737,7 +735,7 @@ custom menu creation, photo mode or time freeze.
|
|||
<ul>
|
||||
<li><span class="parameter">freezeMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Flow.FreezeMode.html#">FreezeMode</a></span>
|
||||
new freeze mode to set.
|
||||
New freeze mode to set.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -874,7 +872,7 @@ custom menu creation, photo mode or time freeze.
|
|||
<ul>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
new secret count.
|
||||
New secret count.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -897,7 +895,7 @@ The index argument corresponds to the secret's unique ID, the same that would go
|
|||
<ul>
|
||||
<li><span class="parameter">index</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
an index of current level's secret (must be from 0 to 31).
|
||||
An index of current level's secret (must be from 0 to 31).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1021,7 +1019,7 @@ Must be an integer value (0 means no secrets).
|
|||
<ul>
|
||||
<li><span class="parameter">settings</span>
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Settings.html#">Settings</a></span>
|
||||
a settings table
|
||||
A settings table.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1044,7 +1042,7 @@ Must be an integer value (0 means no secrets).
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Settings.html#">Settings</a></span>
|
||||
current settings table
|
||||
Current settings table.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -1056,8 +1054,7 @@ Must be an integer value (0 means no secrets).
|
|||
|
||||
<div class="section-description">
|
||||
|
||||
These functions used in strings.lua, which is generated by TombIDE.
|
||||
You will not need to call them manually.
|
||||
These functions used in strings.lua, which is generated by TombIDE. You will not need to call them manually.
|
||||
</div>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
@ -1072,8 +1069,8 @@ You will not need to call them manually.
|
|||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">table</span>
|
||||
<span class="types"><span class="type">tab</span></span>
|
||||
array-style table with strings
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
|
||||
Array-style table with strings.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1084,7 +1081,7 @@ You will not need to call them manually.
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "GetString"></a>
|
||||
<strong>GetString(string)</strong>
|
||||
<strong>GetString(key)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get translated string.
|
||||
|
@ -1093,9 +1090,9 @@ You will not need to call them manually.
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">string</span>
|
||||
<span class="types"><span class="type">key</span></span>
|
||||
key for translated string
|
||||
<li><span class="parameter">key</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Key for translated string.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1106,7 +1103,7 @@ You will not need to call them manually.
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "IsStringPresent"></a>
|
||||
<strong>IsStringPresent(string)</strong>
|
||||
<strong>IsStringPresent(key)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if translated string is present.
|
||||
|
@ -1115,9 +1112,9 @@ You will not need to call them manually.
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">string</span>
|
||||
<span class="types"><span class="type">key</span></span>
|
||||
key for translated string
|
||||
<li><span class="parameter">key</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Key for translated string.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1139,8 +1136,8 @@ Specify which translations in the strings table correspond to which languages.
|
|||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">table</span>
|
||||
<span class="types"><span class="type">tab</span></span>
|
||||
array-style table with language names
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
|
||||
Array-style table with language names.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -295,7 +295,7 @@
|
|||
<strong>GetMouseDisplayPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the display position of the cursor in percent. ()
|
||||
Get the display position of the cursor in percent.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -132,7 +132,7 @@
|
|||
<td class="summary">Deregister a function as a callback.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#HandleEvent">HandleEvent(name, type, activator)</a></td>
|
||||
<td class="name" ><a href="#HandleEvent">HandleEvent(name, type, [activator])</a></td>
|
||||
<td class="summary">Attempt to find an event set and execute a particular event from it.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -148,7 +148,7 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Lara">Lara</a></td>
|
||||
<td class="summary">A <a href="../2 classes/Objects.Moveable.html#">Objects.Moveable</a> representing Lara herself.</td>
|
||||
<td class="summary">An <a href="../2 classes/Objects.Moveable.html#">Objects.Moveable</a> entry representing Lara herself.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Special_tables">Special tables </a></h2>
|
||||
|
@ -272,7 +272,7 @@ Will have no effect if the function was not registered as a callback
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "HandleEvent"></a>
|
||||
<strong>HandleEvent(name, type, activator)</strong>
|
||||
<strong>HandleEvent(name, type, [activator])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Attempt to find an event set and execute a particular event from it.
|
||||
|
@ -302,7 +302,8 @@ MENU</pre>
|
|||
</li>
|
||||
<li><span class="parameter">activator</span>
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#">Moveable</a></span>
|
||||
Optional activator. Default is the player object.
|
||||
Optional activator.
|
||||
<em>Default: Lara.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -372,7 +373,7 @@ MENU</pre>
|
|||
<strong>Lara</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
A <a href="../2 classes/Objects.Moveable.html#">Objects.Moveable</a> representing Lara herself.
|
||||
An <a href="../2 classes/Objects.Moveable.html#">Objects.Moveable</a> entry representing Lara herself.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -189,14 +189,14 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the unique name of the Moveable as set in, or generated by, Tomb Editor
|
||||
The unique name of the moveable as set in, or generated by, Tomb Editor.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Moveable</span></span>
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#">Moveable</a></span>
|
||||
a non-owning Moveable referencing the item.
|
||||
</ol>
|
||||
|
||||
|
@ -217,15 +217,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the unique name of the mesh as set in, or generated by, Tomb Editor
|
||||
The unique name of the static mesh as set in, or generated by, Tomb Editor.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Static</span></span>
|
||||
a non-owning Static referencing the mesh.
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Static.html#">Static</a></span>
|
||||
a non-owning Static referencing the static mesh.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -245,7 +245,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">slot</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
the unique slot of the Moveable, e.g. <code>Objects.ObjID.ANIMATING1</code>
|
||||
The unique slot of the moveable, e.g. <code>Objects.ObjID.ANIMATING1</code>.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -253,7 +253,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
|
||||
table of Moveables referencing the given slot.
|
||||
Table of moveables referencing the given slot.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -273,7 +273,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">slot</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
the unique slot of the mesh like 10
|
||||
The unique numerical slot of the static mesh.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -281,7 +281,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
|
||||
table of Statics referencing the given slot ID.
|
||||
Table of static meshes referencing the given slot.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -301,7 +301,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">tag</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
to select rooms by
|
||||
Tag to select rooms by.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -309,7 +309,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
|
||||
table of Rooms containing the given tag.
|
||||
Table of rooms containing the given tag.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -329,15 +329,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the unique name of the camera as set in, or generated by, Tomb Editor
|
||||
The unique name of the camera as set in, or generated by, Tomb Editor.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Camera</span></span>
|
||||
a non-owning Camera referencing the camera.
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Camera.html#">Camera</a></span>
|
||||
A non-owning Camera referencing the camera.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -357,15 +357,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the unique name of the sink as set in, or generated by, Tomb Editor
|
||||
The unique name of the sink as set in, or generated by, Tomb Editor.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Sink</span></span>
|
||||
a non-owning Sink referencing the sink.
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Sink.html#">Sink</a></span>
|
||||
A non-owning Sink referencing the sink.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -385,15 +385,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the unique name of the sound source as set in, or generated by, Tomb Editor
|
||||
The unique name of the sound source as set in, or generated by, Tomb Editor.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">SoundSource</span></span>
|
||||
a non-owning SoundSource referencing the sound source.
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.SoundSource.html#">SoundSource</a></span>
|
||||
A non-owning SoundSource referencing the sound source.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -413,15 +413,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the unique name of the AIObject as set in, or generated by, Tomb Editor
|
||||
The unique name of the AIObject as set in, or generated by, Tomb Editor.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">AIObject</span></span>
|
||||
a non-owning SoundSource referencing the AI moveable.
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.AIObject.html#">AIObject</a></span>
|
||||
A non-owning AIObject referencing the AI object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -441,15 +441,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the unique name of the volume as set in, or generated by, Tomb Editor
|
||||
The unique name of the volume as set in, or generated by, Tomb Editor.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Volume</span></span>
|
||||
a non-owning Volume referencing the room.
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Volume.html#">Volume</a></span>
|
||||
A non-owning Volume referencing the volume.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -469,15 +469,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the unique name of the room as set in Tomb Editor
|
||||
The unique name of the room as set in Tomb Editor.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Room</span></span>
|
||||
a non-owning Room referencing the room.
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Room.html#">Room</a></span>
|
||||
A non-owning Room referencing the room.
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -156,7 +156,7 @@
|
|||
<td class="summary">Check if the sound effect is playing.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsAudioTrackPlaying">IsAudioTrackPlaying(Track)</a></td>
|
||||
<td class="name" ><a href="#IsAudioTrackPlaying">IsAudioTrackPlaying(track)</a></td>
|
||||
<td class="summary">Check if the audio track is playing.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -362,7 +362,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "IsAudioTrackPlaying"></a>
|
||||
<strong>IsAudioTrackPlaying(Track)</strong>
|
||||
<strong>IsAudioTrackPlaying(track)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the audio track is playing.
|
||||
|
@ -371,7 +371,7 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Track</span>
|
||||
<li><span class="parameter">track</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Filename to check. Should be without extension and without full directory path.
|
||||
</li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -124,15 +124,15 @@
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#ShowString">ShowString(str, time, autoDelete)</a></td>
|
||||
<td class="name" ><a href="#ShowString">ShowString(string, [time], [autoDelete])</a></td>
|
||||
<td class="summary">Show some text on-screen.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#HideString">HideString(str)</a></td>
|
||||
<td class="name" ><a href="#HideString">HideString(string)</a></td>
|
||||
<td class="summary">Hide some on-screen text.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsStringDisplaying">IsStringDisplaying(str)</a></td>
|
||||
<td class="name" ><a href="#IsStringDisplaying">IsStringDisplaying(string)</a></td>
|
||||
<td class="summary">Checks if the string is shown</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
@ -146,7 +146,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "ShowString"></a>
|
||||
<strong>ShowString(str, time, autoDelete)</strong>
|
||||
<strong>ShowString(string, [time], [autoDelete])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Show some text on-screen.
|
||||
|
@ -155,23 +155,21 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">str</span>
|
||||
<li><span class="parameter">string</span>
|
||||
<span class="types"><span class="type">DisplayString</span></span>
|
||||
the string object to draw
|
||||
The string object to draw.
|
||||
</li>
|
||||
<li><span class="parameter">time</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
the time in seconds for which to show the string.
|
||||
If not given, the string will have an "infinite" life, and will show
|
||||
The time in seconds for which to show the string. If not given, the string will have an "infinite" life, and will show
|
||||
until <a href="../1 modules/Strings.html#HideString">HideString</a> is called or until the level is finished.
|
||||
Default: nil (i.e. infinite)
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
<li><span class="parameter">autoDelete</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
should be string automatically deleted after timeout is reached.
|
||||
If not given, the string will remain allocated even after timeout is reached, and can be
|
||||
shown again without re-initialization.
|
||||
Default: true
|
||||
Should be string automatically deleted after timeout is reached. If not given, the string will remain
|
||||
allocated even after timeout is reached, and can be shown again without re-initialization.
|
||||
<em>Default: true.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -182,7 +180,7 @@ Default: true
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "HideString"></a>
|
||||
<strong>HideString(str)</strong>
|
||||
<strong>HideString(string)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Hide some on-screen text.
|
||||
|
@ -191,10 +189,9 @@ Default: true
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">str</span>
|
||||
<li><span class="parameter">string</span>
|
||||
<span class="types"><span class="type">DisplayString</span></span>
|
||||
the string object to hide. Must previously have been shown
|
||||
with a call to <a href="../1 modules/Strings.html#ShowString">ShowString</a>, or this function will have no effect.
|
||||
The string object to hide. Must previously have been shown with a call to <a href="../1 modules/Strings.html#ShowString">ShowString</a>, or this function will have no effect.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -205,7 +202,7 @@ with a call to <a href="../1 modules/Strings.html#ShowString">ShowString</a>, or
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "IsStringDisplaying"></a>
|
||||
<strong>IsStringDisplaying(str)</strong>
|
||||
<strong>IsStringDisplaying(string)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Checks if the string is shown
|
||||
|
@ -214,9 +211,9 @@ with a call to <a href="../1 modules/Strings.html#ShowString">ShowString</a>, or
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">str</span>
|
||||
<li><span class="parameter">string</span>
|
||||
<span class="types"><span class="type">DisplayString</span></span>
|
||||
the string object to be checked
|
||||
The string object to be checked.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -144,15 +144,15 @@
|
|||
<td class="summary">Translate a pair of pixel coordinates to display position coordinates.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#PickMoveableByDisplayPosition">PickMoveableByDisplayPosition(Display)</a></td>
|
||||
<td class="name" ><a href="#PickMoveableByDisplayPosition">PickMoveableByDisplayPosition(position)</a></td>
|
||||
<td class="summary">Pick a moveable by the given display position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#PickStaticByDisplayPosition">PickStaticByDisplayPosition(Display)</a></td>
|
||||
<td class="name" ><a href="#PickStaticByDisplayPosition">PickStaticByDisplayPosition(position)</a></td>
|
||||
<td class="summary">Pick a static mesh by the given display position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#PrintLog">PrintLog(message, logLevel, [allowSpam])</a></td>
|
||||
<td class="name" ><a href="#PrintLog">PrintLog(Message, logLevel, [allowSpam])</a></td>
|
||||
<td class="summary">Write messages within the Log file</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
@ -169,8 +169,7 @@
|
|||
<strong>HasLineOfSight(roomID, posA, posB)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Determine if there is a clear line of sight between two positions.
|
||||
NOTE: Limited to room geometry. Objects are ignored.()
|
||||
Determine if there is a clear line of sight between two positions. Limited to room geometry. Objects are ignored.
|
||||
|
||||
|
||||
|
||||
|
@ -194,7 +193,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
<strong>true</strong> if there is a line of sight, <strong>false</strong> if not.
|
||||
true if there is a line of sight, false if not.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -358,7 +357,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "PickMoveableByDisplayPosition"></a>
|
||||
<strong>PickMoveableByDisplayPosition(Display)</strong>
|
||||
<strong>PickMoveableByDisplayPosition(position)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Pick a moveable by the given display position.
|
||||
|
@ -367,9 +366,9 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Display</span>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
space position in percent.
|
||||
Display space position in percent.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -386,7 +385,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "PickStaticByDisplayPosition"></a>
|
||||
<strong>PickStaticByDisplayPosition(Display)</strong>
|
||||
<strong>PickStaticByDisplayPosition(position)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Pick a static mesh by the given display position.
|
||||
|
@ -395,9 +394,9 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Display</span>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
space position in percent.
|
||||
Display space position in percent.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -414,7 +413,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "PrintLog"></a>
|
||||
<strong>PrintLog(message, logLevel, [allowSpam])</strong>
|
||||
<strong>PrintLog(Message, logLevel, [allowSpam])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Write messages within the Log file
|
||||
|
@ -428,17 +427,17 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">message</span>
|
||||
<li><span class="parameter">Message</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
to be displayed within the Log
|
||||
to be displayed within the log.
|
||||
</li>
|
||||
<li><span class="parameter">logLevel</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Util.LogLevel.html#">LogLevel</a></span>
|
||||
log level to be displayed
|
||||
Log level to be displayed.
|
||||
</li>
|
||||
<li><span class="parameter">allowSpam</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
true allows spamming of the message
|
||||
If true, allows continuous spamming of the message.
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -124,15 +124,15 @@
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#FadeIn">FadeIn(speed)</a></td>
|
||||
<td class="name" ><a href="#FadeIn">FadeIn([speed])</a></td>
|
||||
<td class="summary">Do a full-screen fade-in from black.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#FadeOut">FadeOut(speed)</a></td>
|
||||
<td class="name" ><a href="#FadeOut">FadeOut([speed])</a></td>
|
||||
<td class="summary">Do a full-screen fade-to-black.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetCineBars">SetCineBars(height, speed)</a></td>
|
||||
<td class="name" ><a href="#SetCineBars">SetCineBars([height], [speed])</a></td>
|
||||
<td class="summary">Move black cinematic bars in from the top and bottom of the game window.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -164,7 +164,7 @@
|
|||
<td class="summary">Sets the post-process effect mode, like negative or monochrome.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetPostProcessStrength">SetPostProcessStrength(strength)</a></td>
|
||||
<td class="name" ><a href="#SetPostProcessStrength">SetPostProcessStrength([strength])</a></td>
|
||||
<td class="summary">Sets the post-process effect strength.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -172,7 +172,7 @@
|
|||
<td class="summary">Sets the post-process tint.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#PlayVideo">PlayVideo(fileName[, background][, silent][, loop])</a></td>
|
||||
<td class="name" ><a href="#PlayVideo">PlayVideo(fileName, [background], [silent], [loop])</a></td>
|
||||
<td class="summary">Play a video file.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -212,7 +212,7 @@
|
|||
<td class="summary">Reset object camera back to Lara and deactivate object camera.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#FlashScreen">FlashScreen(color, speed)</a></td>
|
||||
<td class="name" ><a href="#FlashScreen">FlashScreen([color], [speed])</a></td>
|
||||
<td class="summary">Flash screen.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -230,7 +230,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "FadeIn"></a>
|
||||
<strong>FadeIn(speed)</strong>
|
||||
<strong>FadeIn([speed])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Do a full-screen fade-in from black.
|
||||
|
@ -241,7 +241,8 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
Speed in units per second. A value of 1 will make the fade take one second.
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -252,7 +253,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "FadeOut"></a>
|
||||
<strong>FadeOut(speed)</strong>
|
||||
<strong>FadeOut([speed])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Do a full-screen fade-to-black. The screen will remain black until a call to FadeIn.
|
||||
|
@ -263,7 +264,8 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
Speed in units per second. A value of 1 will make the fade take one second.
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -274,7 +276,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "SetCineBars"></a>
|
||||
<strong>SetCineBars(height, speed)</strong>
|
||||
<strong>SetCineBars([height], [speed])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Move black cinematic bars in from the top and bottom of the game window.
|
||||
|
@ -285,11 +287,13 @@
|
|||
<ul>
|
||||
<li><span class="parameter">height</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 30). Percentage of the screen to be covered
|
||||
Percentage of the screen to be covered.
|
||||
<em>Default: 30.</em>
|
||||
</li>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 30). Coverage percent per second
|
||||
Coverage percent per second.
|
||||
<em>Default: 30.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -311,7 +315,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">angle</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
in degrees (clamped to [10, 170])
|
||||
Angle in degrees (clamped to [10, 170]).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -334,7 +338,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
current FOV angle in degrees
|
||||
Current FOV angle in degrees.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -355,7 +359,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/View.CameraType.html#">CameraType</a></span>
|
||||
value used by the Main Camera.
|
||||
Value used by the game camera.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -384,7 +388,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
current camera position
|
||||
Current camera position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -405,7 +409,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
current camera target
|
||||
Current camera target.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -426,7 +430,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Room.html#">Room</a></span>
|
||||
current room of the camera
|
||||
Current room of the camera.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -446,7 +450,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">effect</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.PostProcessMode.html#">PostProcessMode</a></span>
|
||||
type to set.
|
||||
Effect type to set.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -457,7 +461,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "SetPostProcessStrength"></a>
|
||||
<strong>SetPostProcessStrength(strength)</strong>
|
||||
<strong>SetPostProcessStrength([strength])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Sets the post-process effect strength.
|
||||
|
@ -468,7 +472,8 @@
|
|||
<ul>
|
||||
<li><span class="parameter">strength</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). How strong the effect is.
|
||||
How strong the effect is.
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -501,7 +506,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "PlayVideo"></a>
|
||||
<strong>PlayVideo(fileName[, background][, silent][, loop])</strong>
|
||||
<strong>PlayVideo(fileName, [background], [silent], [loop])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Play a video file. File should be placed in the <code>FMV</code> folder.
|
||||
|
@ -512,23 +517,23 @@
|
|||
<ul>
|
||||
<li><span class="parameter">fileName</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Video file name. Can be provided without extension, if type is mp4, mkv or avi.
|
||||
Video file name. Can be provided without extension, if type is mp4, mkv, mov or avi.
|
||||
</li>
|
||||
<li><span class="parameter">background</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
(default: false). Play video in the background mode.
|
||||
Play video in the background mode.
|
||||
In such case, video won't play in fullscreen, but must be shown using special animated texture type in Tomb Editor, or using <a href="../2 classes/View.DisplaySprite.html#">View.DisplaySprite</a>.
|
||||
(<em>optional</em>)
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">silent</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
(default: false). Play video without sound.
|
||||
(<em>optional</em>)
|
||||
Play video without sound.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">loop</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
(default: false). Play video in a loop.
|
||||
(<em>optional</em>)
|
||||
Play video in a loop.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -630,7 +635,7 @@
|
|||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Video file name. If provided, checks if the currently playing video file name is the same as the provided one.
|
||||
(<em>optional</em>)
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -758,7 +763,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "FlashScreen"></a>
|
||||
<strong>FlashScreen(color, speed)</strong>
|
||||
<strong>FlashScreen([color], [speed])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Flash screen.
|
||||
|
@ -769,11 +774,13 @@
|
|||
<ul>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
(default Color(255, 255, 255))
|
||||
Color.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in units per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
Speed in units per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -123,7 +123,7 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#nameKey">nameKey</a></td>
|
||||
<td class="summary">(string) string key for the level's (localised) name.</td>
|
||||
<td class="summary">(string) String key for the level's name.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#scriptFile">scriptFile</a></td>
|
||||
|
@ -139,7 +139,7 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#ambientTrack">ambientTrack</a></td>
|
||||
<td class="summary">(string) initial ambient sound track to play.</td>
|
||||
<td class="summary">(string) Initial ambient sound track to play.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#layer1">layer1</a></td>
|
||||
|
@ -151,11 +151,11 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon1">horizon1</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Primary horizon object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon2">horizon2</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Secondary horizon object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#starfield">starfield</a></td>
|
||||
|
@ -183,7 +183,7 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#laraType">laraType</a></td>
|
||||
<td class="summary">(LaraType) Must be one of the LaraType values.</td>
|
||||
<td class="summary">(LaraType) Appearance of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#rumble">rumble</a></td>
|
||||
|
@ -226,8 +226,7 @@
|
|||
<strong>nameKey</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(string) string key for the level's (localised) name.
|
||||
Corresponds to an entry in strings.lua.
|
||||
(string) String key for the level's name. Corresponds to an entry in strings.lua.
|
||||
|
||||
|
||||
|
||||
|
@ -243,7 +242,7 @@
|
|||
</dt>
|
||||
<dd>
|
||||
(string) Level-specific Lua script file.
|
||||
Path of the Lua file holding the level's logic script, relative to the location of the tombengine executable
|
||||
Path of the Lua file holding the level's logic script, relative to the location of the Tomb Engine executable.
|
||||
|
||||
|
||||
|
||||
|
@ -275,7 +274,7 @@
|
|||
</dt>
|
||||
<dd>
|
||||
(string) Load screen image.
|
||||
Path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable
|
||||
Path of the level's load screen file (.png or .jpg), relative to the location of the Tomb Engine executable.
|
||||
|
||||
|
||||
|
||||
|
@ -290,7 +289,7 @@
|
|||
<strong>ambientTrack</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(string) initial ambient sound track to play.
|
||||
(string) Initial ambient sound track to play.
|
||||
This is the filename of the track <strong>without</strong> the .wav extension.
|
||||
|
||||
|
||||
|
@ -336,7 +335,7 @@
|
|||
<strong>horizon1</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Primary horizon object.
|
||||
|
||||
|
||||
|
||||
|
@ -351,7 +350,7 @@
|
|||
<strong>horizon2</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Secondary horizon object.
|
||||
|
||||
|
||||
|
||||
|
@ -413,7 +412,7 @@
|
|||
</dt>
|
||||
<dd>
|
||||
(bool) Enable flickering lightning in the sky.
|
||||
Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
|
||||
Equivalent to classic TRLE's lightning setting, as in the TRC Ireland levels or TR4 Cairo levels.
|
||||
|
||||
|
||||
|
||||
|
@ -460,20 +459,9 @@
|
|||
<strong>laraType</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(LaraType) Must be one of the LaraType values.
|
||||
These are:</p>
|
||||
|
||||
<pre><code>Normal
|
||||
Young
|
||||
Bunhead
|
||||
Catsuit
|
||||
Divesuit
|
||||
Invisible
|
||||
</code></pre>
|
||||
|
||||
<p>e.g. <code>myLevel.laraType = LaraType.Divesuit</code></p>
|
||||
|
||||
<p> <strong>Not yet fully implemented.</strong> Only types <code>Normal</code> and <code>Young</code> are guaranteed to work.
|
||||
(LaraType) Appearance of Lara. Must be either <code>LaraType.Normal</code> or <code>LaraType.Young</code>.
|
||||
E.g. <code>myLevel.laraType = LaraType.Young</code> will make Lara appear as young (with two ponytails rendered).
|
||||
This setting does not affect ability to use weapons or flares.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -350,7 +350,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">crawlExtended</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
when enabled, player will be able to traverse across one-click steps in crawlspaces.
|
||||
When enabled, player will be able to traverse across one-click steps in crawlspaces.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -371,7 +371,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">crouchRoll</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
when enabled, player can perform crawlspace roll by pressing sprint key.
|
||||
When enabled, player can perform crawlspace roll by pressing sprint key.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -392,7 +392,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">crawlspaceSwandive</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
when enabled, player will be able to swandive into crawlspaces.
|
||||
When enabled, player will be able to swandive into crawlspaces.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -413,7 +413,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">sprintJump</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if enabled, player will be able to perform extremely long jump when sprinting.
|
||||
If enabled, player will be able to perform extremely long jump when sprinting.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -434,7 +434,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">ledgeJumps</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if this setting is enabled, player will be able to jump upwards while hanging on the ledge.
|
||||
If this setting is enabled, player will be able to jump upwards while hanging on the ledge.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -455,7 +455,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">poseTimeout</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
if this setting is larger than 0, idle standing pose animation will be performed after given timeout (in seconds).
|
||||
If this setting is larger than 0, idle standing pose animation will be performed after given timeout (in seconds).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -483,7 +483,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">binocularLightColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
color of highlight, when player presses action. Zero color means there will be no highlight.
|
||||
Color of highlight, when player presses action. Zero color means there will be no highlight.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -504,7 +504,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">lasersightLightColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
lasersight highlight color. Zero color means there will be no highlight.
|
||||
Lasersight highlight color. Zero color means there will be no highlight.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -525,7 +525,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">objectCollision</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
when enabled, camera will collide with moveables and statics. Disable for TR4-like camera behaviour.
|
||||
When enabled, camera will collide with moveables and statics. Disable for TR4-like camera behaviour.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -553,7 +553,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
flare color. Used for sparks and lensflare coloring as well.
|
||||
Flare color. Used for sparks and lensflare coloring as well.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -574,7 +574,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">offset</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
a relative muzzle offset where light and particle effects originate from.
|
||||
A relative muzzle offset where light and particle effects originate from.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -595,7 +595,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">range</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
flare light radius or range. Represented in "clicks" equal to 256 world units.
|
||||
Flare light radius or range. Represented in "clicks" equal to 256 world units.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -616,7 +616,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">timeout</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
flare burn timeout. Flare will stop working after given timeout (specified in seconds).
|
||||
Flare burn timeout. Flare will stop working after given timeout (specified in seconds).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -637,7 +637,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">pickupCount</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
specifies amount of flares that you get when you pick up a box of flares.
|
||||
Specifies amount of flares that you get when you pick up a box of flares.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -658,7 +658,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">lensflareBrightness</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
brightness multiplier. Specifies how bright lens flare is in relation to light (on a range from 0 to 1).
|
||||
Brightness multiplier. Specifies how bright lens flare is in relation to light (on a range from 0 to 1).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -679,7 +679,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">sparks</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
spark effect. Determines whether flare generates sparks when burning.
|
||||
Spark effect. Determines whether flare generates sparks when burning.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -700,7 +700,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">smoke</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
smoke effect. Determines whether flare generates smoke when burning.
|
||||
Smoke effect. Determines whether flare generates smoke when burning.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -721,7 +721,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">flicker</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
light and lensflare flickering. When turned off, flare light will be constant.
|
||||
Light and lensflare flickering. When turned off, flare light will be constant.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -751,7 +751,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">mesh</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
index of a root mesh to which hair will attach. Root mesh may be different for each hair object.
|
||||
Index of a root mesh to which hair will attach. Root mesh may be different for each hair object.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -772,7 +772,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">offset</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
specifies how braid is positioned in relation to a headmesh.
|
||||
Specifies how braid is positioned in relation to a headmesh.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -793,7 +793,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">indices</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
|
||||
a list of headmesh's vertex connection indices. Each index corresponds to nearest braid rootmesh vertex. Amount of indices is unlimited.
|
||||
A list of headmesh's vertex connection indices. Each index corresponds to nearest braid rootmesh vertex. Amount of indices is unlimited.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -821,7 +821,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">statusBars</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if disabled, all status bars (health, air, stamina) will be hidden.
|
||||
If disabled, all status bars (health, air, stamina) will be hidden.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -842,7 +842,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">loadingBar</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if disabled, loading bar will be invisible in game.
|
||||
If disabled, loading bar will be invisible in game.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -863,7 +863,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speedometer</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if disabled, speedometer will be invisible in game.
|
||||
If disabled, speedometer will be invisible in game.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -884,7 +884,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">pickupNotifier</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if disabled, pickup notifier will be invisible in game.
|
||||
If disabled, pickup notifier will be invisible in game.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -912,7 +912,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">gravity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
specifies global gravity. Mostly affects Lara and several other objects.
|
||||
Specifies global gravity. Mostly affects Lara and several other objects.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -933,7 +933,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">swimVelocity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
specifies swim velocity for Lara. Affects both surface and underwater.
|
||||
Specifies swim velocity for Lara. Affects both surface and underwater.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -962,7 +962,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">accuracy</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
determines accuracy range in angles (smaller angles mean higher accuracy). Applicable only for firearms.
|
||||
Determines accuracy range in angles (smaller angles mean higher accuracy). Applicable only for firearms.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -983,7 +983,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">targetingDistance</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
specifies maximum targeting distance in world units (1 block = 1024 world units) for a given weapon.
|
||||
Specifies maximum targeting distance in world units (1 block = 1024 world units) for a given weapon.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1004,7 +1004,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">interval</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
specifies an interval (in frames), after which Lara is able to shoot again. Not applicable for backholster weapons.
|
||||
Specifies an interval (in frames), after which Lara is able to shoot again. Not applicable for backholster weapons.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1025,7 +1025,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">damage</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of hit points taken for every hit.
|
||||
Amount of hit points taken for every hit.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1046,7 +1046,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">alternateDamage</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
for Revolver and HK, specifies damage in lasersight mode. For crossbow, specifies damage for explosive ammo.
|
||||
For Revolver and HK, specifies damage in lasersight mode. For crossbow, specifies damage for explosive ammo.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1067,7 +1067,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">waterLevel</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
specifies water depth, at which Lara will put weapons back into holsters, indicating it's not possible to use it in water.
|
||||
Specifies water depth, at which Lara will put weapons back into holsters, indicating it's not possible to use it in water.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1088,7 +1088,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">pickupCount</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of ammo which is given with every ammo pickup for this weapon.
|
||||
Amount of ammo which is given with every ammo pickup for this weapon.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1193,7 +1193,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">shell</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if set to true, indicates that weapon emits gun shell. Applicable only for firearms.
|
||||
If set to true, indicates that weapon emits gun shell. Applicable only for firearms.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1305,7 +1305,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">errorMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Flow.ErrorMode.html#">ErrorMode</a></span>
|
||||
error mode to use.
|
||||
Error mode to use.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1328,7 +1328,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">multithreaded</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
determines whether to use multithreading or not.
|
||||
Determines whether to use multithreading or not.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1352,7 +1352,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">fastReload</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
toggle fast reload on or off.
|
||||
Toggles fast reload on or off.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -178,7 +178,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">ammoHits</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of successful enemy hits.
|
||||
Amount of successful enemy hits.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -199,7 +199,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">ammoUsed</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of used ammo.
|
||||
Amount of used ammo.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -220,7 +220,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">distanceTraveled</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of traveled distance in world units. One meter is 420 world units.
|
||||
Amount of traveled distance in world units. One meter is 420 world units.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -241,7 +241,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">healthPacksUsed</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of used medipacks.
|
||||
Amount of used medipacks.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -262,7 +262,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">damageTaken</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
overall amount of taken damage.
|
||||
overall Amount of taken damage.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -283,7 +283,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">kills</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of killed enemies.
|
||||
Amount of killed enemies.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -304,7 +304,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">pickups</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of picked up items.
|
||||
Amount of picked up items.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -325,7 +325,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">secrets</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of found secrets.
|
||||
Amount of found secrets.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -346,7 +346,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">timeTaken</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Time.html#">Time</a></span>
|
||||
amount of time passed.
|
||||
Amount of time passed.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -125,11 +125,11 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:GetPosition">AIObject:GetPosition()</a></td>
|
||||
<td class="summary">Get the object's position</td>
|
||||
<td class="summary">Get the object's position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:SetPosition">AIObject:SetPosition(position)</a></td>
|
||||
<td class="summary">Set the object's position</td>
|
||||
<td class="summary">Set the object's position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:GetRotationY">AIObject:GetRotationY()</a></td>
|
||||
|
@ -141,32 +141,31 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:GetName">AIObject:GetName()</a></td>
|
||||
<td class="summary">Get the object's unique string identifier</td>
|
||||
<td class="summary">Get the object's unique string identifier.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:SetName">AIObject:SetName(name)</a></td>
|
||||
<td class="summary">Set the object's name (its unique string identifier)</td>
|
||||
<td class="summary">Set the object's unique string identifier.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:GetRoom">AIObject:GetRoom()</a></td>
|
||||
<td class="summary">Get the current room of the object</td>
|
||||
<td class="summary">Get the current room of the object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:GetRoomNumber">AIObject:GetRoomNumber()</a></td>
|
||||
<td class="summary">Get the current room number of the object</td>
|
||||
<td class="summary">Get the current room number of the object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:SetRoomNumber">AIObject:SetRoomNumber(ID)</a></td>
|
||||
<td class="summary">Set room number of the object
|
||||
This is used in conjunction with SetPosition to teleport the object to a new room.</td>
|
||||
<td class="summary">Set room number of the object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:GetObjectID">AIObject:GetObjectID()</a></td>
|
||||
<td class="summary">Retrieve the object ID</td>
|
||||
<td class="summary">Retrieve the object ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#AIObject:SetObjectID">AIObject:SetObjectID(ID)</a></td>
|
||||
<td class="summary">Change the object's ID.</td>
|
||||
<td class="summary">Change the object ID.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -182,7 +181,7 @@
|
|||
<strong>AIObject:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the object's position
|
||||
Get the object's position.
|
||||
|
||||
|
||||
|
||||
|
@ -191,7 +190,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
a copy of the object's position
|
||||
A copy of the object's position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -203,7 +202,7 @@
|
|||
<strong>AIObject:SetPosition(position)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the object's position
|
||||
Set the object's position.
|
||||
|
||||
|
||||
|
||||
|
@ -211,7 +210,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
the new position of the object
|
||||
The new position of the object.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -226,7 +225,6 @@
|
|||
</dt>
|
||||
<dd>
|
||||
Get the object's Y-axis rotation.
|
||||
To the best of my knowledge, the rotation of an AIObject has no effect.
|
||||
|
||||
|
||||
|
||||
|
@ -234,8 +232,8 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
the object's Y-axis rotation
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The object's Y-axis rotation.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -248,15 +246,14 @@
|
|||
</dt>
|
||||
<dd>
|
||||
Set the object's Y-axis rotation.
|
||||
To the best of my knowledge, the rotation of an AIObject has no effect.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rotation</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
The object's new Y-axis rotation
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The object's new Y-axis rotation.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -270,7 +267,7 @@
|
|||
<strong>AIObject:GetName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the object's unique string identifier
|
||||
Get the object's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
@ -279,7 +276,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the object's name
|
||||
The object's name.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -291,7 +288,7 @@
|
|||
<strong>AIObject:SetName(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the object's name (its unique string identifier)
|
||||
Set the object's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
@ -299,7 +296,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
The object's new name
|
||||
The object's new name.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -313,7 +310,7 @@
|
|||
<strong>AIObject:GetRoom()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the current room of the object
|
||||
Get the current room of the object.
|
||||
|
||||
|
||||
|
||||
|
@ -321,8 +318,8 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Room</span></span>
|
||||
current room of the object
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Room.html#">Room</a></span>
|
||||
current room of the object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -334,7 +331,7 @@
|
|||
<strong>AIObject:GetRoomNumber()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the current room number of the object
|
||||
Get the current room number of the object.
|
||||
|
||||
|
||||
|
||||
|
@ -343,7 +340,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
number representing the current room of the object
|
||||
Number representing the current room of the object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -355,7 +352,7 @@
|
|||
<strong>AIObject:SetRoomNumber(ID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set room number of the object
|
||||
Set room number of the object.
|
||||
This is used in conjunction with SetPosition to teleport the object to a new room.
|
||||
|
||||
|
||||
|
@ -364,7 +361,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">ID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
the ID of the new room
|
||||
The ID of the new room.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -378,7 +375,7 @@
|
|||
<strong>AIObject:GetObjectID()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Retrieve the object ID
|
||||
Retrieve the object ID.
|
||||
|
||||
|
||||
|
||||
|
@ -387,7 +384,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
a number representing the ID of the object
|
||||
A number representing the ID of the object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -399,7 +396,7 @@
|
|||
<strong>AIObject:SetObjectID(ID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Change the object's ID. This will change the type of AI object it is.
|
||||
Change the object ID. This will change the type of AI object it is.
|
||||
Note that a baddy will gain the behaviour of the tile it's on <em>before</em> said baddy is triggered.
|
||||
This means that changing the type of an AI object beneath a moveable will have no effect.
|
||||
Instead, this function can be used to change an object that the baddy isn't standing on.
|
||||
|
@ -412,7 +409,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">ID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
the new ID
|
||||
the new ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -125,11 +125,11 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Camera:GetPosition">Camera:GetPosition()</a></td>
|
||||
<td class="summary">Get the camera's position</td>
|
||||
<td class="summary">Get the camera's position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Camera:SetPosition">Camera:SetPosition(position)</a></td>
|
||||
<td class="summary">Set the camera's position</td>
|
||||
<td class="summary">Set the camera's position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Camera:GetName">Camera:GetName()</a></td>
|
||||
|
@ -137,24 +137,23 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Camera:SetName">Camera:SetName(name)</a></td>
|
||||
<td class="summary">Set the camera's name (its unique string identifier)</td>
|
||||
<td class="summary">Set the camera's name (its unique string identifier).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Camera:GetRoom">Camera:GetRoom()</a></td>
|
||||
<td class="summary">Get the current room of the camera</td>
|
||||
<td class="summary">Get the current room of the camera.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Camera:GetRoomNumber">Camera:GetRoomNumber()</a></td>
|
||||
<td class="summary">Get the current room number of the camera</td>
|
||||
<td class="summary">Get the current room number of the camera.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Camera:SetRoomNumber">Camera:SetRoomNumber(ID)</a></td>
|
||||
<td class="summary">Set room of camera
|
||||
This is used in conjunction with SetPosition to teleport the camera to a new room.</td>
|
||||
<td class="summary">Set room of camera.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Camera:PlayCamera">Camera:PlayCamera([Target])</a></td>
|
||||
<td class="summary">Active the camera during that frame.</td>
|
||||
<td class="name" ><a href="#Camera:PlayCamera">Camera:PlayCamera([target])</a></td>
|
||||
<td class="summary">Activate the camera for the current game frame.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -170,7 +169,7 @@
|
|||
<strong>Camera:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the camera's position
|
||||
Get the camera's position.
|
||||
|
||||
|
||||
|
||||
|
@ -179,7 +178,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
a copy of the camera's position
|
||||
Camera's position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -191,7 +190,7 @@
|
|||
<strong>Camera:SetPosition(position)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the camera's position
|
||||
Set the camera's position.
|
||||
|
||||
|
||||
|
||||
|
@ -199,7 +198,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
the new position of the camera
|
||||
The new position of the camera.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -222,7 +221,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the camera's name
|
||||
the camera's name.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -234,7 +233,7 @@
|
|||
<strong>Camera:SetName(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the camera's name (its unique string identifier)
|
||||
Set the camera's name (its unique string identifier).
|
||||
|
||||
|
||||
|
||||
|
@ -242,7 +241,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
The camera's new name
|
||||
The camera's new name.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -256,7 +255,7 @@
|
|||
<strong>Camera:GetRoom()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the current room of the camera
|
||||
Get the current room of the camera.
|
||||
|
||||
|
||||
|
||||
|
@ -264,8 +263,8 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Room</span></span>
|
||||
current room of the camera
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Room.html#">Room</a></span>
|
||||
Current room of the camera.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -277,7 +276,7 @@
|
|||
<strong>Camera:GetRoomNumber()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the current room number of the camera
|
||||
Get the current room number of the camera.
|
||||
|
||||
|
||||
|
||||
|
@ -286,7 +285,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
number representing the current room of the camera
|
||||
Number representing the current room of the camera.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -298,7 +297,7 @@
|
|||
<strong>Camera:SetRoomNumber(ID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set room of camera
|
||||
Set room of camera.
|
||||
This is used in conjunction with SetPosition to teleport the camera to a new room.
|
||||
|
||||
|
||||
|
@ -307,7 +306,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">ID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
the ID of the new room
|
||||
The ID of the new room.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -318,17 +317,17 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Camera:PlayCamera"></a>
|
||||
<strong>Camera:PlayCamera([Target])</strong>
|
||||
<strong>Camera:PlayCamera([target])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Active the camera during that frame.
|
||||
Activate the camera for the current game frame.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Target</span>
|
||||
<span class="types"><span class="type">Moveable</span></span>
|
||||
<li><span class="parameter">target</span>
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#">Moveable</a></span>
|
||||
If you put a moveable, the camera will look at it. Otherwise, it will look at Lara.
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -115,7 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Class <code>Objects.LaraObject</code></h1>
|
||||
<p>Class for extra player-only functions.</p>
|
||||
<p>Class for player-only functions.</p>
|
||||
<p> Do not try to create an object of this type. Use the built-in <em>Lara</em> variable instead.
|
||||
LaraObject inherits all the functions of <a href="../2 classes/Objects.Moveable.html#">Moveable</a>.</p>
|
||||
|
||||
|
@ -124,63 +124,63 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetPoison">LaraObject:SetPoison([poison])</a></td>
|
||||
<td class="summary">Set player poison.</td>
|
||||
<td class="summary">Set the player's poison value.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetPoison">LaraObject:GetPoison()</a></td>
|
||||
<td class="summary">Get poison potency of Lara.</td>
|
||||
<td class="summary">Get the player's poison value.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetAir">LaraObject:SetAir(air)</a></td>
|
||||
<td class="summary">Set air value of Lara.</td>
|
||||
<td class="summary">Set the player's air value.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetAir">LaraObject:GetAir()</a></td>
|
||||
<td class="summary">Get air value of Lara.</td>
|
||||
<td class="summary">Get the player's air value.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetWet">LaraObject:SetWet(wetness)</a></td>
|
||||
<td class="summary">Set wetness value of Lara (causes dripping).</td>
|
||||
<td class="summary">Set the player's wetness value, causing drips.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetWet">LaraObject:GetWet()</a></td>
|
||||
<td class="summary">Get wetness value of Lara.</td>
|
||||
<td class="summary">Get the player's wetness value.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetStamina">LaraObject:SetStamina(stamina)</a></td>
|
||||
<td class="summary">Set sprint energy value of Lara.</td>
|
||||
<td class="name" ><a href="#LaraObject:SetStamina">LaraObject:SetStamina(New)</a></td>
|
||||
<td class="summary">Set the player's stamina value.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetStamina">LaraObject:GetStamina()</a></td>
|
||||
<td class="summary">Get stamina value of Lara.</td>
|
||||
<td class="summary">Get the player's stamina value.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetAirborne">Moveable:GetAirborne()</a></td>
|
||||
<td class="summary">Get the moveable's airborne status.</td>
|
||||
<td class="summary">Get the player's airborne status (set when jumping and falling).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetAirborne">Moveable:SetAirborne(airborne)</a></td>
|
||||
<td class="summary">Set the moveable's airborne status.</td>
|
||||
<td class="summary">Set the player's airborne status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:UndrawWeapon">LaraObject:UndrawWeapon()</a></td>
|
||||
<td class="summary">Lara will undraw her weapon if it is drawn and throw away a flare if she is currently holding one.</td>
|
||||
<td class="summary">Undraw a weapon if it is drawn and throw away a flare if currently holding one.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:ThrowAwayTorch">LaraObject:ThrowAwayTorch()</a></td>
|
||||
<td class="summary">Lara will throw away the torch if she currently holds one in her hand.</td>
|
||||
<td class="name" ><a href="#LaraObject:DiscardTorch">LaraObject:DiscardTorch()</a></td>
|
||||
<td class="summary">Discard a held torch.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetHandStatus">LaraObject:GetHandStatus()</a></td>
|
||||
<td class="summary">Get actual hand status of Lara.</td>
|
||||
<td class="summary">Get the player's hand status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetWeaponType">LaraObject:GetWeaponType()</a></td>
|
||||
<td class="summary">Get actual weapon type of Lara.</td>
|
||||
<td class="summary">Get the player's weapon type.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetWeaponType">LaraObject:SetWeaponType(weaponType, activate)</a></td>
|
||||
<td class="summary">Set Lara weapon type.</td>
|
||||
<td class="summary">Set the player's weapon type.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetAmmoType">LaraObject:GetAmmoType()</a></td>
|
||||
|
@ -203,8 +203,16 @@
|
|||
<td class="summary">Get the player's current interacted moveable (if it exists).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:TorchIsLit">LaraObject:TorchIsLit()</a></td>
|
||||
<td class="summary">Get current light state of the torch, if it exists</td>
|
||||
<td class="name" ><a href="#LaraObject:IsTorchLit">LaraObject:IsTorchLit()</a></td>
|
||||
<td class="summary">Check if a held torch is lit.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:Interact">LaraObject:Interact(mov, [animNumber], [offset], [minOffsetConstraint], [maxOffsetConstraint], [minRotConstraint], [maxRotConstraint], [actionID])</a></td>
|
||||
<td class="summary">Align the player with a moveable object for interaction.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:TestInteraction">LaraObject:TestInteraction(mov, [minOffsetConstraint], [maxOffsetConstraint], [minRotConstraint], [maxRotConstraint])</a></td>
|
||||
<td class="summary">Test the player against a moveable object for interaction.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -220,7 +228,7 @@
|
|||
<strong>LaraObject:SetPoison([poison])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set player poison.
|
||||
Set the player's poison value.
|
||||
|
||||
|
||||
|
||||
|
@ -228,7 +236,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">poison</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Poison strength. Maximum value is 128 (default 0)
|
||||
New poison value. <strong>default: 0, max: 128</strong>
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
@ -247,7 +255,7 @@
|
|||
<strong>LaraObject:GetPoison()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get poison potency of Lara.
|
||||
Get the player's poison value.
|
||||
|
||||
|
||||
|
||||
|
@ -256,7 +264,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Current poison potency.
|
||||
Poison value.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -272,7 +280,7 @@
|
|||
<strong>LaraObject:SetAir(air)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set air value of Lara.
|
||||
Set the player's air value.
|
||||
|
||||
|
||||
|
||||
|
@ -280,7 +288,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">air</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Air value to give Lara. Maximum value is 1800.
|
||||
New air value. <strong>max: 1800</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -298,7 +306,7 @@
|
|||
<strong>LaraObject:GetAir()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get air value of Lara.
|
||||
Get the player's air value.
|
||||
|
||||
|
||||
|
||||
|
@ -307,7 +315,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Current air value.
|
||||
Air value.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -323,7 +331,7 @@
|
|||
<strong>LaraObject:SetWet(wetness)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set wetness value of Lara (causes dripping).
|
||||
Set the player's wetness value, causing drips.
|
||||
|
||||
|
||||
|
||||
|
@ -331,7 +339,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">wetness</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Wetness value. Maximum value is 255.
|
||||
New wetness value. <strong>max: 255</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -349,7 +357,7 @@
|
|||
<strong>LaraObject:GetWet()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get wetness value of Lara.
|
||||
Get the player's wetness value.
|
||||
|
||||
|
||||
|
||||
|
@ -358,7 +366,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Current wetness value.
|
||||
Wetness value.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -371,18 +379,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LaraObject:SetStamina"></a>
|
||||
<strong>LaraObject:SetStamina(stamina)</strong>
|
||||
<strong>LaraObject:SetStamina(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set sprint energy value of Lara.
|
||||
Set the player's stamina value.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">stamina</span>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Stamina to give to Lara. Maximum value is 120.
|
||||
stamina value. <strong>max: 120</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -400,7 +408,7 @@
|
|||
<strong>LaraObject:GetStamina()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get stamina value of Lara.
|
||||
Get the player's stamina value.
|
||||
|
||||
|
||||
|
||||
|
@ -409,7 +417,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Current sprint value.
|
||||
Stamina value.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -425,7 +433,7 @@
|
|||
<strong>Moveable:GetAirborne()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the moveable's airborne status.
|
||||
Get the player's airborne status (set when jumping and falling).
|
||||
|
||||
|
||||
|
||||
|
@ -434,7 +442,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
True if Lara state must react to aerial forces.
|
||||
True if airborne, otherwise false.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -446,7 +454,7 @@
|
|||
<strong>Moveable:SetAirborne(airborne)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the moveable's airborne status.
|
||||
Set the player's airborne status.
|
||||
|
||||
|
||||
|
||||
|
@ -454,7 +462,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">airborne</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
New airborne status for Lara.
|
||||
New airborne status.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -468,7 +476,7 @@
|
|||
<strong>LaraObject:UndrawWeapon()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Lara will undraw her weapon if it is drawn and throw away a flare if she is currently holding one.
|
||||
Undraw a weapon if it is drawn and throw away a flare if currently holding one.
|
||||
|
||||
|
||||
|
||||
|
@ -483,11 +491,11 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LaraObject:ThrowAwayTorch"></a>
|
||||
<strong>LaraObject:ThrowAwayTorch()</strong>
|
||||
<a name = "LaraObject:DiscardTorch"></a>
|
||||
<strong>LaraObject:DiscardTorch()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Lara will throw away the torch if she currently holds one in her hand.
|
||||
Discard a held torch.
|
||||
|
||||
|
||||
|
||||
|
@ -497,7 +505,7 @@
|
|||
|
||||
<h3>Usage:</h3>
|
||||
<ul>
|
||||
<pre class="example">Lara:ThrowAwayTorch()</pre>
|
||||
<pre class="example">Lara:DiscardTorch()</pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
|
@ -506,7 +514,7 @@
|
|||
<strong>LaraObject:GetHandStatus()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get actual hand status of Lara.
|
||||
Get the player's hand status.
|
||||
|
||||
|
||||
|
||||
|
@ -515,7 +523,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.HandStatus.html#">HandStatus</a></span>
|
||||
Current hand status.
|
||||
Hand status.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -531,7 +539,7 @@
|
|||
<strong>LaraObject:GetWeaponType()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get actual weapon type of Lara.
|
||||
Get the player's weapon type.
|
||||
|
||||
|
||||
|
||||
|
@ -556,7 +564,7 @@
|
|||
<strong>LaraObject:SetWeaponType(weaponType, activate)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set Lara weapon type.
|
||||
Set the player's weapon type.
|
||||
|
||||
|
||||
|
||||
|
@ -645,7 +653,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#">Moveable</a></span>
|
||||
current vehicle (nil if no vehicle present).
|
||||
Current vehicle (nil if no vehicle present).
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -707,11 +715,11 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LaraObject:TorchIsLit"></a>
|
||||
<strong>LaraObject:TorchIsLit()</strong>
|
||||
<a name = "LaraObject:IsTorchLit"></a>
|
||||
<strong>LaraObject:IsTorchLit()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get current light state of the torch, if it exists
|
||||
Check if a held torch is lit.
|
||||
|
||||
|
||||
|
||||
|
@ -720,16 +728,122 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
is torch currently lit or not? (false if no torch exists)
|
||||
True if lit, otherwise false (also false if there is no torch in hand).
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<ul>
|
||||
<pre class="example"><span class="keyword">local</span> torchIsLit = Lara:TorchIsLit()</pre>
|
||||
<pre class="example"><span class="keyword">local</span> isTorchLit = Lara:IsTorchLit()</pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LaraObject:Interact"></a>
|
||||
<strong>LaraObject:Interact(mov, [animNumber], [offset], [minOffsetConstraint], [maxOffsetConstraint], [minRotConstraint], [maxRotConstraint], [actionID])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Align the player with a moveable object for interaction.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">mov</span>
|
||||
<span class="types"><span class="type">Moveable</span></span>
|
||||
Moveable object to align the player with.
|
||||
</li>
|
||||
<li><span class="parameter">animNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The animation to play after alignment is complete.
|
||||
<em>Default: 197 (BUTTON_PUSH).</em>
|
||||
</li>
|
||||
<li><span class="parameter">offset</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Relative position offset from the moveable.
|
||||
<em>Default: Vec3(0, 0, 312).</em>
|
||||
</li>
|
||||
<li><span class="parameter">minOffsetConstraint</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Minimum relative offset constraint.
|
||||
<em>Default: Vec3(-256, -512, 0).</em>
|
||||
</li>
|
||||
<li><span class="parameter">maxOffsetConstraint</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Maximum relative offset constraint.
|
||||
<em>Default: Vec3(256, 0, 512).</em>
|
||||
</li>
|
||||
<li><span class="parameter">minRotConstraint</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Minimum relative rotation constraint.
|
||||
<em>Default: Rotation(-10, -40, -10).</em>
|
||||
</li>
|
||||
<li><span class="parameter">maxRotConstraint</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Maximum relative rotation constraint.
|
||||
<em>Default: Rotation(10, 40, 10).</em>
|
||||
</li>
|
||||
<li><span class="parameter">actionID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Input.ActionID.html#">ActionID</a></span>
|
||||
Input action ID to trigger the alignment.
|
||||
<em>Default: Input.ActionID.ACTION.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<ul>
|
||||
<pre class="example"><span class="keyword">local</span> Lara:Interact(
|
||||
moveable, <span class="number">197</span>,
|
||||
Vec3(<span class="number">0</span>, <span class="number">0</span>, <span class="number">312</span>), Vec3(-<span class="number">256</span>, -<span class="number">512</span>, -<span class="number">256</span>), Vec3(<span class="number">256</span>, <span class="number">0</span>, <span class="number">512</span>),
|
||||
Rotation(-<span class="number">10</span>, -<span class="number">30</span>, -<span class="number">10</span>), Rotation(<span class="number">10</span>, <span class="number">30</span>, <span class="number">10</span>), TEN.Input.ActionID.ACTION)</pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LaraObject:TestInteraction"></a>
|
||||
<strong>LaraObject:TestInteraction(mov, [minOffsetConstraint], [maxOffsetConstraint], [minRotConstraint], [maxRotConstraint])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Test the player against a moveable object for interaction.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">mov</span>
|
||||
<span class="types"><span class="type">Moveable</span></span>
|
||||
Moveable object to align the player with.
|
||||
</li>
|
||||
<li><span class="parameter">minOffsetConstraint</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Minimum relative offset constraint.
|
||||
<em>Default: Vec3(-256, -512, 0).</em>
|
||||
</li>
|
||||
<li><span class="parameter">maxOffsetConstraint</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Maximum relative offset constraint.
|
||||
<em>Default: Vec3(256, 0, 512).</em>
|
||||
</li>
|
||||
<li><span class="parameter">minRotConstraint</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Minimum relative rotation constraint.
|
||||
<em>Default: Rotation(-10, -40, -10).</em>
|
||||
</li>
|
||||
<li><span class="parameter">maxRotConstraint</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Maximum relative rotation constraint.
|
||||
<em>Default: Rotation(10, 40, 10).</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -125,27 +125,27 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#SoundSource:GetPosition">SoundSource:GetPosition()</a></td>
|
||||
<td class="summary">Get the sound source's position</td>
|
||||
<td class="summary">Get the sound source's position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SoundSource:SetPosition">SoundSource:SetPosition(position)</a></td>
|
||||
<td class="summary">Set the sound source's position</td>
|
||||
<td class="summary">Set the sound source's position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SoundSource:GetName">SoundSource:GetName()</a></td>
|
||||
<td class="summary">Get the sound source's unique string identifier</td>
|
||||
<td class="summary">Get the sound source's unique string identifier.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SoundSource:SetName">SoundSource:SetName(name)</a></td>
|
||||
<td class="summary">Set the sound source's name (its unique string identifier)</td>
|
||||
<td class="summary">Set the sound source's unique string identifier.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SoundSource:GetSoundID">SoundSource:GetSoundID()</a></td>
|
||||
<td class="summary">Get the sound source's unique int identifier</td>
|
||||
<td class="summary">Get the sound source's sound ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SoundSource:SetSoundID">SoundSource:SetSoundID(name)</a></td>
|
||||
<td class="summary">Set the sound source's ID</td>
|
||||
<td class="summary">Set the sound source's ID.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -161,7 +161,7 @@
|
|||
<strong>SoundSource:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the sound source's position
|
||||
Get the sound source's position.
|
||||
|
||||
|
||||
|
||||
|
@ -170,7 +170,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
a copy of the sound source's position
|
||||
Sound source's position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -182,7 +182,7 @@
|
|||
<strong>SoundSource:SetPosition(position)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the sound source's position
|
||||
Set the sound source's position.
|
||||
|
||||
|
||||
|
||||
|
@ -190,7 +190,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
the new position of the sound source
|
||||
The new position of the sound source.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -204,7 +204,7 @@
|
|||
<strong>SoundSource:GetName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the sound source's unique string identifier
|
||||
Get the sound source's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
@ -213,7 +213,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the sound source's name
|
||||
The sound source's name.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -225,7 +225,7 @@
|
|||
<strong>SoundSource:SetName(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the sound source's name (its unique string identifier)
|
||||
Set the sound source's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
@ -233,7 +233,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
The sound source's new name
|
||||
The sound source's new name.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -247,7 +247,7 @@
|
|||
<strong>SoundSource:GetSoundID()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the sound source's unique int identifier
|
||||
Get the sound source's sound ID.
|
||||
|
||||
|
||||
|
||||
|
@ -256,7 +256,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
the ID of the sound
|
||||
The ID of the sound.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -268,7 +268,7 @@
|
|||
<strong>SoundSource:SetSoundID(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the sound source's ID
|
||||
Set the sound source's ID.
|
||||
|
||||
|
||||
|
||||
|
@ -276,7 +276,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The sound source's new name
|
||||
The sound source's new sound ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -381,7 +381,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Status. <strong>true: visible</strong>, <strong>false: invisible</strong>
|
||||
Status. true means visible, false otherwise.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -402,7 +402,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Collision status. <strong>true: can be collided with</strong>, <strong>false: no collision</strong>
|
||||
Collision status. true if can be collided with, false otherwise.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -423,7 +423,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Solid Status. <strong>true: solid</strong>, <strong>false: soft</strong>
|
||||
Solid Status. true if solid, false if soft.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -597,7 +597,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">status</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
New status. <strong>true: solid</strong>, <strong>false: soft</strong>
|
||||
New status, true is solid, false is soft.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -619,7 +619,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">collidable</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
New collision status. <strong>true: can be collided with</strong>, <strong>false: no collision</strong>
|
||||
New collision status. true if can be collided with, false: no collision.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -160,7 +160,7 @@
|
|||
<td class="summary">Determine if this volume is active.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Volume:IsMoveableInside">Volume:IsMoveableInside(Moveable)</a></td>
|
||||
<td class="name" ><a href="#Volume:IsMoveableInside">Volume:IsMoveableInside(moveable)</a></td>
|
||||
<td class="summary">Determine if a moveable is inside this volume.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -189,7 +189,7 @@
|
|||
<strong>Volume:GetName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the unique string identifier of this volume. ()
|
||||
Get the unique string identifier of this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -210,7 +210,7 @@
|
|||
<strong>Volume:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the position of this volume. ()
|
||||
Get the position of this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -231,7 +231,7 @@
|
|||
<strong>Volume:GetRotation()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the rotation of this volume. ()
|
||||
Get the rotation of this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -252,7 +252,7 @@
|
|||
<strong>Volume:GetScale()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this scale of this volume. ()
|
||||
Get this scale of this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -273,7 +273,7 @@
|
|||
<strong>Volume:SetName(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the unique string identifier of this volume. ()
|
||||
Set the unique string identifier of this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -295,7 +295,7 @@
|
|||
<strong>Volume:SetPosition(pos)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the position of this volume. ()
|
||||
Set the position of this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -317,7 +317,7 @@
|
|||
<strong>Volume:SetRotation(rot)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the rotation of this volume. ()
|
||||
Set the rotation of this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -339,7 +339,7 @@
|
|||
<strong>Volume:SetScale(scale)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the scale of the volume. ()
|
||||
Set the scale of the volume.
|
||||
|
||||
|
||||
|
||||
|
@ -361,7 +361,7 @@
|
|||
<strong>Volume:GetActive()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Determine if this volume is active. ()
|
||||
Determine if this volume is active.
|
||||
|
||||
|
||||
|
||||
|
@ -379,18 +379,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Volume:IsMoveableInside"></a>
|
||||
<strong>Volume:IsMoveableInside(Moveable)</strong>
|
||||
<strong>Volume:IsMoveableInside(moveable)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Determine if a moveable is inside this volume. ()
|
||||
Determine if a moveable is inside this volume.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Moveable</span>
|
||||
<li><span class="parameter">moveable</span>
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#">Moveable</a></span>
|
||||
to be checked for containment.
|
||||
Moveable to be checked for containment.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -410,7 +410,7 @@
|
|||
<strong>Volume:Enable()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Enable this volume. ()
|
||||
Enable this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -425,7 +425,7 @@
|
|||
<strong>Volume:Disable()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Disable this volume. ()
|
||||
Disable this volume.
|
||||
|
||||
|
||||
|
||||
|
@ -440,7 +440,7 @@
|
|||
<strong>Volume:ClearActivators()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Clear the activators for this volume, allowing it to trigger again. ()
|
||||
Clear the activators for this volume, allowing it to trigger again.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -129,23 +129,23 @@ when you need to use screen-space coordinates.</p>
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplayString">DisplayString(string, Position, [scale], [color], [translated], table)</a></td>
|
||||
<td class="name" ><a href="#DisplayString">DisplayString(string, position, [scale], [color], [translated], [flags])</a></td>
|
||||
<td class="summary">Create a DisplayString.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplayString:GetColor">DisplayString:GetColor()</a></td>
|
||||
<td class="summary">Get the display string's color</td>
|
||||
<td class="summary">Get the display string's color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplayString:SetColor">DisplayString:SetColor(color)</a></td>
|
||||
<td class="summary">Set the display string's color</td>
|
||||
<td class="summary">Set the display string's color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplayString:GetKey">DisplayString:GetKey()</a></td>
|
||||
<td class="summary">Get the string key to use.</td>
|
||||
<td class="summary">Get the string key.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplayString:SetKey">DisplayString:SetKey(string)</a></td>
|
||||
<td class="name" ><a href="#DisplayString:SetKey">DisplayString:SetKey(key)</a></td>
|
||||
<td class="summary">Set the string key to use.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -166,11 +166,7 @@ when you need to use screen-space coordinates.</p>
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplayString:SetFlags">DisplayString:SetFlags(table)</a></td>
|
||||
<td class="summary">Set the display string's flags</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplayString:SetTranslated">DisplayString:SetTranslated(shouldTranslate)</a></td>
|
||||
<td class="summary">Set translated parameter of the string</td>
|
||||
<td class="summary">Set the display string's flags.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -183,7 +179,7 @@ when you need to use screen-space coordinates.</p>
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "DisplayString"></a>
|
||||
<strong>DisplayString(string, Position, [scale], [color], [translated], table)</strong>
|
||||
<strong>DisplayString(string, position, [scale], [color], [translated], [flags])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a DisplayString.
|
||||
|
@ -197,29 +193,30 @@ For use in <a href="../1 modules/Strings.html#ShowString">ShowString</a> and <a
|
|||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
The string to display or key of the translated string.
|
||||
</li>
|
||||
<li><span class="parameter">Position</span>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
of the string in pixel coordinates.
|
||||
Position of the string in pixel coordinates.
|
||||
</li>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
size of the string, relative to the default size. <strong>Default: 1.0</strong>
|
||||
<em>Optional.</em>
|
||||
Size of the string, relative to the default size.
|
||||
<em>Default: 1.</em>
|
||||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
the color of the text. <strong>Default: white</strong>
|
||||
<em>Optional.</em>
|
||||
The color of the text.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
<li><span class="parameter">translated</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
If false or omitted, the input string argument will be displayed.
|
||||
If true, the string argument will be the key of a translated string specified in strings.lua. <strong>Default: false</strong>.
|
||||
<em>Optional.</em>
|
||||
If true, the string argument will be the key of a translated string specified in strings.lua.
|
||||
<em>Default: false.</em>
|
||||
</li>
|
||||
<li><span class="parameter">table</span>
|
||||
<li><span class="parameter">flags</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span>
|
||||
<strong>Default: None.</strong> <em>Please note that Strings are automatically aligned to the LEFT</em>
|
||||
Flags which affect visual representation of a string, such as shadow or alignment.
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -239,7 +236,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<strong>DisplayString:GetColor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the display string's color
|
||||
Get the display string's color.
|
||||
|
||||
|
||||
|
||||
|
@ -248,7 +245,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
a copy of the display string's color
|
||||
Display string's color.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -260,7 +257,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<strong>DisplayString:SetColor(color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the display string's color
|
||||
Set the display string's color.
|
||||
|
||||
|
||||
|
||||
|
@ -268,7 +265,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<ul>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
the new color of the display string
|
||||
The new color of the display string.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -282,9 +279,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<strong>DisplayString:GetKey()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the string key to use. If <code>isTranslated</code> is true when <a href="../2 classes/Strings.DisplayString.html#DisplayString">DisplayString</a>
|
||||
is called, this will be the string key for the translation that will be displayed.
|
||||
If false or omitted, this will be the string that's displayed.()
|
||||
Get the string key.
|
||||
|
||||
|
||||
|
||||
|
@ -293,7 +288,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the string to use
|
||||
The string key.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -302,20 +297,18 @@ If true, the string argument will be the key of a translated string specified in
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplayString:SetKey"></a>
|
||||
<strong>DisplayString:SetKey(string)</strong>
|
||||
<strong>DisplayString:SetKey(key)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the string key to use. If <code>isTranslated</code> is true when <a href="../2 classes/Strings.DisplayString.html#DisplayString">DisplayString</a>
|
||||
is called, this will be the string key for the translation that will be displayed.
|
||||
If false or omitted, this will be the string that's displayed.()
|
||||
Set the string key to use.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">string</span>
|
||||
<li><span class="parameter">key</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the new key for the display string
|
||||
The new key for the display string.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -329,7 +322,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<strong>DisplayString:SetScale(scale)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the scale of the string. ()
|
||||
Set the scale of the string.
|
||||
|
||||
|
||||
|
||||
|
@ -351,7 +344,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<strong>DisplayString:GetScale()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the scale of the string. ()
|
||||
Get the scale of the string.
|
||||
|
||||
|
||||
|
||||
|
@ -373,7 +366,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
</dt>
|
||||
<dd>
|
||||
Set the position of the string.
|
||||
Screen-space coordinates are expected.()
|
||||
Screen-space coordinates are expected.
|
||||
|
||||
|
||||
|
||||
|
@ -396,7 +389,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
</dt>
|
||||
<dd>
|
||||
Get the position of the string.
|
||||
Screen-space coordinates are returned.()
|
||||
Screen-space coordinates are returned.
|
||||
|
||||
|
||||
|
||||
|
@ -417,7 +410,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<strong>DisplayString:SetFlags(table)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the display string's flags ()
|
||||
Set the display string's flags.
|
||||
|
||||
|
||||
|
||||
|
@ -425,7 +418,7 @@ If true, the string argument will be the key of a translated string specified in
|
|||
<ul>
|
||||
<li><span class="parameter">table</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
|
||||
the new table with display flags options
|
||||
The new table with display flags options.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -444,29 +437,6 @@ varDisplayString:SetFlags({ TEN.Strings.DisplayStringOption.SHADOW, TEN.Strings.
|
|||
</span>varDisplayString:SetFlags{ TEN.Strings.DisplayStringOption.CENTER }</pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplayString:SetTranslated"></a>
|
||||
<strong>DisplayString:SetTranslated(shouldTranslate)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set translated parameter of the string
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">shouldTranslate</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if true, the string's key will be used as the key for the translation that will be displayed.
|
||||
If false, the key itself will be displayed
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -124,11 +124,11 @@
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplaySprite">DisplaySprite(ID, int, pos, rot, scale, [color])</a></td>
|
||||
<td class="name" ><a href="#DisplaySprite">DisplaySprite(objectID, index, pos, rot, scale, [color])</a></td>
|
||||
<td class="summary">Create a DisplaySprite object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplaySprite">DisplaySprite(pos, rot, scale[, color])</a></td>
|
||||
<td class="name" ><a href="#DisplaySprite">DisplaySprite(pos, rot, scale, [color])</a></td>
|
||||
<td class="summary">Create a DisplaySprite object with a video image.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -156,27 +156,27 @@
|
|||
<td class="summary">Get the color of the display sprite.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplaySprite:SetObjectID">DisplaySprite:SetObjectID(New)</a></td>
|
||||
<td class="name" ><a href="#DisplaySprite:SetObjectID">DisplaySprite:SetObjectID(objectID)</a></td>
|
||||
<td class="summary">Set the sprite sequence object ID used by the display sprite.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplaySprite:SetSpriteID">DisplaySprite:SetSpriteID(New)</a></td>
|
||||
<td class="name" ><a href="#DisplaySprite:SetSpriteID">DisplaySprite:SetSpriteID(spriteID)</a></td>
|
||||
<td class="summary">Set the sprite ID in the sprite sequence object used by the display sprite.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplaySprite:SetPosition">DisplaySprite:SetPosition(New)</a></td>
|
||||
<td class="name" ><a href="#DisplaySprite:SetPosition">DisplaySprite:SetPosition(position)</a></td>
|
||||
<td class="summary">Set the display position of the display sprite in percent.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplaySprite:SetRotation">DisplaySprite:SetRotation(New)</a></td>
|
||||
<td class="name" ><a href="#DisplaySprite:SetRotation">DisplaySprite:SetRotation(rotation)</a></td>
|
||||
<td class="summary">Set the rotation of the display sprite in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplaySprite:SetScale">DisplaySprite:SetScale(New)</a></td>
|
||||
<td class="name" ><a href="#DisplaySprite:SetScale">DisplaySprite:SetScale(scale)</a></td>
|
||||
<td class="summary">Set the horizontal and vertical scale of the display sprite in percent.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#DisplaySprite:SetColor">DisplaySprite:SetColor(New)</a></td>
|
||||
<td class="name" ><a href="#DisplaySprite:SetColor">DisplaySprite:SetColor(color)</a></td>
|
||||
<td class="summary">Set the color of the display sprite.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -194,7 +194,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "DisplaySprite"></a>
|
||||
<strong>DisplaySprite(ID, int, pos, rot, scale, [color])</strong>
|
||||
<strong>DisplaySprite(objectID, index, pos, rot, scale, [color])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a DisplaySprite object.
|
||||
|
@ -203,13 +203,13 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">ID</span>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
of the sprite sequence object.
|
||||
ID of the sprite sequence object.
|
||||
</li>
|
||||
<li><span class="parameter">int</span>
|
||||
<li><span class="parameter">index</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
spriteID ID of the sprite in the sequence.
|
||||
Index of the sprite in the sequence.
|
||||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
|
@ -225,8 +225,8 @@
|
|||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color. <strong>Default: Color(255, 255, 255, 255)</strong>
|
||||
<em>Optional.</em>
|
||||
Color.
|
||||
<em>Default: Color(255, 255, 255).</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -243,7 +243,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplaySprite"></a>
|
||||
<strong>DisplaySprite(pos, rot, scale[, color])</strong>
|
||||
<strong>DisplaySprite(pos, rot, scale, [color])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a DisplaySprite object with a video image.
|
||||
|
@ -268,7 +268,7 @@
|
|||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color. <strong>Default: Color(255, 255, 255, 255)</strong>
|
||||
(<em>optional</em>)
|
||||
<em>Optional.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -288,7 +288,7 @@
|
|||
<strong>DisplaySprite:GetObjectID()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the object ID of the sprite sequence object used by the display sprite. ()
|
||||
Get the object ID of the sprite sequence object used by the display sprite.
|
||||
|
||||
|
||||
|
||||
|
@ -309,7 +309,7 @@
|
|||
<strong>DisplaySprite:GetSpriteID()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the sprite ID in the sprite sequence object used by the display sprite. ()
|
||||
Get the sprite ID in the sprite sequence object used by the display sprite.
|
||||
|
||||
|
||||
|
||||
|
@ -330,7 +330,7 @@
|
|||
<strong>DisplaySprite:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the display position of the display sprite in percent. ()
|
||||
Get the display position of the display sprite in percent.
|
||||
|
||||
|
||||
|
||||
|
@ -351,7 +351,7 @@
|
|||
<strong>DisplaySprite:GetRotation()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the rotation of the display sprite in degrees. ()
|
||||
Get the rotation of the display sprite in degrees.
|
||||
|
||||
|
||||
|
||||
|
@ -372,7 +372,7 @@
|
|||
<strong>DisplaySprite:GetScale()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizontal and vertical scale of the display sprite in percent. ()
|
||||
Get the horizontal and vertical scale of the display sprite in percent.
|
||||
|
||||
|
||||
|
||||
|
@ -393,7 +393,7 @@
|
|||
<strong>DisplaySprite:GetColor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the color of the display sprite. ()
|
||||
Get the color of the display sprite.
|
||||
|
||||
|
||||
|
||||
|
@ -411,18 +411,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplaySprite:SetObjectID"></a>
|
||||
<strong>DisplaySprite:SetObjectID(New)</strong>
|
||||
<strong>DisplaySprite:SetObjectID(objectID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the sprite sequence object ID used by the display sprite. (Objects.ObjID.SpriteConstants)
|
||||
Set the sprite sequence object ID used by the display sprite.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
sprite sequence object ID.
|
||||
New sprite sequence object ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -433,18 +433,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplaySprite:SetSpriteID"></a>
|
||||
<strong>DisplaySprite:SetSpriteID(New)</strong>
|
||||
<strong>DisplaySprite:SetSpriteID(spriteID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the sprite ID in the sprite sequence object used by the display sprite. (int)
|
||||
Set the sprite ID in the sprite sequence object used by the display sprite.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">spriteID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
sprite ID in the sprite sequence object.
|
||||
New sprite ID in the sprite sequence object.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -455,18 +455,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplaySprite:SetPosition"></a>
|
||||
<strong>DisplaySprite:SetPosition(New)</strong>
|
||||
<strong>DisplaySprite:SetPosition(position)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the display position of the display sprite in percent. (Vec2)
|
||||
Set the display position of the display sprite in percent.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
display position in percent.
|
||||
New display position in percent.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -477,18 +477,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplaySprite:SetRotation"></a>
|
||||
<strong>DisplaySprite:SetRotation(New)</strong>
|
||||
<strong>DisplaySprite:SetRotation(rotation)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the rotation of the display sprite in degrees. (float)
|
||||
Set the rotation of the display sprite in degrees.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">rotation</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
rotation in degrees.
|
||||
New rotation in degrees.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -499,18 +499,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplaySprite:SetScale"></a>
|
||||
<strong>DisplaySprite:SetScale(New)</strong>
|
||||
<strong>DisplaySprite:SetScale(scale)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizontal and vertical scale of the display sprite in percent. (Vec2)
|
||||
Set the horizontal and vertical scale of the display sprite in percent.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
horizontal and vertical scale in percent.
|
||||
New horizontal and vertical scale in percent.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -521,18 +521,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "DisplaySprite:SetColor"></a>
|
||||
<strong>DisplaySprite:SetColor(New)</strong>
|
||||
<strong>DisplaySprite:SetColor(color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the color of the display sprite. (Color)
|
||||
Set the color of the display sprite.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
color.
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
New color.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -554,23 +554,23 @@
|
|||
<ul>
|
||||
<li><span class="parameter">priority</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Draw priority. Can be thought of as a layer, with higher values having precedence. <strong>Default: 0</strong>
|
||||
<em>Optional.</em>
|
||||
Draw priority. Can be thought of as a layer, with higher values having precedence.
|
||||
<em>Default: 0.</em>
|
||||
</li>
|
||||
<li><span class="parameter">alignMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
|
||||
Align mode interpreting an offset from the sprite's position. <strong>Default: View.AlignMode.CENTER</strong>
|
||||
<em>Optional.</em>
|
||||
Align mode interpreting an offset from the sprite's position.
|
||||
<em>Default: View.AlignMode.CENTER.</em>
|
||||
</li>
|
||||
<li><span class="parameter">scaleMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
|
||||
Scale mode interpreting the display sprite's horizontal and vertical scale. <strong>Default: View.ScaleMode.FIT</strong>
|
||||
<em>Optional.</em>
|
||||
Scale mode interpreting the display sprite's horizontal and vertical scale.
|
||||
<em>Default: View.ScaleMode.FIT.</em>
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Blend mode. <strong>Default: Effects.BlendID.ALPHABLEND</strong>
|
||||
<em>Optional.</em>
|
||||
Blend mode.
|
||||
<em>Default: Effects.BlendID.ALPHABLEND.</em>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -240,15 +240,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">R</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
red component
|
||||
Red component.
|
||||
</li>
|
||||
<li><span class="parameter">G</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
green component
|
||||
Green component.
|
||||
</li>
|
||||
<li><span class="parameter">B</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
blue component
|
||||
Blue component.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -221,11 +221,11 @@
|
|||
</li>
|
||||
<li><span class="parameter">min</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Distance at which fog starts (in sectors)
|
||||
Distance at which fog starts (in sectors).
|
||||
</li>
|
||||
<li><span class="parameter">max</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Distance at which fog reaches the maximum strength (in sectors)
|
||||
Distance at which fog reaches the maximum strength (in sectors).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -147,8 +147,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">nameKey</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
key for the item's (localised) name.<br />
|
||||
Corresponds to an entry in strings.lua.
|
||||
key for the item's (localised) name. Corresponds to an entry in strings.lua.
|
||||
</li>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
|
@ -167,7 +166,7 @@ and a value of 2 will cause the item to render at twice the size.
|
|||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
rotation around x, y, and z axes
|
||||
rotation around x, y, and z axes.
|
||||
</li>
|
||||
<li><span class="parameter">axis</span>
|
||||
<span class="types"><span class="type">RotationAxis</span></span>
|
||||
|
@ -182,7 +181,7 @@ Z
|
|||
</li>
|
||||
<li><span class="parameter">meshBits</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
<strong>Not currently implemented</strong> (will have no effect regardless of what you set it to)
|
||||
<em>Not currently implemented</em> (will have no effect regardless of what you set it to).
|
||||
</li>
|
||||
<li><span class="parameter">action</span>
|
||||
<span class="types"><span class="type">ItemAction</span></span>
|
||||
|
@ -201,7 +200,7 @@ EXAMINE
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Flow.InventoryItem.html#InventoryItem">InventoryItem</a></span>
|
||||
an InventoryItem
|
||||
an InventoryItem.
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -123,11 +123,11 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#color">color</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB sky color</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB sky color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#speed">speed</a></td>
|
||||
<td class="summary">(int) cloud speed.</td>
|
||||
<td class="summary">(int) Cloud speed.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
|
@ -152,7 +152,7 @@
|
|||
<strong>color</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB sky color
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB sky color.
|
||||
|
||||
|
||||
|
||||
|
@ -167,7 +167,7 @@
|
|||
<strong>speed</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) cloud speed. </p>
|
||||
(int) Cloud speed. </p>
|
||||
|
||||
<pre><code> Values can be between [-32768, 32767], with positive numbers resulting in a sky that scrolls from
|
||||
west to east, and negative numbers resulting in one that travels east to west.
|
||||
|
@ -205,11 +205,11 @@
|
|||
<ul>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
RGB color
|
||||
RGB color.
|
||||
</li>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
cloud speed
|
||||
Cloud speed.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -281,7 +281,7 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">StarField</span></span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Flow.Starfield.html#Starfield">Starfield</a></span>
|
||||
A new Starfield object.
|
||||
</ol>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -142,7 +142,10 @@
|
|||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of MaterialType constants. To be used with <a href="../2 classes/Collision.Probe.html#GetFloorMaterialType">Collision.Probe.GetFloorMaterialType</a> and <a href="../2 classes/Collision.Probe.html#GetCeilingMaterialType">Collision.Probe.GetCeilingMaterialType</a>.</p>
|
||||
<p>Table of MaterialType constants.
|
||||
<br>
|
||||
Corresponds to Tomb Editor texture sound material types.
|
||||
To be used with <a href="../2 classes/Collision.Probe.html#GetFloorMaterialType">Collision.Probe.GetFloorMaterialType</a> and <a href="../2 classes/Collision.Probe.html#GetCeilingMaterialType">Collision.Probe.GetCeilingMaterialType</a>.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>MUD</code></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -142,18 +142,20 @@
|
|||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of Effects.BlendID constants. </p>
|
||||
<p>Table of Effects.BlendID constants.
|
||||
<br>
|
||||
All blending modes except <code>OPAQUE</code>, <code>ADDITIVE</code> and <code>ALPHA_BLEND</code> will use depth sorting for applicable polygons.
|
||||
This may reduce engine performance, so it is preferable to minimize usage of other blending modes.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>OPAQUE</code></li>
|
||||
<li><code>ALPHA_TEST</code></li>
|
||||
<li><code>ADDITIVE</code></li>
|
||||
<li><code>NO_DEPTH_TEST</code></li>
|
||||
<li><code>SUBTRACTIVE</code></li>
|
||||
<li><code>EXCLUDE</code></li>
|
||||
<li><code>SCREEN</code></li>
|
||||
<li><code>LIGHTEN</code></li>
|
||||
<li><code>ALPHA_BLEND</code></li>
|
||||
<li><code>OPAQUE</code> - No transparency.</li>
|
||||
<li><code>ALPHA_TEST</code> - So called "magenta transparency", every pixel can be either fully transparent or opaque.</li>
|
||||
<li><code>ADDITIVE</code> - Standard additive blending.</li>
|
||||
<li><code>SUBTRACTIVE</code> - Subtractive blending, with brighter texture areas making everything darker behind them.</li>
|
||||
<li><code>EXCLUDE</code> - Produces "inversion" effect.</li>
|
||||
<li><code>SCREEN</code> - Similar to <code>ADDITIVE</code>, but without excessive overbright.</li>
|
||||
<li><code>LIGHTEN</code> - Similar to <code>SCREEN</code>, but with a little different blending formula.</li>
|
||||
<li><code>ALPHA_BLEND</code> - True alpha blending. Should be used for textures with gradually changing alpha values.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -146,12 +146,12 @@
|
|||
<p> The following constants are inside Flow.ErrorMode: <br></p>
|
||||
|
||||
<ul>
|
||||
<li><p><code>TERMINATE</code> - print to the log file and return to the title level when any script error is hit.
|
||||
This is the one you will want to go for if you want to know IMMEDIATELY if something has gone wrong.</p></li>
|
||||
<li><p><code>WARN</code> - print to the log file and continue running the application when a recoverable script error is hit.
|
||||
<li><p><code>TERMINATE</code> - Print to the log file and return to the title level when any script error is hit.
|
||||
This is the one you will want to go for if you want to know <em>immediately</em> if something has gone wrong.</p></li>
|
||||
<li><p><code>WARN</code> - Print to the log file and continue running the application when a recoverable script error is hit.
|
||||
Choose this one if booting to the title level is too much for you.</p></li>
|
||||
<li><p><code>SILENT</code> - do nothing when a recoverable script error is hit.
|
||||
Think <strong>very</strong> carefully before using this setting. These error modes are here to help you to keep your scripts
|
||||
<li><p><code>SILENT</code> - Do nothing when a recoverable script error is hit.
|
||||
Think <em>very</em> carefully before using this setting. These error modes are here to help you to keep your scripts
|
||||
working properly, but if you opt to ignore errors, you won't be alerted if you've misused a function or passed
|
||||
an invalid argument.</p></li>
|
||||
</ul>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -147,10 +147,10 @@
|
|||
<p> To be used with <a href="../2 classes/Objects.Moveable.html#Moveable:GetStatus">Objects.Moveable.GetStatus</a> and <a href="../2 classes/Objects.Moveable.html#Moveable:SetStatus">Objects.Moveable.SetStatus</a> functions.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>INACTIVE</code> - moveable is inactive (was never activated).</li>
|
||||
<li><code>ACTIVE</code> - moveable is active.</li>
|
||||
<li><code>DEACTIVATED</code> - moveable is deactivated (was previously active and later deactivated).</li>
|
||||
<li><code>INVISIBLE</code> - moveable is invisible.</li>
|
||||
<li><code>INACTIVE</code> - Moveable is inactive (was never activated).</li>
|
||||
<li><code>ACTIVE</code> - Moveable is active.</li>
|
||||
<li><code>DEACTIVATED</code> - Moveable is deactivated (was previously active and later deactivated).</li>
|
||||
<li><code>INVISIBLE</code> - Moveable is invisible.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -883,7 +883,7 @@ INVENTORY_PASSPORT
|
|||
INVENTORY_SUNGLASSES
|
||||
INVENTORY_KEYS
|
||||
INVENTORY_HEADPHONES
|
||||
INVENTORY_POLAROID
|
||||
INVENTORY_PHOTO
|
||||
SMOKE_EMITTER_WHITE
|
||||
SMOKE_EMITTER_BLACK
|
||||
SMOKE_EMITTER
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -143,7 +143,8 @@
|
|||
<dd>
|
||||
|
||||
<p>Table of Objects.RoomFlagID constants.
|
||||
To be used with <a href="../2 classes/Objects.Room.html#Room:SetFlag">Objects.Room.SetFlag</a> and <a href="../2 classes/Objects.Room.html#Room:GetFlag">Objects.Room.GetFlag</a> functions.</p>
|
||||
<br>
|
||||
Corresponds to room flags in Tomb Editor. To be used with <a href="../2 classes/Objects.Room.html#Room:SetFlag">Objects.Room.SetFlag</a> and <a href="../2 classes/Objects.Room.html#Room:GetFlag">Objects.Room.GetFlag</a> functions.</p>
|
||||
|
||||
<p>The following constants are inside RoomFlagID.</p>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -143,16 +143,16 @@
|
|||
<dd>
|
||||
|
||||
<p>Table of Objects.RoomReverb constants.
|
||||
To be used with <a href="../2 classes/Objects.Room.html#Room:GetReverbType">Objects.Room.GetReverbType</a> and <a href="../2 classes/Objects.Room.html#Room:SetReverbType">Objects.Room.SetReverbType</a> functions.</p>
|
||||
|
||||
<p>The following constants are inside RoomReverb.</p>
|
||||
<br>
|
||||
Corresponds to room reverb setting set in Tomb Editor. To be used with <a href="../2 classes/Objects.Room.html#Room:GetReverbType">Objects.Room.GetReverbType</a> and <a href="../2 classes/Objects.Room.html#Room:SetReverbType">Objects.Room.SetReverbType</a> functions.
|
||||
The following constants are inside RoomReverb.</p>
|
||||
|
||||
<ul>
|
||||
<li>OUTSIDE</li>
|
||||
<li>SMALL</li>
|
||||
<li>MEDIUM</li>
|
||||
<li>LARGE</li>
|
||||
<li>PIPE</li>
|
||||
<li><code>OUTSIDE</code></li>
|
||||
<li><code>SMALL</code></li>
|
||||
<li><code>MEDIUM</code></li>
|
||||
<li><code>LARGE</code></li>
|
||||
<li><code>PIPE</code></li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -147,9 +147,9 @@
|
|||
<p>To be used with sound track functions, such as <a href="../1 modules/Sound.html#PlayAudioTrack">Sound.PlayAudioTrack</a> and <a href="../1 modules/Sound.html#StopAudioTrack">Sound.StopAudioTrack</a>.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>ONESHOT</code> - used for one-time music tracks.</li>
|
||||
<li><code>LOOPED</code> - used for looped ambience or music.</li>
|
||||
<li><code>VOICE</code> - used for dialogs. Also supports subtitles, set by <a href="../1 modules/Sound.html#GetCurrentSubtitle">Sound.GetCurrentSubtitle</a> function.</li>
|
||||
<li><code>ONESHOT</code> - Used for one-time music tracks.</li>
|
||||
<li><code>LOOPED</code> - Used for looped ambience or music.</li>
|
||||
<li><code>VOICE</code> - Used for dialogs. Also supports subtitles, set by <a href="../1 modules/Sound.html#GetCurrentSubtitle">Sound.GetCurrentSubtitle</a> function.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -145,10 +145,10 @@
|
|||
<p>Strings.DisplayStringOption constants. To be used with <a href="../2 classes/Strings.DisplayString.html#">Strings.DisplayString</a> class.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>CENTER</code> - set the horizontal origin point to the center of the string.</li>
|
||||
<li><code>RIGHT</code> - set the horizontal origin point to right of the string.</li>
|
||||
<li><code>SHADOW</code> - gives the string a small drop shadow.</li>
|
||||
<li><code>BLINK</code> - blinks the string</li>
|
||||
<li><code>CENTER</code> - Set the horizontal origin point to the center of the string.</li>
|
||||
<li><code>RIGHT</code> - Set the horizontal origin point to right of the string.</li>
|
||||
<li><code>SHADOW</code> - Gives the string a small drop shadow.</li>
|
||||
<li><code>BLINK</code> - Blinks the string.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -145,13 +145,13 @@
|
|||
<p>Table of View.CameraType constants. To be used with <a href="../1 modules/View.html#GetCameraType">View.GetCameraType</a> function.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>NORMAL</code> - standard in-game camera when weapons are holstered.</li>
|
||||
<li><code>COMBAT</code> - in-game camera when weapons are unholstered.</li>
|
||||
<li><code>FIXED</code> - classic fixed camera.</li>
|
||||
<li><code>LOOK</code> - look camera.</li>
|
||||
<li><code>FLYBY</code> - flyby or tracking camera.</li>
|
||||
<li><code>BINOCULARS</code> - binoculars is active.</li>
|
||||
<li><code>LASERSIGHT</code> - lasersight is active.</li>
|
||||
<li><code>NORMAL</code> - Standard in-game camera when weapons are holstered.</li>
|
||||
<li><code>COMBAT</code> - In-game camera when weapons are unholstered.</li>
|
||||
<li><code>FIXED</code> - Classic fixed camera.</li>
|
||||
<li><code>LOOK</code> - Look camera.</li>
|
||||
<li><code>FLYBY</code> - Flyby or tracking camera.</li>
|
||||
<li><code>BINOCULARS</code> - Binocular camera.</li>
|
||||
<li><code>LASERSIGHT</code> - Lasersight camera.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -145,9 +145,9 @@
|
|||
<p>Table of View.ScaleMode constants. To be used with <a href="../2 classes/View.DisplaySprite.html#">View.DisplaySprite</a> class.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>FIT</code></li>
|
||||
<li><code>FILL</code></li>
|
||||
<li><code>STRETCH</code>
|
||||
<li><code>FIT</code> - Image will proportionally fit the whole image into the sprite surface.</li>
|
||||
<li><code>FILL</code> - Image will scale up proportionally and crop to fill all sprite surface.</li>
|
||||
<li><code>STRETCH</code> - Image will stretch according to sprite dimensions, not taking aspect ratio into consideration.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -294,7 +294,7 @@
|
|||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y position of the bar's background in screen percent (0-100).
|
||||
X,Y position of the diary background sprite in screen percent (0-100).
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
|
@ -302,7 +302,7 @@
|
|||
</li>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y Scaling factor for the bar's background sprite.
|
||||
X,Y Scaling factor for the diary background sprite.
|
||||
</li>
|
||||
<li><span class="parameter">alignMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8.1 Lua API</title>
|
||||
<title>TombEngine 1.8.2 Lua API</title>
|
||||
<link rel="stylesheet" href="ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -115,7 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
|
||||
<h2>TombEngine 1.8.1 scripting interface</h2>
|
||||
<h2>TombEngine 1.8.2 scripting interface</h2>
|
||||
<p>Welcome to the TombEngine scripting API.</p>
|
||||
|
||||
<p>Note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.
|
||||
|
@ -208,7 +208,7 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.LaraObject.html">Objects.LaraObject</a></td>
|
||||
<td class="summary">Class for extra player-only functions.</td>
|
||||
<td class="summary">Class for player-only functions.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.Moveable.html">Objects.Moveable</a></td>
|
||||
|
|
|
@ -6,7 +6,10 @@
|
|||
// @enum Collision.MaterialType
|
||||
// @pragma nostrip
|
||||
|
||||
/// Table of MaterialType constants. To be used with @{Collision.Probe.GetFloorMaterialType} and @{Collision.Probe.GetCeilingMaterialType}.
|
||||
/// Table of MaterialType constants.
|
||||
// <br>
|
||||
// Corresponds to Tomb Editor texture sound material types.
|
||||
// To be used with @{Collision.Probe.GetFloorMaterialType} and @{Collision.Probe.GetCeilingMaterialType}.
|
||||
//
|
||||
// - `MUD`
|
||||
// - `SNOW`
|
||||
|
|
|
@ -9,16 +9,18 @@ namespace TEN::Scripting::Effects
|
|||
// @pragma nostrip
|
||||
|
||||
/// Table of Effects.BlendID constants.
|
||||
// <br>
|
||||
// All blending modes except `OPAQUE`, `ADDITIVE` and `ALPHA_BLEND` will use depth sorting for applicable polygons.
|
||||
// This may reduce engine performance, so it is preferable to minimize usage of other blending modes.
|
||||
//
|
||||
// - `OPAQUE`
|
||||
// - `ALPHA_TEST`
|
||||
// - `ADDITIVE`
|
||||
// - `NO_DEPTH_TEST`
|
||||
// - `SUBTRACTIVE`
|
||||
// - `EXCLUDE`
|
||||
// - `SCREEN`
|
||||
// - `LIGHTEN`
|
||||
// - `ALPHA_BLEND`
|
||||
// - `OPAQUE` - No transparency.
|
||||
// - `ALPHA_TEST` - So called "magenta transparency", every pixel can be either fully transparent or opaque.
|
||||
// - `ADDITIVE` - Standard additive blending.
|
||||
// - `SUBTRACTIVE` - Subtractive blending, with brighter texture areas making everything darker behind them.
|
||||
// - `EXCLUDE` - Produces "inversion" effect.
|
||||
// - `SCREEN` - Similar to `ADDITIVE`, but without excessive overbright.
|
||||
// - `LIGHTEN` - Similar to `SCREEN`, but with a little different blending formula.
|
||||
// - `ALPHA_BLEND` - True alpha blending. Should be used for textures with gradually changing alpha values.
|
||||
//
|
||||
// @table Effects.BlendID
|
||||
|
||||
|
|
|
@ -46,19 +46,19 @@ using namespace TEN::Effects::Streamer;
|
|||
using namespace TEN::Math;
|
||||
using namespace TEN::Scripting::Types;
|
||||
|
||||
namespace TEN::Scripting::Effects
|
||||
namespace TEN::Scripting::Effects
|
||||
{
|
||||
/// Emit a lightning arc.
|
||||
/// Emit a lightning arc.
|
||||
// @function EmitLightningArc
|
||||
// @tparam Vec3 origin
|
||||
// @tparam Vec3 target
|
||||
// @tparam Color color (default Color(255, 255, 255))
|
||||
// @tparam float life Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. __default: 1__
|
||||
// @tparam int amplitude "strength" of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255]. __default: 20__
|
||||
// @tparam int beamWidth Clamped to [1, 127]. __default 2__
|
||||
// @tparam int detail Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127]. __default: 10__
|
||||
// @tparam bool smooth If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes. __default: false__
|
||||
// @tparam bool endDrift If true, the end of the arc will be able to gradually drift away from its destination in a random direction __default: false__
|
||||
// @tparam[opt=Color(255, 255, 255)] Color color.
|
||||
// @tparam[opt=1] float life Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths.
|
||||
// @tparam[opt=20] int amplitude Strength of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255].
|
||||
// @tparam[opt=2] int beamWidth Beam width. Clamped to [1, 127].
|
||||
// @tparam[opt=10] int detail Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127].
|
||||
// @tparam[opt=false] bool smooth If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes.
|
||||
// @tparam[opt=false] bool endDrift If true, the end of the arc will be able to gradually drift away from its destination in a random direction.
|
||||
static void EmitLightningArc(const Vec3& origin, const Vec3& target, TypeOrNil<ScriptColor> color, TypeOrNil<float> life, TypeOrNil<int> amplitude,
|
||||
TypeOrNil<int> beamWidth, TypeOrNil<int> segments, TypeOrNil<bool> smooth, TypeOrNil<bool> endDrift)
|
||||
{
|
||||
|
@ -113,18 +113,18 @@ namespace TEN::Scripting::Effects
|
|||
// @tparam Vec3 pos World position.
|
||||
// @tparam Vec3 vel Directional velocity.
|
||||
// @tparam int spriteID Sprite ID in the sprite sequence slot.
|
||||
// @tparam float gravity Effect of gravity. Positive value ascends, negative value descends. __default: 0__
|
||||
// @tparam float rotVel Rotational velocity in degrees. __default: 0__
|
||||
// @tparam Color startColor Color at start of life. __default: Color(255, 255, 255)__
|
||||
// @tparam Color endColor Color at end of life. This will finish long before the end of the particle's life due to internal math. __default: Color(255, 255, 255)__
|
||||
// @tparam Effects.BlendID blendMode Render blend mode. __TEN.Effects.BlendID.ALPHA_BLEND__
|
||||
// @tparam float startSize Size at start of life. __default: 10__
|
||||
// @tparam float endSize Size at end of life. __default: 0__
|
||||
// @tparam float life Lifespan in seconds. __default: 2__
|
||||
// @tparam bool damage Harm the player on collision. __default: false__
|
||||
// @tparam bool poison Poison the player on collision. __default: false__
|
||||
// @tparam Objects.ObjID.SpriteConstants spriteSeqID Sprite sequence slot ID. __default: Objects.ObjID.DEFAULT_SPRITES__
|
||||
// @tparam float startRot Rotation at start of life. __default: random__
|
||||
// @tparam[opt=0] float gravity Effect of gravity. Positive value ascends, negative value descends.
|
||||
// @tparam[opt=0] float rotVel Rotational velocity in degrees.
|
||||
// @tparam[opt=Color(255, 255, 255)] Color startColor Color at start of life.
|
||||
// @tparam[opt=Color(255, 255, 255)] Color endColor Color at end of life. This will finish long before the end of the particle's life due to internal math.
|
||||
// @tparam[opt=TEN.Effects.BlendID.ALPHA_BLEND] Effects.BlendID blendMode Render blend mode.
|
||||
// @tparam[opt=10] float startSize Size at start of life.
|
||||
// @tparam[opt=0] float endSize Size at end of life.
|
||||
// @tparam[opt=2] float life Lifespan in seconds.
|
||||
// @tparam[opt=false] bool damage Harm the player on collision.
|
||||
// @tparam[opt=false] bool poison Poison the player on collision.
|
||||
// @tparam[opt=Objects.ObjID.DEFAULT_SPRITES] Objects.ObjID.SpriteConstants spriteSeqID Sprite sequence slot ID.
|
||||
// @tparam[opt=random] float startRot Rotation at start of life.
|
||||
// @usage
|
||||
// EmitParticle(
|
||||
// pos,
|
||||
|
@ -223,7 +223,7 @@ namespace TEN::Scripting::Effects
|
|||
|
||||
/// Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.
|
||||
// @function EmitAdvancedParticle
|
||||
// @tparam ParticleData ParticleData Table containing particle data.
|
||||
// @tparam ParticleData particleData Table containing particle data.
|
||||
// @usage
|
||||
// local particle =
|
||||
// {
|
||||
|
@ -261,31 +261,31 @@ namespace TEN::Scripting::Effects
|
|||
// @table ParticleData
|
||||
// @tfield Vec3 pos World position.
|
||||
// @tfield Vec3 vel Directional velocity in world units per second.
|
||||
// @tfield[opt] Objects.ObjID.SpriteConstants spriteSeqID Sprite sequence slot ID. __default: Objects.ObjID.DEFAULT_SPRITES__
|
||||
// @tfield[opt] int spriteID Sprite ID in the sprite sequence slot. __default: 0__
|
||||
// @tfield[opt] float life Lifespan in seconds. __default: 2__
|
||||
// @tfield[opt] float maxYVel Maximum vertical velocity in world units per second. __default: 0__
|
||||
// @tfield[opt] float gravity Effect of gravity in world units per second. Positive value ascend, negative value descend. __default: 0__
|
||||
// @tfield[opt] float friction Friction affecting velocity over time in world units per second. __default: 0__
|
||||
// @tfield[opt] float startRot Rotation at start of life. __default: random__
|
||||
// @tfield[opt] float rotVel Rotational velocity in degrees per second. __default: 0__
|
||||
// @tfield[opt] float startSize Size at start of life. __default: 10__
|
||||
// @tfield[opt] float endSize Size at end of life. __default: 0__
|
||||
// @tfield[opt] Color startColor Color at start of life. __default: Color(255, 255, 255)__
|
||||
// @tfield[opt] Color endColor Color at end of life. Note that this will finish long before the end of life due to internal math. __default: Color(255, 255, 255)__
|
||||
// @tfield[opt] Effects.BlendID blendMode Render blend mode. __default: TEN.Effects.BlendID.ALPHA_BLEND__
|
||||
// @tfield[opt] bool damage Harm the player on collision. __default: false__
|
||||
// @tfield[opt] bool poison Poison the player on collision. __default: false__
|
||||
// @tfield[opt] bool burn Burn the player on collision. __default: false__
|
||||
// @tfield[opt] bool wind Affect position by wind in outside rooms. __default: false__
|
||||
// @tfield[opt] int damageHit Player damage amount on collision. __default: 2__
|
||||
// @tfield[opt] bool light Emit a colored light. CAUTION: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system. __default: false__
|
||||
// @tfield[opt] int lightRadius Light radius in 1/4 blocks. __default: 0__
|
||||
// @tfield[opt] int lightFlicker Interval at which the light should flicker. __default: 0__
|
||||
// @tfield[opt] int soundID Sound ID to play. CAUTION: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system. __default: none__
|
||||
// @tfield[opt] bool animated Play animates sprite sequence. __default: false__
|
||||
// @tfield[opt] Effects.ParticleAnimationType animType Animation type of the sprite sequence. __default: TEN.Effects.ParticleAnimationType.LOOP__
|
||||
// @tfield[opt] float frameRate Sprite sequence animation framerate. __default: 1__
|
||||
// @tfield[opt=Objects.ObjID.DEFAULT_SPRITES] Objects.ObjID.SpriteConstants spriteSeqID Sprite sequence slot ID.
|
||||
// @tfield[opt=0] int spriteID Sprite ID in the sprite sequence slot.
|
||||
// @tfield[opt=2] float life Lifespan in seconds.
|
||||
// @tfield[opt=0] float maxYVel Maximum vertical velocity in world units per second.
|
||||
// @tfield[opt=0] float gravity Effect of gravity in world units per second. Positive value ascend, negative value descend.
|
||||
// @tfield[opt=0] float friction Friction affecting velocity over time in world units per second.
|
||||
// @tfield[opt=random] float startRot Rotation at start of life.
|
||||
// @tfield[opt=0] float rotVel Rotational velocity in degrees per second.
|
||||
// @tfield[opt=10] float startSize Size at start of life.
|
||||
// @tfield[opt=0] float endSize Size at end of life.
|
||||
// @tfield[opt=Color(255, 255, 255)] Color startColor Color at start of life.
|
||||
// @tfield[opt=Color(255, 255, 255)] Color endColor Color at end of life. Note that this will finish long before the end of life due to internal math.
|
||||
// @tfield[opt=TEN.Effects.BlendID.ALPHA_BLEND] Effects.BlendID blendMode Render blend mode.
|
||||
// @tfield[opt=false] bool damage Harm the player on collision.
|
||||
// @tfield[opt=false] bool poison Poison the player on collision.
|
||||
// @tfield[opt=false] bool burn Burn the player on collision.
|
||||
// @tfield[opt=false] bool wind Affect position by wind in outside rooms.
|
||||
// @tfield[opt=2] int damageHit Player damage amount on collision.
|
||||
// @tfield[opt=false] bool light Emit a colored light. __Caution__: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system.
|
||||
// @tfield[opt=0] int lightRadius Light radius in 1/4 blocks.
|
||||
// @tfield[opt=0] int lightFlicker Interval at which the light should flicker.
|
||||
// @tfield[opt] int soundID Sound ID to play. __Caution__: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system.
|
||||
// @tfield[opt=false] bool animated Play animates sprite sequence.
|
||||
// @tfield[opt=TEN.Effects.ParticleAnimationType.LOOP] Effects.ParticleAnimationType animType Animation type of the sprite sequence.
|
||||
// @tfield[opt=1] float frameRate Sprite sequence animation framerate.
|
||||
static void EmitAdvancedParticle(const sol::table& table)
|
||||
{
|
||||
constexpr auto DEFAULT_START_SIZE = 10.0f;
|
||||
|
@ -402,14 +402,14 @@ namespace TEN::Scripting::Effects
|
|||
|
||||
/// Emit a shockwave, similar to that seen when a harpy projectile hits something.
|
||||
// @function EmitShockwave
|
||||
// @tparam Vec3 pos Origin position
|
||||
// @tparam int innerRadius (default 0) Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block
|
||||
// @tparam int outerRadius (default 128) Initial outer radius of the shockwave circle
|
||||
// @tparam Color color (default Color(255, 255, 255))
|
||||
// @tparam float lifetime (default 1.0) Lifetime in seconds (max 8.5 because of inner maths weirdness)
|
||||
// @tparam int speed (default 50) Initial speed of the shockwave's expansion (the shockwave will always slow as it goes)
|
||||
// @tparam int angle (default 0) Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical
|
||||
// @tparam bool hurtsLara (default false) If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed
|
||||
// @tparam Vec3 pos Origin Position.
|
||||
// @tparam[opt=0] int innerRadius Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block.
|
||||
// @tparam[opt=128] int outerRadius Initial outer radius of the shockwave circle.
|
||||
// @tparam[opt=Color(255, 255, 255)] Color color Color.
|
||||
// @tparam[opt=1.0] float lifetime Lifetime in seconds (max 8.5 because of inner maths weirdness).
|
||||
// @tparam[opt=50] int speed Initial speed of the shockwave's expansion (the shockwave will always slow as it goes).
|
||||
// @tparam[opt=0] int angle Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical.
|
||||
// @tparam[opt=false] bool hurtsLara If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed.
|
||||
static void EmitShockwave(Vec3 pos, TypeOrNil<int> innerRadius, TypeOrNil<int> outerRadius, TypeOrNil<ScriptColor> col,
|
||||
TypeOrNil<float> lifetime, TypeOrNil<int> speed, TypeOrNil<int> angle, TypeOrNil<bool> hurtPlayer)
|
||||
{
|
||||
|
@ -444,10 +444,10 @@ namespace TEN::Scripting::Effects
|
|||
// If you want a light that sticks around, you must call this each frame.
|
||||
// @function EmitLight
|
||||
// @tparam Vec3 pos position of the light
|
||||
// @tparam[opt] Color color light color (default Color(255, 255, 255))
|
||||
// @tparam[opt] int radius measured in "clicks" or 256 world units (default 20)
|
||||
// @tparam[opt] bool shadows determines whether light should generate dynamic shadows for applicable moveables (default is false)
|
||||
// @tparam[opt] string name if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
|
||||
// @tparam[opt=Color(255, 255, 255)] Color color light color.
|
||||
// @tparam[opt=20] int radius Measured in "clicks" or 256 world units.
|
||||
// @tparam[opt=false] bool shadows Determines whether light should generate dynamic shadows for applicable moveables.
|
||||
// @tparam[opt] string name If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
|
||||
static void EmitLight(Vec3 pos, TypeOrNil<ScriptColor> col, TypeOrNil<int> radius, TypeOrNil<bool> castShadows, TypeOrNil<std::string> name)
|
||||
{
|
||||
auto color = ValueOr<ScriptColor>(col, ScriptColor(255, 255, 255));
|
||||
|
@ -460,12 +460,12 @@ namespace TEN::Scripting::Effects
|
|||
// @function EmitSpotLight
|
||||
// @tparam Vec3 pos position of the light
|
||||
// @tparam Vec3 dir normal which indicates light direction
|
||||
// @tparam[opt] Color color (default Color(255, 255, 255))
|
||||
// @tparam[opt] int radius overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units (default 10)
|
||||
// @tparam[opt] int falloff radius, at which light starts to fade out, measured in "clicks" (default 5)
|
||||
// @tparam[opt] int distance distance, at which light cone fades out, measured in "clicks" (default 20)
|
||||
// @tparam[opt] bool shadows determines whether light should generate dynamic shadows for applicable moveables (default is false)
|
||||
// @tparam[opt] string name if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
|
||||
// @tparam[opt=Color(255, 255, 255)] Color color Color.
|
||||
// @tparam[opt=10] int radius Overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units.
|
||||
// @tparam[opt=5] int falloff Radius, at which light starts to fade out, measured in "clicks".
|
||||
// @tparam[opt=20] int distance Distance, at which light cone fades out, measured in "clicks".
|
||||
// @tparam[opt=false] bool shadows Determines whether light should generate dynamic shadows for applicable moveables.
|
||||
// @tparam[opt] string name If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
|
||||
static void EmitSpotLight(Vec3 pos, Vec3 dir, TypeOrNil<ScriptColor> col, TypeOrNil<int> radius, TypeOrNil<int> falloff, TypeOrNil<int> distance, TypeOrNil<bool> castShadows, TypeOrNil<std::string> name)
|
||||
{
|
||||
auto color = ValueOr<ScriptColor>(col, ScriptColor(255, 255, 255));
|
||||
|
@ -478,7 +478,7 @@ namespace TEN::Scripting::Effects
|
|||
/// Emit blood.
|
||||
// @function EmitBlood
|
||||
// @tparam Vec3 pos
|
||||
// @tparam int count Sprite count. __default: 1__
|
||||
// @tparam[opt=1] int count Sprite count.
|
||||
static void EmitBlood(const Vec3& pos, TypeOrNil<int> count)
|
||||
{
|
||||
TriggerBlood(pos.x, pos.y, pos.z, -1, ValueOr<int>(count, 1));
|
||||
|
@ -487,8 +487,8 @@ namespace TEN::Scripting::Effects
|
|||
/// Emit an air bubble in a water room.
|
||||
// @function EmitAirBubble
|
||||
// @tparam Vec3 pos World position where the effect will be spawned. Must be in a water room.
|
||||
// @tparam[opt] float size Sprite size. __Default: 32__
|
||||
// @tparam[opt] float amp Oscillation amplitude. __Default: 32__
|
||||
// @tparam[opt=32] float size Sprite size.
|
||||
// @tparam[opt=32] float amp Oscillation amplitude.
|
||||
static void EmitAirBubble(const Vec3& pos, TypeOrNil<float> size, TypeOrNil<float> amp)
|
||||
{
|
||||
constexpr auto DEFAULT_SIZE = 128.0f;
|
||||
|
@ -502,8 +502,8 @@ namespace TEN::Scripting::Effects
|
|||
|
||||
/// Emit fire for one frame. Will not hurt player. Call this each frame if you want a continuous fire.
|
||||
// @function EmitFire
|
||||
// @tparam Vec3 pos
|
||||
// @tparam float size Fire size. __default: 1__
|
||||
// @tparam Vec3 pos Position.
|
||||
// @tparam[opt=1] float size Fire size.
|
||||
static void EmitFire(const Vec3& pos, TypeOrNil<float> size)
|
||||
{
|
||||
AddFire(pos.x, pos.y, pos.z, FindRoomNumber(pos.ToVector3i()), ValueOr<float>(size, 1));
|
||||
|
@ -512,8 +512,8 @@ namespace TEN::Scripting::Effects
|
|||
/// Make an explosion. Does not hurt Lara
|
||||
// @function MakeExplosion
|
||||
// @tparam Vec3 pos
|
||||
// @tparam float size (default 512.0) this will not be the size of the sprites, but rather the distance between the origin and any additional sprites
|
||||
// @tparam bool shockwave (default false) if true, create a very faint white shockwave which will not hurt Lara
|
||||
// @tparam[opt=512] float size This will not be the size of the sprites, but rather the distance between the origin and any additional sprites.
|
||||
// @tparam[opt=false] bool shockwave If true, create a very faint white shockwave which will not hurt Lara.
|
||||
static void MakeExplosion(Vec3 pos, TypeOrNil<float> size, TypeOrNil<bool> shockwave)
|
||||
{
|
||||
TriggerExplosion(Vector3(pos.x, pos.y, pos.z), ValueOr<float>(size, 512.0f), true, false, ValueOr<bool>(shockwave, false), FindRoomNumber(Vector3i(pos.x, pos.y, pos.z)));
|
||||
|
@ -521,7 +521,7 @@ namespace TEN::Scripting::Effects
|
|||
|
||||
/// Make an earthquake
|
||||
// @function MakeEarthquake
|
||||
// @tparam int strength (default 100) How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
|
||||
// @tparam[opt=100] int strength How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
|
||||
static void Earthquake(TypeOrNil<int> strength)
|
||||
{
|
||||
int str = ValueOr<int>(strength, 100);
|
||||
|
@ -540,20 +540,20 @@ namespace TEN::Scripting::Effects
|
|||
/// Emit an extending streamer effect.
|
||||
// @function EmitStreamer
|
||||
// @tparam Moveable mov Moveable object with which to associate the effect.
|
||||
// @tparam int[opt] tag Numeric tag with which to associate the effect on the moveable. __Default: 0__
|
||||
// @tparam int tag Numeric tag with which to associate the effect on the moveable.
|
||||
// @tparam Vec3 pos World position.
|
||||
// @tparam Vec3 dir Direction vector of movement velocity.
|
||||
// @tparam[opt] float rot Start rotation in degrees. __Default: 0__
|
||||
// @tparam[opt] Color startColor Color at the start of life. __Default: Color(255, 255, 255, 255))__
|
||||
// @tparam[opt] Color endColor Color at the end of life. __Default: Color(0, 0, 0, 0))__
|
||||
// @tparam[opt] float width Width in world units. __Default: 0__
|
||||
// @tparam[opt] float life Lifetime in seconds. __Default: 1__
|
||||
// @tparam[opt] float vel Movement velocity in world units per second. __Default: 0__
|
||||
// @tparam[opt] float expRate Width expansion rate in world units per second. __Default: 0__
|
||||
// @tparam[opt] float rotRate Rotation rate in degrees per second. __Default: 0__
|
||||
// @tparam[opt] Effects.StreamerFeatherMode edgeFeatherMode Edge feather mode. __Default: Effects.StreamerFeatherMode.NONE__
|
||||
// @tparam[opt] Effects.StreamerFeatherMode lengthFeatherMode Length feather mode. __UNIMPLEMENTED, currently will always leave a fading tail__
|
||||
// @tparam[opt] Effects.BlendID blendID Renderer blend ID. __Default: Effects.BlendID.ALPHA_BLEND__
|
||||
// @tparam[opt=0] float rot Start rotation in degrees.
|
||||
// @tparam[opt=Color(255, 255, 255)] Color startColor Color at the start of life.
|
||||
// @tparam[opt=Color(0, 0, 0)] Color endColor Color at the end of life.
|
||||
// @tparam[opt=0] float width Width in world units.
|
||||
// @tparam[opt=1] float life Lifetime in seconds.
|
||||
// @tparam[opt=0] float vel Movement velocity in world units per second.
|
||||
// @tparam[opt=0] float expRate Width expansion rate in world units per second.
|
||||
// @tparam[opt=0] float rotRate Rotation rate in degrees per second.
|
||||
// @tparam[opt=Effects.StreamerFeatherMode.NONE] Effects.StreamerFeatherMode edgeFeatherMode Edge feather mode.
|
||||
// @tparam[opt=Effects.StreamerFeatherMode.LEFT] Effects.StreamerFeatherMode lengthFeatherMode Length feather mode. _Not yet implemented._
|
||||
// @tparam[opt=Effects.BlendID.ALPHA_BLEND] Effects.BlendID blendID Renderer blend ID.
|
||||
static void EmitStreamer(const Moveable& mov, TypeOrNil<int> tag, const Vec3& pos, const Vec3& dir, TypeOrNil<float> rot, TypeOrNil<ScriptColor> startColor, TypeOrNil<ScriptColor> endColor,
|
||||
TypeOrNil<float> width, TypeOrNil<float> life, TypeOrNil<float> vel, TypeOrNil<float> expRate, TypeOrNil<float> rotRate,
|
||||
TypeOrNil<StreamerFeatherMode> edgeFeatherMode, TypeOrNil<StreamerFeatherMode> lengthFeatherMode, TypeOrNil<BlendMode> blendID)
|
||||
|
|
|
@ -14,14 +14,14 @@ namespace TEN::Scripting
|
|||
//
|
||||
// The following constants are inside Flow.ErrorMode: <br>
|
||||
//
|
||||
// - `TERMINATE` - print to the log file and return to the title level when any script error is hit.
|
||||
// This is the one you will want to go for if you want to know IMMEDIATELY if something has gone wrong.
|
||||
// - `TERMINATE` - Print to the log file and return to the title level when any script error is hit.
|
||||
// This is the one you will want to go for if you want to know _immediately_ if something has gone wrong.
|
||||
//
|
||||
// - `WARN` - print to the log file and continue running the application when a recoverable script error is hit.
|
||||
// - `WARN` - Print to the log file and continue running the application when a recoverable script error is hit.
|
||||
// Choose this one if booting to the title level is too much for you.
|
||||
//
|
||||
// - `SILENT` - do nothing when a recoverable script error is hit.
|
||||
// Think __very__ carefully before using this setting. These error modes are here to help you to keep your scripts
|
||||
// - `SILENT` - Do nothing when a recoverable script error is hit.
|
||||
// Think _very_ carefully before using this setting. These error modes are here to help you to keep your scripts
|
||||
// working properly, but if you opt to ignore errors, you won't be alerted if you've misused a function or passed
|
||||
// an invalid argument.
|
||||
//
|
||||
|
|
|
@ -56,54 +56,50 @@ ambient tracks.
|
|||
/***
|
||||
Add a level to the Flow.
|
||||
@function AddLevel
|
||||
@tparam Flow.Level level a level object
|
||||
@tparam Flow.Level level A level object.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_AddLevel, &FlowHandler::AddLevel, this);
|
||||
|
||||
/*** Image to show when loading the game.
|
||||
Must be a .jpg or .png image.
|
||||
/*** Image to show when loading the game. Must be a .jpg or .png image.
|
||||
@function SetIntroImagePath
|
||||
@tparam string path the path to the image, relative to the TombEngine exe
|
||||
@tparam string path The path to the image, relative to the TombEngine executable.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetIntroImagePath, &FlowHandler::SetIntroImagePath, this);
|
||||
|
||||
/*** Video to show when loading the game.
|
||||
Must be a common video format, such as .mp4, .mkv or .avi.
|
||||
/*** Video to show when loading the game. Must be a common video format, such as mp4, mkv, mov or avi.
|
||||
@function SetIntroVideoPath
|
||||
@tparam string path the path to the video, relative to the TombEngine exe
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetIntroVideoPath, &FlowHandler::SetIntroVideoPath, this);
|
||||
|
||||
/*** Image to show in the background of the title screen.
|
||||
Must be a .jpg or .png image.
|
||||
__(not yet implemented)__
|
||||
/*** Image to show in the background of the title screen. Must be a .jpg or .png image. _Not yet implemented._
|
||||
@function SetTitleScreenImagePath
|
||||
@tparam string path the path to the image, relative to the TombEngine exe
|
||||
@tparam string path The path to the image, relative to the TombEngine executable.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetTitleScreenImagePath, &FlowHandler::SetTitleScreenImagePath, this);
|
||||
|
||||
/*** Enable or disable Lara drawing in title flyby.
|
||||
Must be true or false
|
||||
@function EnableLaraInTitle
|
||||
@tparam bool enabled true or false
|
||||
@tparam bool enabled True or false.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_EnableLaraInTitle, &FlowHandler::EnableLaraInTitle, this);
|
||||
|
||||
/*** Enable or disable level selection in title flyby.
|
||||
Must be true or false
|
||||
@function EnableLevelSelect
|
||||
@tparam bool enabled true or false
|
||||
@tparam bool enabled True or false.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_EnableLevelSelect, &FlowHandler::EnableLevelSelect, this);
|
||||
|
||||
/*** Enable or disable Home Level entry in the main menu.
|
||||
@function EnableHomeLevel()
|
||||
@function EnableHomeLevel
|
||||
@tparam bool enabled True or false.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_EnableHomeLevel, &FlowHandler::EnableHomeLevel, this);
|
||||
|
||||
/*** Enable or disable saving and loading of savegames.
|
||||
@function EnableLoadSave()
|
||||
@function EnableLoadSave
|
||||
@tparam bool enabled True or false.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_EnableLoadSave, &FlowHandler::EnableLoadSave, this);
|
||||
|
@ -113,7 +109,7 @@ Must be true or false
|
|||
*/
|
||||
|
||||
/*** Enable or disable the fly cheat.
|
||||
@function EnableFlyCheat()
|
||||
@function EnableFlyCheat
|
||||
@tparam bool enabled True or false.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_EnableFlyCheat, &FlowHandler::EnableFlyCheat, this);
|
||||
|
@ -121,29 +117,29 @@ Must be true or false
|
|||
/*** Enable or disable point texture filter.
|
||||
Must be true or false
|
||||
@function EnablePointFilter
|
||||
@tparam bool enabled true or false
|
||||
@tparam bool enabled True or false.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_EnablePointFilter, &FlowHandler::EnablePointFilter, this);
|
||||
|
||||
/*** Enable or disable mass pickup.
|
||||
Must be true or false
|
||||
@function EnableMassPickup
|
||||
@tparam bool enabled true or false
|
||||
@tparam bool enabled True or false.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_EnableMassPickup, &FlowHandler::EnableMassPickup, this);
|
||||
|
||||
/*** Returns the level by index.
|
||||
Indices depend on the order in which AddLevel was called; the first added will
|
||||
have an ID of 0, the second an ID of 1, and so on.
|
||||
have an index of 0, the second an index of 1, and so on.
|
||||
@function GetLevel
|
||||
@tparam int index of the level
|
||||
@treturn Flow.Level the level indicated by the id
|
||||
@tparam int index Index of the level.
|
||||
@treturn Flow.Level The level indicated by the index.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetLevel, &FlowHandler::GetLevel, this);
|
||||
|
||||
/*** Returns the level that the game control is running in that moment.
|
||||
@function GetCurrentLevel
|
||||
@treturn Flow.Level the current level
|
||||
@treturn Flow.Level The current level.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetCurrentLevel, &FlowHandler::GetCurrentLevel, this);
|
||||
|
||||
|
@ -152,38 +148,38 @@ If level index is not provided or is zero, jumps to next level. If level index i
|
|||
level count, jumps to title. If LARA\_START\_POS objects are present in level, player will be
|
||||
teleported to such object with OCB similar to provided second argument.
|
||||
@function EndLevel
|
||||
@int[opt] index level index (default 0)
|
||||
@int[opt] startPos player start position (default 0)
|
||||
@int[opt=0] index Level index.
|
||||
@int[opt=0] startPos Player start position in the next level. Should correspond to OCB of `Objects.ObjID.LARA_START_POS` object in the next level.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_EndLevel, &FlowHandler::EndLevel, this);
|
||||
|
||||
/***
|
||||
Get game or level statistics. For reference about statistics class, see @{Flow.Statistics}.
|
||||
@function GetStatistics
|
||||
@tparam bool game if true, returns overall game statistics, otherwise returns current level statistics (default: false)
|
||||
@treturn Flow.Statistics statistics structure representing game or level statistics
|
||||
@tparam[opt=false] bool game If true, returns overall game statistics, otherwise returns current level statistics.
|
||||
@treturn Flow.Statistics Statistics structure representing game or level statistics.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetStatistics, &FlowHandler::GetStatistics, this);
|
||||
|
||||
/***
|
||||
Set game or level statistics. For reference about statistics class, see @{Flow.Statistics}.
|
||||
@function SetStatistics
|
||||
@tparam Flow.Statistics statistics statistic object to set
|
||||
@tparam bool game if true, sets overall game statistics, otherwise sets current level statistics (default: false)
|
||||
@tparam Flow.Statistics statistics Statistic object to set.
|
||||
@tparam[opt=false] bool game If true, sets overall game statistics, otherwise sets current level statistics.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetStatistics, &FlowHandler::SetStatistics, this);
|
||||
|
||||
/***
|
||||
Get current game status, such as normal game loop, exiting to title, etc.
|
||||
@function GetGameStatus
|
||||
@treturn Flow.GameStatus the current game status
|
||||
@treturn Flow.GameStatus The current game status.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetGameStatus, &FlowHandler::GetGameStatus, this);
|
||||
|
||||
/***
|
||||
Get current freeze mode, such as none, full, spectator or player.
|
||||
@function GetFreezeMode
|
||||
@treturn Flow.FreezeMode the current freeze mode
|
||||
@treturn Flow.FreezeMode The current freeze mode.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetFreezeMode, &FlowHandler::GetFreezeMode, this);
|
||||
|
||||
|
@ -192,7 +188,7 @@ Set current freeze mode, such as none, full, spectator or player.
|
|||
Freeze mode specifies whether game is in normal mode or paused in a particular way to allow
|
||||
custom menu creation, photo mode or time freeze.
|
||||
@function SetFreezeMode
|
||||
@tparam Flow.FreezeMode freezeMode new freeze mode to set.
|
||||
@tparam Flow.FreezeMode freezeMode New freeze mode to set.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetFreezeMode, &FlowHandler::SetFreezeMode, this);
|
||||
|
||||
|
@ -235,7 +231,7 @@ Returns the player's current per-game secret count.
|
|||
/***
|
||||
Sets the player's current per-game secret count.
|
||||
@function SetSecretCount
|
||||
@tparam int count new secret count.
|
||||
@tparam int count New secret count.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetSecretCount, &FlowHandler::SetSecretCount, this);
|
||||
|
||||
|
@ -243,7 +239,7 @@ Sets the player's current per-game secret count.
|
|||
Adds one secret to current level secret count and also plays secret music track.
|
||||
The index argument corresponds to the secret's unique ID, the same that would go in a secret trigger's Param.
|
||||
@function AddSecret
|
||||
@tparam int index an index of current level's secret (must be from 0 to 31).
|
||||
@tparam int index An index of current level's secret (must be from 0 to 31).
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_AddSecret, &FlowHandler::AddSecret, this);
|
||||
|
||||
|
@ -277,45 +273,46 @@ Must be an integer value (0 means no secrets).
|
|||
These functions are called in settings.lua, a file which holds global settings, such as system settings, flare color or animation movesets.
|
||||
@section settingslua
|
||||
*/
|
||||
|
||||
/*** Set provided settings table to an engine.
|
||||
@function SetSettings
|
||||
@tparam Flow.Settings settings a settings table
|
||||
@tparam Flow.Settings settings A settings table.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetSettings, &FlowHandler::SetSettings, this);
|
||||
|
||||
/*** Get settings table from an engine.
|
||||
@function GetSettings
|
||||
@treturn Flow.Settings current settings table
|
||||
@treturn Flow.Settings Current settings table.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetSettings, &FlowHandler::GetSettings, this);
|
||||
|
||||
/*** strings.lua.
|
||||
These functions used in strings.lua, which is generated by TombIDE.
|
||||
You will not need to call them manually.
|
||||
These functions used in strings.lua, which is generated by TombIDE. You will not need to call them manually.
|
||||
@section stringslua
|
||||
*/
|
||||
|
||||
/*** Set string variable keys and their translations.
|
||||
@function SetStrings
|
||||
@tparam tab table array-style table with strings
|
||||
@tparam table table Array-style table with strings.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetStrings, &FlowHandler::SetStrings, this);
|
||||
|
||||
/*** Get translated string.
|
||||
@function GetString
|
||||
@tparam key string key for translated string
|
||||
@tparam string key Key for translated string.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetString, &FlowHandler::GetString, this);
|
||||
|
||||
/*** Check if translated string is present.
|
||||
@function IsStringPresent
|
||||
@tparam key string key for translated string
|
||||
@tparam string key Key for translated string.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_IsStringPresent, &FlowHandler::IsStringPresent, this);
|
||||
|
||||
/*** Set language names for translations.
|
||||
Specify which translations in the strings table correspond to which languages.
|
||||
@function SetLanguageNames
|
||||
@tparam tab table array-style table with language names
|
||||
@tparam table table Array-style table with language names.
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_SetLanguageNames, &FlowHandler::SetLanguageNames, this);
|
||||
|
||||
|
|
|
@ -37,8 +37,8 @@ void Fog::Register(sol::table& parent)
|
|||
|
||||
/***
|
||||
@tparam Color color RGB color
|
||||
@tparam int min Distance at which fog starts (in sectors)
|
||||
@tparam int max Distance at which fog reaches the maximum strength (in sectors)
|
||||
@tparam int min Distance at which fog starts (in sectors).
|
||||
@tparam int max Distance at which fog reaches the maximum strength (in sectors).
|
||||
@treturn Fog A fog object.
|
||||
@function Fog
|
||||
*/
|
||||
|
|
|
@ -11,15 +11,14 @@
|
|||
|
||||
/*** Create an InventoryItem.
|
||||
@function InventoryItem
|
||||
@tparam string nameKey key for the item's (localised) name.<br />
|
||||
Corresponds to an entry in strings.lua.
|
||||
@tparam string nameKey key for the item's (localised) name. Corresponds to an entry in strings.lua.
|
||||
@tparam Objects.ObjID objectID object ID of the inventory object to change
|
||||
@tparam float yOffset y-axis offset (positive values move the item down).<br />
|
||||
A value of about 100 will cause the item to display directly below its usual position.
|
||||
@tparam float scale item size (1 being standard size).<br />
|
||||
A value of 0.5 will cause the item to render at half the size,
|
||||
and a value of 2 will cause the item to render at twice the size.
|
||||
@tparam Rotation rot rotation around x, y, and z axes
|
||||
@tparam Rotation rot rotation around x, y, and z axes.
|
||||
@tparam RotationAxis axis Axis to rotate around when the item is observed at in the inventory.<br />
|
||||
Note that this is entirely separate from the `rot` field described above.
|
||||
Must one of the following:
|
||||
|
@ -27,7 +26,7 @@ Must one of the following:
|
|||
Y
|
||||
Z
|
||||
e.g. `myItem.rotAxisWhenCurrent = RotationAxis.X`
|
||||
@tparam int meshBits __Not currently implemented__ (will have no effect regardless of what you set it to)
|
||||
@tparam int meshBits _Not currently implemented_ (will have no effect regardless of what you set it to).
|
||||
@tparam ItemAction action is this usable, equippable, combineable or examinable?<br/>
|
||||
Must be one of:
|
||||
EQUIP
|
||||
|
@ -35,7 +34,7 @@ Must be one of:
|
|||
COMBINE
|
||||
EXAMINE
|
||||
e.g. `myItem.action = ItemAction.EXAMINE`
|
||||
@treturn InventoryItem an InventoryItem
|
||||
@treturn InventoryItem an InventoryItem.
|
||||
*/
|
||||
InventoryItem::InventoryItem(const std::string& name, GAME_OBJECT_ID objectID, float yOffset, float scale, const Rotation& rot, RotationFlags rotFlags, int meshBits, ItemOptions action) :
|
||||
Name(name),
|
||||
|
|
|
@ -24,13 +24,12 @@ void Level::Register(sol::table& parent)
|
|||
sol::constructors<Level()>(),
|
||||
sol::call_constructor, sol::constructors<Level()>(),
|
||||
|
||||
/// (string) string key for the level's (localised) name.
|
||||
// Corresponds to an entry in strings.lua.
|
||||
/// (string) String key for the level's name. Corresponds to an entry in strings.lua.
|
||||
//@mem nameKey
|
||||
"nameKey", &Level::NameStringKey,
|
||||
|
||||
/// (string) Level-specific Lua script file.
|
||||
// Path of the Lua file holding the level's logic script, relative to the location of the tombengine executable
|
||||
// Path of the Lua file holding the level's logic script, relative to the location of the Tomb Engine executable.
|
||||
//@mem scriptFile
|
||||
"scriptFile", &Level::ScriptFileName,
|
||||
|
||||
|
@ -40,11 +39,11 @@ void Level::Register(sol::table& parent)
|
|||
"levelFile", &Level::FileName,
|
||||
|
||||
/// (string) Load screen image.
|
||||
// Path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable
|
||||
// Path of the level's load screen file (.png or .jpg), relative to the location of the Tomb Engine executable.
|
||||
//@mem loadScreenFile
|
||||
"loadScreenFile", &Level::LoadScreenFileName,
|
||||
|
||||
/// (string) initial ambient sound track to play.
|
||||
/// (string) Initial ambient sound track to play.
|
||||
// This is the filename of the track __without__ the .wav extension.
|
||||
//@mem ambientTrack
|
||||
"ambientTrack", &Level::AmbientTrack,
|
||||
|
@ -57,12 +56,12 @@ void Level::Register(sol::table& parent)
|
|||
//@mem layer2
|
||||
"layer2", &Level::Layer2,
|
||||
|
||||
/// (@{Flow.Horizon}) First horizon layer.
|
||||
/// (@{Flow.Horizon}) Primary horizon object.
|
||||
//@mem horizon1
|
||||
"horizon1", &Level::Horizon1,
|
||||
"horizon", sol::property(&Level::GetHorizon1Enabled, &Level::SetHorizon1Enabled), // Compatibility.
|
||||
|
||||
/// (@{Flow.Horizon}) Second horizon layer.
|
||||
/// (@{Flow.Horizon}) Secondary horizon object.
|
||||
//@mem horizon2
|
||||
"horizon2", &Level::Horizon2,
|
||||
|
||||
|
@ -80,7 +79,7 @@ void Level::Register(sol::table& parent)
|
|||
"fog", &Level::Fog,
|
||||
|
||||
/// (bool) Enable flickering lightning in the sky.
|
||||
// Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
|
||||
// Equivalent to classic TRLE's lightning setting, as in the TRC Ireland levels or TR4 Cairo levels.
|
||||
//@mem storm
|
||||
"storm", &Level::Storm,
|
||||
|
||||
|
@ -94,19 +93,10 @@ void Level::Register(sol::table& parent)
|
|||
//@mem weatherStrength
|
||||
"weatherStrength", &Level::WeatherStrength,
|
||||
|
||||
/*** (LaraType) Must be one of the LaraType values.
|
||||
These are:
|
||||
/*** (LaraType) Appearance of Lara. Must be either `LaraType.Normal` or `LaraType.Young`.
|
||||
E.g. `myLevel.laraType = LaraType.Young` will make Lara appear as young (with two ponytails rendered).
|
||||
This setting does not affect ability to use weapons or flares.
|
||||
|
||||
Normal
|
||||
Young
|
||||
Bunhead
|
||||
Catsuit
|
||||
Divesuit
|
||||
Invisible
|
||||
|
||||
e.g. `myLevel.laraType = LaraType.Divesuit`
|
||||
|
||||
__Not yet fully implemented.__ Only types `Normal` and `Young` are guaranteed to work.
|
||||
@mem laraType*/
|
||||
"laraType", &Level::Type,
|
||||
|
||||
|
|
|
@ -73,35 +73,35 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(AnimSettings, ScriptReserved_AnimSettings),
|
||||
|
||||
/// Extended crawl moveset.
|
||||
// @tfield bool crawlExtended when enabled, player will be able to traverse across one-click steps in crawlspaces.
|
||||
// @tfield bool crawlExtended When enabled, player will be able to traverse across one-click steps in crawlspaces.
|
||||
"crawlExtended", &AnimSettings::CrawlExtended,
|
||||
|
||||
/// Crouch roll.
|
||||
// @tfield bool crouchRoll when enabled, player can perform crawlspace roll by pressing sprint key.
|
||||
// @tfield bool crouchRoll When enabled, player can perform crawlspace roll by pressing sprint key.
|
||||
"crouchRoll", &AnimSettings::CrouchRoll,
|
||||
|
||||
/// Crawlspace dive.
|
||||
// @tfield bool crawlspaceSwandive when enabled, player will be able to swandive into crawlspaces.
|
||||
// @tfield bool crawlspaceSwandive When enabled, player will be able to swandive into crawlspaces.
|
||||
"crawlspaceSwandive", &AnimSettings::CrawlspaceDive,
|
||||
|
||||
// Overhang climbing.
|
||||
// @tfield bool overhangClimb enables overhang climbing feature. Currently does not work.
|
||||
// @tfield bool overhangClimb Enables overhang climbing feature. Currently does not work.
|
||||
"overhangClimb", &AnimSettings::OverhangClimb,
|
||||
|
||||
// Extended slide mechanics.
|
||||
// @tfield bool slideExtended if enabled, player will be able to change slide direction with controls. Currently does not work.
|
||||
// @tfield bool slideExtended If enabled, player will be able to change slide direction with controls. Currently does not work.
|
||||
"slideExtended", &AnimSettings::SlideExtended,
|
||||
|
||||
/// Sprint jump.
|
||||
// @tfield bool sprintJump if enabled, player will be able to perform extremely long jump when sprinting.
|
||||
// @tfield bool sprintJump If enabled, player will be able to perform extremely long jump when sprinting.
|
||||
"sprintJump", &AnimSettings::SprintJump,
|
||||
|
||||
/// Ledge jumps.
|
||||
// @tfield bool ledgeJumps if this setting is enabled, player will be able to jump upwards while hanging on the ledge.
|
||||
// @tfield bool ledgeJumps If this setting is enabled, player will be able to jump upwards while hanging on the ledge.
|
||||
"ledgeJumps", &AnimSettings::LedgeJumps,
|
||||
|
||||
/// Pose timeout.
|
||||
// @tfield int poseTimeout if this setting is larger than 0, idle standing pose animation will be performed after given timeout (in seconds).
|
||||
// @tfield int poseTimeout If this setting is larger than 0, idle standing pose animation will be performed after given timeout (in seconds).
|
||||
"poseTimeout", &AnimSettings::PoseTimeout);
|
||||
}
|
||||
|
||||
|
@ -116,15 +116,15 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(CameraSettings, ScriptReserved_CameraSettings),
|
||||
|
||||
/// Determines highlight color in binocular mode.
|
||||
// @tfield Color binocularLightColor color of highlight, when player presses action. Zero color means there will be no highlight.
|
||||
// @tfield Color binocularLightColor Color of highlight, when player presses action. Zero color means there will be no highlight.
|
||||
"binocularLightColor", &CameraSettings::BinocularLightColor,
|
||||
|
||||
/// Determines highlight color in lasersight mode.
|
||||
// @tfield Color lasersightLightColor lasersight highlight color. Zero color means there will be no highlight.
|
||||
// @tfield Color lasersightLightColor Lasersight highlight color. Zero color means there will be no highlight.
|
||||
"lasersightLightColor", &CameraSettings::LasersightLightColor,
|
||||
|
||||
/// Specify whether camera can collide with objects.
|
||||
// @tfield bool objectCollision when enabled, camera will collide with moveables and statics. Disable for TR4-like camera behaviour.
|
||||
// @tfield bool objectCollision When enabled, camera will collide with moveables and statics. Disable for TR4-like camera behaviour.
|
||||
"objectCollision", &CameraSettings::ObjectCollision);
|
||||
}
|
||||
|
||||
|
@ -139,39 +139,39 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(FlareSettings, ScriptReserved_FlareSettings),
|
||||
|
||||
/// Flare color.
|
||||
// @tfield Color color flare color. Used for sparks and lensflare coloring as well.
|
||||
// @tfield Color color Flare color. Used for sparks and lensflare coloring as well.
|
||||
"color", &FlareSettings::Color,
|
||||
|
||||
/// Muzzle offset.
|
||||
// @tfield Vec3 offset a relative muzzle offset where light and particle effects originate from.
|
||||
// @tfield Vec3 offset A relative muzzle offset where light and particle effects originate from.
|
||||
"offset", &FlareSettings::Offset,
|
||||
|
||||
/// Light range.
|
||||
// @tfield int range flare light radius or range. Represented in "clicks" equal to 256 world units.
|
||||
// @tfield int range Flare light radius or range. Represented in "clicks" equal to 256 world units.
|
||||
"range", &FlareSettings::Range,
|
||||
|
||||
/// Burn timeout.
|
||||
// @tfield int timeout flare burn timeout. Flare will stop working after given timeout (specified in seconds).
|
||||
// @tfield int timeout Flare burn timeout. Flare will stop working after given timeout (specified in seconds).
|
||||
"timeout", &FlareSettings::Timeout,
|
||||
|
||||
/// Default flare pickup count.
|
||||
// @tfield int pickupCount specifies amount of flares that you get when you pick up a box of flares.
|
||||
// @tfield int pickupCount Specifies amount of flares that you get when you pick up a box of flares.
|
||||
"pickupCount", &FlareSettings::PickupCount,
|
||||
|
||||
/// Lens flare brightness.
|
||||
// @tfield float lensflareBrightness brightness multiplier. Specifies how bright lens flare is in relation to light (on a range from 0 to 1).
|
||||
// @tfield float lensflareBrightness Brightness multiplier. Specifies how bright lens flare is in relation to light (on a range from 0 to 1).
|
||||
"lensflareBrightness", &FlareSettings::LensflareBrightness,
|
||||
|
||||
/// Toggle spark effect.
|
||||
// @tfield bool sparks spark effect. Determines whether flare generates sparks when burning.
|
||||
// @tfield bool sparks Spark effect. Determines whether flare generates sparks when burning.
|
||||
"sparks", &FlareSettings::Sparks,
|
||||
|
||||
/// Toggle smoke effect.
|
||||
// @tfield bool smoke smoke effect. Determines whether flare generates smoke when burning.
|
||||
// @tfield bool smoke Smoke effect. Determines whether flare generates smoke when burning.
|
||||
"smoke", &FlareSettings::Smoke,
|
||||
|
||||
/// Toggle flicker effect.
|
||||
// @tfield bool flicker light and lensflare flickering. When turned off, flare light will be constant.
|
||||
// @tfield bool flicker Light and lensflare flickering. When turned off, flare light will be constant.
|
||||
"flicker", &FlareSettings::Flicker);
|
||||
}
|
||||
|
||||
|
@ -188,15 +188,15 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(HairSettings, ScriptReserved_HairSettings),
|
||||
|
||||
/// Root mesh to which hair object will attach to.
|
||||
// @tfield int mesh index of a root mesh to which hair will attach. Root mesh may be different for each hair object.
|
||||
// @tfield int mesh Index of a root mesh to which hair will attach. Root mesh may be different for each hair object.
|
||||
"rootMesh", &HairSettings::RootMesh,
|
||||
|
||||
/// Relative braid offset to a headmesh.
|
||||
// @tfield Vec3 offset specifies how braid is positioned in relation to a headmesh.
|
||||
// @tfield Vec3 offset Specifies how braid is positioned in relation to a headmesh.
|
||||
"offset", &HairSettings::Offset,
|
||||
|
||||
/// Braid connection indices.
|
||||
// @tfield table indices a list of headmesh's vertex connection indices. Each index corresponds to nearest braid rootmesh vertex. Amount of indices is unlimited.
|
||||
// @tfield table indices A list of headmesh's vertex connection indices. Each index corresponds to nearest braid rootmesh vertex. Amount of indices is unlimited.
|
||||
"indices", &HairSettings::Indices);
|
||||
}
|
||||
|
||||
|
@ -211,19 +211,19 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(HudSettings, ScriptReserved_HudSettings),
|
||||
|
||||
/// Toggle in-game status bars visibility.
|
||||
// @tfield bool statusBars if disabled, all status bars (health, air, stamina) will be hidden.
|
||||
// @tfield bool statusBars If disabled, all status bars (health, air, stamina) will be hidden.
|
||||
"statusBars", &HudSettings::StatusBars,
|
||||
|
||||
/// Toggle loading bar visibility.
|
||||
// @tfield bool loadingBar if disabled, loading bar will be invisible in game.
|
||||
// @tfield bool loadingBar If disabled, loading bar will be invisible in game.
|
||||
"loadingBar", &HudSettings::LoadingBar,
|
||||
|
||||
/// Toggle speedometer visibility.
|
||||
// @tfield bool speedometer if disabled, speedometer will be invisible in game.
|
||||
// @tfield bool speedometer If disabled, speedometer will be invisible in game.
|
||||
"speedometer", &HudSettings::Speedometer,
|
||||
|
||||
/// Toggle pickup notifier visibility.
|
||||
// @tfield bool pickupNotifier if disabled, pickup notifier will be invisible in game.
|
||||
// @tfield bool pickupNotifier If disabled, pickup notifier will be invisible in game.
|
||||
"pickupNotifier", &HudSettings::PickupNotifier);
|
||||
}
|
||||
|
||||
|
@ -238,11 +238,11 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(PhysicsSettings, ScriptReserved_PhysicsSettings),
|
||||
|
||||
/// Global world gravity.
|
||||
// @tfield float gravity specifies global gravity. Mostly affects Lara and several other objects.
|
||||
// @tfield float gravity Specifies global gravity. Mostly affects Lara and several other objects.
|
||||
"gravity", &PhysicsSettings::Gravity,
|
||||
|
||||
/// Swim velocity.
|
||||
// @tfield float swimVelocity specifies swim velocity for Lara. Affects both surface and underwater.
|
||||
// @tfield float swimVelocity Specifies swim velocity for Lara. Affects both surface and underwater.
|
||||
"swimVelocity", &PhysicsSettings::SwimVelocity);
|
||||
}
|
||||
|
||||
|
@ -258,31 +258,31 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(WeaponSettings, ScriptReserved_WeaponSettings),
|
||||
|
||||
/// Shooting accuracy.
|
||||
// @tfield float accuracy determines accuracy range in angles (smaller angles mean higher accuracy). Applicable only for firearms.
|
||||
// @tfield float accuracy Determines accuracy range in angles (smaller angles mean higher accuracy). Applicable only for firearms.
|
||||
"accuracy", &WeaponSettings::Accuracy,
|
||||
|
||||
/// Targeting distance.
|
||||
// @tfield float targetingDistance specifies maximum targeting distance in world units (1 block = 1024 world units) for a given weapon.
|
||||
// @tfield float targetingDistance Specifies maximum targeting distance in world units (1 block = 1024 world units) for a given weapon.
|
||||
"targetingDistance", &WeaponSettings::Distance,
|
||||
|
||||
/// Shooting interval.
|
||||
// @tfield float interval specifies an interval (in frames), after which Lara is able to shoot again. Not applicable for backholster weapons.
|
||||
// @tfield float interval Specifies an interval (in frames), after which Lara is able to shoot again. Not applicable for backholster weapons.
|
||||
"interval", &WeaponSettings::Interval,
|
||||
|
||||
/// Damage.
|
||||
// @tfield int damage amount of hit points taken for every hit.
|
||||
// @tfield int damage Amount of hit points taken for every hit.
|
||||
"damage", &WeaponSettings::Damage,
|
||||
|
||||
/// Alternate damage.
|
||||
// @tfield int alternateDamage for Revolver and HK, specifies damage in lasersight mode. For crossbow, specifies damage for explosive ammo.
|
||||
// @tfield int alternateDamage For Revolver and HK, specifies damage in lasersight mode. For crossbow, specifies damage for explosive ammo.
|
||||
"alternateDamage", &WeaponSettings::AlternateDamage,
|
||||
|
||||
/// Water level.
|
||||
// @tfield int waterLevel specifies water depth, at which Lara will put weapons back into holsters, indicating it's not possible to use it in water.
|
||||
// @tfield int waterLevel Specifies water depth, at which Lara will put weapons back into holsters, indicating it's not possible to use it in water.
|
||||
"waterLevel", &WeaponSettings::WaterLevel,
|
||||
|
||||
/// Default ammo pickup count.
|
||||
// @tfield int pickupCount amount of ammo which is given with every ammo pickup for this weapon.
|
||||
// @tfield int pickupCount Amount of ammo which is given with every ammo pickup for this weapon.
|
||||
"pickupCount", &WeaponSettings::PickupCount,
|
||||
|
||||
/// Gunflash color.
|
||||
|
@ -302,7 +302,7 @@ namespace TEN::Scripting
|
|||
"smoke", &WeaponSettings::Smoke,
|
||||
|
||||
/// Gun shell.
|
||||
// @tfield bool shell if set to true, indicates that weapon emits gun shell. Applicable only for firearms.
|
||||
// @tfield bool shell If set to true, indicates that weapon emits gun shell. Applicable only for firearms.
|
||||
"shell", &WeaponSettings::Shell,
|
||||
|
||||
/// Display muzzle flash.
|
||||
|
@ -333,20 +333,20 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(SystemSettings, ScriptReserved_SystemSettings),
|
||||
|
||||
/// How should the application respond to script errors?
|
||||
// @tfield Flow.ErrorMode errorMode error mode to use.
|
||||
// @tfield Flow.ErrorMode errorMode Error mode to use.
|
||||
"errorMode", &SystemSettings::ErrorMode,
|
||||
|
||||
/// Use multithreading in certain calculations. <br>
|
||||
// When set to `true`, some performance-critical calculations will be performed in parallel, which can give
|
||||
// a significant performance boost. Don't disable unless you have problems with launching or using TombEngine.
|
||||
// @tfield bool multithreaded determines whether to use multithreading or not.
|
||||
// @tfield bool multithreaded Determines whether to use multithreading or not.
|
||||
"multithreaded", &SystemSettings::Multithreaded,
|
||||
|
||||
/// Can the game utilize the fast reload feature? <br>
|
||||
// When set to `true`, the game will attempt to perform fast savegame reloading if current level is the same as
|
||||
// the level loaded from the savegame. It will not work if the level timestamp or checksum has changed
|
||||
// (i.e. level was updated). If set to `false`, this functionality is turned off.
|
||||
// @tfield bool fastReload toggle fast reload on or off.
|
||||
// @tfield bool fastReload Toggles fast reload on or off.
|
||||
"fastReload", &SystemSettings::FastReload);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -19,11 +19,11 @@ void SkyLayer::Register(sol::table & parent)
|
|||
ctors(),
|
||||
sol::call_constructor, ctors(),
|
||||
|
||||
/// (@{Color}) RGB sky color
|
||||
/// (@{Color}) RGB sky color.
|
||||
//@mem color
|
||||
"color", sol::property(&SkyLayer::GetColor, &SkyLayer::SetColor),
|
||||
|
||||
/*** (int) cloud speed.
|
||||
/*** (int) Cloud speed.
|
||||
|
||||
Values can be between [-32768, 32767], with positive numbers resulting in a sky that scrolls from
|
||||
west to east, and negative numbers resulting in one that travels east to west.
|
||||
|
@ -38,8 +38,8 @@ void SkyLayer::Register(sol::table & parent)
|
|||
}
|
||||
|
||||
/***
|
||||
@tparam Color color RGB color
|
||||
@tparam int speed cloud speed
|
||||
@tparam Color color RGB color.
|
||||
@tparam int speed Cloud speed.
|
||||
@treturn SkyLayer A SkyLayer object.
|
||||
@function SkyLayer
|
||||
*/
|
||||
|
|
|
@ -66,7 +66,7 @@ namespace TEN::Scripting
|
|||
// @tparam int meteorCount Meteor count. __Max: 100__
|
||||
// @tparam int meteorSpawnDensity Meteor spawn density.
|
||||
// @tparam int meteorVel Meteor velocity.
|
||||
// @treturn StarField A new Starfield object.
|
||||
// @treturn Starfield A new Starfield object.
|
||||
Starfield::Starfield(int starCount, int meteorCount, int meteorSpawnDensity, float meteorVel)
|
||||
{
|
||||
if (starCount < 0 || starCount > STAR_COUNT_MAX)
|
||||
|
|
|
@ -21,47 +21,47 @@ namespace TEN::Scripting
|
|||
sol::meta_function::new_index, NewIndexErrorMaker(Statistics, ScriptReserved_Statistics),
|
||||
|
||||
/*** Ammo hits.
|
||||
@tfield int ammoHits amount of successful enemy hits.
|
||||
@tfield int ammoHits Amount of successful enemy hits.
|
||||
*/
|
||||
"ammoHits", &Statistics::AmmoHits,
|
||||
|
||||
/*** Ammo used.
|
||||
@tfield int ammoUsed amount of used ammo.
|
||||
@tfield int ammoUsed Amount of used ammo.
|
||||
*/
|
||||
"ammoUsed", &Statistics::AmmoUsed,
|
||||
|
||||
/*** Distance traveled.
|
||||
@tfield int distanceTraveled amount of traveled distance in world units. One meter is 420 world units.
|
||||
@tfield int distanceTraveled Amount of traveled distance in world units. One meter is 420 world units.
|
||||
*/
|
||||
"distanceTraveled", &Statistics::Distance,
|
||||
|
||||
/*** Health packs used.
|
||||
@tfield int healthPacksUsed amount of used medipacks.
|
||||
@tfield int healthPacksUsed Amount of used medipacks.
|
||||
*/
|
||||
"healthPacksUsed", &Statistics::HealthUsed,
|
||||
|
||||
/*** Damage taken.
|
||||
@tfield int damageTaken overall amount of taken damage.
|
||||
@tfield int damageTaken overall Amount of taken damage.
|
||||
*/
|
||||
"damageTaken", &Statistics::DamageTaken,
|
||||
|
||||
/*** Kills.
|
||||
@tfield int kills amount of killed enemies.
|
||||
@tfield int kills Amount of killed enemies.
|
||||
*/
|
||||
"kills", &Statistics::Kills,
|
||||
|
||||
/*** Pickups.
|
||||
@tfield int pickups amount of picked up items.
|
||||
@tfield int pickups Amount of picked up items.
|
||||
*/
|
||||
"pickups", &Statistics::Pickups,
|
||||
|
||||
/*** Secrets.
|
||||
@tfield int secrets amount of found secrets.
|
||||
@tfield int secrets Amount of found secrets.
|
||||
*/
|
||||
"secrets", &Statistics::Secrets,
|
||||
|
||||
/*** Time taken.
|
||||
@tfield Time timeTaken amount of time passed.
|
||||
@tfield Time timeTaken Amount of time passed.
|
||||
*/
|
||||
"timeTaken", &Statistics::TimeTaken);
|
||||
}
|
||||
|
|
|
@ -96,7 +96,7 @@ namespace TEN::Scripting::Input
|
|||
}
|
||||
|
||||
/// Get the display position of the cursor in percent.
|
||||
// @function GetMouseDisplayPosition()
|
||||
// @function GetMouseDisplayPosition
|
||||
// @treturn Vec2 Cursor display position in percent.
|
||||
static Vec2 GetMouseDisplayPosition()
|
||||
{
|
||||
|
|
|
@ -342,7 +342,7 @@ Possible event type values:
|
|||
@function HandleEvent
|
||||
@tparam string name Name of the event set to find.
|
||||
@tparam EventType type Event to execute.
|
||||
@tparam Objects.Moveable activator Optional activator. Default is the player object.
|
||||
@tparam[opt=Lara] Objects.Moveable activator Optional activator.
|
||||
*/
|
||||
void LogicHandler::HandleEvent(const std::string& name, EventType type, sol::optional<Moveable&> activator)
|
||||
{
|
||||
|
@ -951,7 +951,7 @@ std::unique_ptr<R> GetByName(const std::string& type, const std::string& name, c
|
|||
@section specialobjects
|
||||
*/
|
||||
|
||||
/*** A @{Objects.Moveable} representing Lara herself.
|
||||
/*** An @{Objects.Moveable} entry representing Lara herself.
|
||||
@table Lara
|
||||
*/
|
||||
void LogicHandler::ResetVariables()
|
||||
|
|
|
@ -27,67 +27,65 @@ void AIObject::Register(sol::table& parent)
|
|||
sol::meta_function::index, IndexError,
|
||||
sol::meta_function::new_index, NewIndexError,
|
||||
|
||||
/// Get the object's position
|
||||
/// Get the object's position.
|
||||
// @function AIObject:GetPosition
|
||||
// @treturn Vec3 a copy of the object's position
|
||||
// @treturn Vec3 A copy of the object's position.
|
||||
ScriptReserved_GetPosition, &AIObject::GetPos,
|
||||
|
||||
/// Set the object's position
|
||||
/// Set the object's position.
|
||||
// @function AIObject:SetPosition
|
||||
// @tparam Vec3 position the new position of the object
|
||||
// @tparam Vec3 position The new position of the object.
|
||||
ScriptReserved_SetPosition, &AIObject::SetPos,
|
||||
|
||||
/// Get the object's Y-axis rotation.
|
||||
// To the best of my knowledge, the rotation of an AIObject has no effect.
|
||||
// @function AIObject:GetRotationY
|
||||
// @treturn number the object's Y-axis rotation
|
||||
// @treturn int The object's Y-axis rotation.
|
||||
ScriptReserved_GetRotationY, &AIObject::GetYRot,
|
||||
|
||||
/// Set the object's Y-axis rotation.
|
||||
// To the best of my knowledge, the rotation of an AIObject has no effect.
|
||||
// @function AIObject:SetRotationY
|
||||
// @tparam number rotation The object's new Y-axis rotation
|
||||
// @tparam int rotation The object's new Y-axis rotation.
|
||||
ScriptReserved_SetRotationY, &AIObject::SetYRot,
|
||||
|
||||
/// Get the object's unique string identifier
|
||||
/// Get the object's unique string identifier.
|
||||
// @function AIObject:GetName
|
||||
// @treturn string the object's name
|
||||
// @treturn string The object's name.
|
||||
ScriptReserved_GetName, &AIObject::GetName,
|
||||
|
||||
/// Set the object's name (its unique string identifier)
|
||||
/// Set the object's unique string identifier.
|
||||
// @function AIObject:SetName
|
||||
// @tparam string name The object's new name
|
||||
// @tparam string name The object's new name.
|
||||
ScriptReserved_SetName, &AIObject::SetName,
|
||||
|
||||
/// Get the current room of the object
|
||||
/// Get the current room of the object.
|
||||
// @function AIObject:GetRoom
|
||||
// @treturn Room current room of the object
|
||||
// @treturn Objects.Room current room of the object.
|
||||
ScriptReserved_GetRoom, &AIObject::GetRoom,
|
||||
|
||||
/// Get the current room number of the object
|
||||
/// Get the current room number of the object.
|
||||
// @function AIObject:GetRoomNumber
|
||||
// @treturn int number representing the current room of the object
|
||||
// @treturn int Number representing the current room of the object.
|
||||
ScriptReserved_GetRoomNumber, &AIObject::GetRoomNumber,
|
||||
|
||||
/// Set room number of the object
|
||||
/// Set room number of the object.
|
||||
// This is used in conjunction with SetPosition to teleport the object to a new room.
|
||||
// @function AIObject:SetRoomNumber
|
||||
// @tparam int ID the ID of the new room
|
||||
// @tparam int ID The ID of the new room.
|
||||
ScriptReserved_SetRoomNumber, &AIObject::SetRoomNumber,
|
||||
|
||||
/// Retrieve the object ID
|
||||
/// Retrieve the object ID.
|
||||
// @function AIObject:GetObjectID
|
||||
// @treturn int a number representing the ID of the object
|
||||
// @treturn int A number representing the ID of the object.
|
||||
ScriptReserved_GetObjectID, &AIObject::GetObjectID,
|
||||
|
||||
/// Change the object's ID. This will change the type of AI object it is.
|
||||
/// Change the object ID. This will change the type of AI object it is.
|
||||
// Note that a baddy will gain the behaviour of the tile it's on _before_ said baddy is triggered.
|
||||
// This means that changing the type of an AI object beneath a moveable will have no effect.
|
||||
// Instead, this function can be used to change an object that the baddy isn't standing on.
|
||||
// For example, you could have a pair of AI_GUARD objects, and change one or the other two
|
||||
// AI_PATROL_1 based on whether the player has a certain item or not.
|
||||
// @function AIObject:SetObjectID
|
||||
// @tparam Objects.ObjID ID the new ID
|
||||
// @tparam Objects.ObjID ID the new ID.
|
||||
// @usage
|
||||
// aiObj = TEN.Objects.GetMoveableByName("ai_guard_sphinx_room")
|
||||
// aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)
|
||||
|
|
|
@ -29,45 +29,45 @@ void CameraObject::Register(sol::table& parent)
|
|||
sol::meta_function::index, IndexError,
|
||||
sol::meta_function::new_index, NewIndexError,
|
||||
|
||||
/// Get the camera's position
|
||||
/// Get the camera's position.
|
||||
// @function Camera:GetPosition
|
||||
// @treturn Vec3 a copy of the camera's position
|
||||
// @treturn Vec3 Camera's position.
|
||||
ScriptReserved_GetPosition, &CameraObject::GetPos,
|
||||
|
||||
/// Set the camera's position
|
||||
/// Set the camera's position.
|
||||
// @function Camera:SetPosition
|
||||
// @tparam Vec3 position the new position of the camera
|
||||
// @tparam Vec3 position The new position of the camera.
|
||||
ScriptReserved_SetPosition, &CameraObject::SetPos,
|
||||
|
||||
/// Get the camera's unique string identifier
|
||||
// @function Camera:GetName
|
||||
// @treturn string the camera's name
|
||||
// @treturn string the camera's name.
|
||||
ScriptReserved_GetName, &CameraObject::GetName,
|
||||
|
||||
/// Set the camera's name (its unique string identifier)
|
||||
/// Set the camera's name (its unique string identifier).
|
||||
// @function Camera:SetName
|
||||
// @tparam string name The camera's new name
|
||||
// @tparam string name The camera's new name.
|
||||
ScriptReserved_SetName, &CameraObject::SetName,
|
||||
|
||||
/// Get the current room of the camera
|
||||
/// Get the current room of the camera.
|
||||
// @function Camera:GetRoom
|
||||
// @treturn Room current room of the camera
|
||||
// @treturn Objects.Room Current room of the camera.
|
||||
ScriptReserved_GetRoom, &CameraObject::GetRoom,
|
||||
|
||||
/// Get the current room number of the camera
|
||||
/// Get the current room number of the camera.
|
||||
// @function Camera:GetRoomNumber
|
||||
// @treturn int number representing the current room of the camera
|
||||
// @treturn int Number representing the current room of the camera.
|
||||
ScriptReserved_GetRoomNumber, &CameraObject::GetRoomNumber,
|
||||
|
||||
/// Set room of camera
|
||||
/// Set room of camera.
|
||||
// This is used in conjunction with SetPosition to teleport the camera to a new room.
|
||||
// @function Camera:SetRoomNumber
|
||||
// @tparam int ID the ID of the new room
|
||||
// @tparam int ID The ID of the new room.
|
||||
ScriptReserved_SetRoomNumber, &CameraObject::SetRoomNumber,
|
||||
|
||||
/// Active the camera during that frame.
|
||||
/// Activate the camera for the current game frame.
|
||||
// @function Camera:PlayCamera
|
||||
// @tparam[opt] Moveable Target If you put a moveable, the camera will look at it. Otherwise, it will look at Lara.
|
||||
// @tparam[opt] Objects.Moveable target If you put a moveable, the camera will look at it. Otherwise, it will look at Lara.
|
||||
ScriptReserved_PlayCamera, &CameraObject::PlayCamera);
|
||||
}
|
||||
|
||||
|
|
|
@ -345,7 +345,7 @@ int LaraObject::GetAmmoCount() const
|
|||
|
||||
/// Get current vehicle, if it exists.
|
||||
// @function LaraObject:GetVehicle
|
||||
// @treturn Objects.Moveable current vehicle (nil if no vehicle present).
|
||||
// @treturn Objects.Moveable Current vehicle (nil if no vehicle present).
|
||||
// @usage
|
||||
// local vehicle = Lara:GetVehicle()
|
||||
std::unique_ptr<Moveable> LaraObject::GetVehicle() const
|
||||
|
@ -390,7 +390,7 @@ std::unique_ptr<Moveable> LaraObject::GetPlayerInteractedMoveable() const
|
|||
|
||||
/// Check if a held torch is lit.
|
||||
// @function LaraObject:IsTorchLit
|
||||
// @treturn bool True if lit, otherwise false.
|
||||
// @treturn bool True if lit, otherwise false (also false if there is no torch in hand).
|
||||
// @usage
|
||||
// local isTorchLit = Lara:IsTorchLit()
|
||||
bool LaraObject::IsTorchLit() const
|
||||
|
|
|
@ -41,17 +41,17 @@ associated getters and setters. If you do not know what to set for these,
|
|||
most can just be ignored (see usage).
|
||||
|
||||
@function Moveable
|
||||
@tparam Objects.ObjID object ID
|
||||
@tparam Objects.ObjID objectID Object ID.
|
||||
@tparam string name Lua name.
|
||||
@tparam Vec3 position position in level
|
||||
@tparam Rotation rotation rotation rotation about x, y, and z axes (default Rotation(0, 0, 0))
|
||||
@tparam int roomNumber the room number the moveable is in (default: calculated automatically).
|
||||
@tparam int animNumber animation number
|
||||
@tparam int frameNumber frame number
|
||||
@tparam int hp Hit points.
|
||||
@tparam int OCB Object code bits.
|
||||
@tparam table AIBits table with AI bits (default { 0, 0, 0, 0, 0, 0 })
|
||||
@treturn Moveable A new Moveable object (a wrapper around the new object)
|
||||
@tparam Vec3 position Position in level.
|
||||
@tparam[opt] Rotation rotation Rotation about x, y, and z axes.
|
||||
@tparam[opt] int roomNumber The room number the moveable is in. Needed if you are dealing with overlapping rooms and need to force certain room number.
|
||||
@tparam[opt] int animNumber Animation number.
|
||||
@tparam[opt] int frameNumber Frame number.
|
||||
@tparam[opt] int hp Hit points.
|
||||
@tparam[opt] int OCB Object code bits.
|
||||
@tparam[opt] table AIBits Table with six AI bits.
|
||||
@treturn Objects.Moveable A new Moveable object.
|
||||
|
||||
@usage
|
||||
local item = Moveable(
|
||||
|
@ -94,6 +94,10 @@ static std::unique_ptr<Moveable> Create(GAME_OBJECT_ID objID, const std::string&
|
|||
{
|
||||
scriptMov->SetHP(std::get<int>(hp));
|
||||
}
|
||||
else
|
||||
{
|
||||
scriptMov->SetHP(Objects[objID].HitPoints);
|
||||
}
|
||||
|
||||
scriptMov->SetOcb(ValueOr<int>(ocb, 0));
|
||||
scriptMov->SetAIBits(ValueOr<aiBitsType>(aiBits, aiBitsType{}));
|
||||
|
@ -242,9 +246,9 @@ void Moveable::Initialize()
|
|||
_initialized = true;
|
||||
}
|
||||
|
||||
/// Retrieve the object ID
|
||||
/// Retrieve the object ID.
|
||||
// @function Moveable:GetObjectID
|
||||
// @treturn Objects.ObjID a number representing the ID of the object.
|
||||
// @treturn Objects.ObjID A number representing the ID of the object.
|
||||
GAME_OBJECT_ID Moveable::GetObjectID() const
|
||||
{
|
||||
return _moveable->ObjectNumber;
|
||||
|
@ -252,7 +256,7 @@ GAME_OBJECT_ID Moveable::GetObjectID() const
|
|||
|
||||
/// Change the object's ID. This will literally change the object.
|
||||
// @function Moveable:SetObjectID
|
||||
// @tparam Objects.ObjID objectID the new ID
|
||||
// @tparam Objects.ObjID objectID The new ID.
|
||||
// @usage
|
||||
// shiva = TEN.Objects.GetMoveableByName("shiva_60")
|
||||
// shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)
|
||||
|
@ -291,17 +295,17 @@ int Moveable::GetIndex() const
|
|||
/// Set the name of the function to be called when the moveable is shot by Lara.
|
||||
// Note that this will be triggered twice when shot with both pistols at once.
|
||||
// @function Moveable:SetOnHit
|
||||
// @tparam function callback function in LevelFuncs hierarchy to call when moveable is shot
|
||||
// @tparam function function Callback function in LevelFuncs hierarchy to call when moveable is shot.
|
||||
void Moveable::SetOnHit(const TypeOrNil<LevelFunc>& cb)
|
||||
{
|
||||
SetLevelFuncCallback(cb, ScriptReserved_SetOnHit, *this, _moveable->Callbacks.OnHit);
|
||||
}
|
||||
|
||||
/// Set the name of the function to be called when the moveable is destroyed/killed
|
||||
/// Set the name of the function to be called when the moveable is destroyed/killed.
|
||||
// Note that enemy death often occurs at the end of an animation, and not at the exact moment
|
||||
// the enemy's HP becomes zero.
|
||||
// @function Moveable:SetOnKilled
|
||||
// @tparam function callback function in LevelFuncs hierarchy to call when enemy is killed
|
||||
// @tparam function function Callback function in LevelFuncs hierarchy to call when moveable is killed.
|
||||
// @usage
|
||||
// LevelFuncs.baddyKilled = function(theBaddy) print("You killed a baddy!") end
|
||||
// baddy:SetOnKilled(LevelFuncs.baddyKilled)
|
||||
|
@ -310,9 +314,9 @@ void Moveable::SetOnKilled(const TypeOrNil<LevelFunc>& cb)
|
|||
SetLevelFuncCallback(cb, ScriptReserved_SetOnKilled, *this, _moveable->Callbacks.OnKilled);
|
||||
}
|
||||
|
||||
/// Set the function to be called when this moveable collides with another moveable
|
||||
/// Set the function to be called when this moveable collides with another moveable.
|
||||
// @function Moveable:SetOnCollidedWithObject
|
||||
// @tparam function func callback function to be called (must be in LevelFuncs hierarchy). This function can take two arguments; these will store the two @{Moveable}s taking part in the collision.
|
||||
// @tparam function function Callback function to be called (must be in LevelFuncs hierarchy). This function can take two arguments; these will store the two @{Moveable}s taking part in the collision.
|
||||
// @usage
|
||||
// -- obj1 is the collision moveable
|
||||
// -- obj2 is the collider moveable
|
||||
|
@ -328,7 +332,7 @@ void Moveable::SetOnCollidedWithObject(const TypeOrNil<LevelFunc>& cb)
|
|||
|
||||
/// Set the function called when this moveable collides with room geometry (e.g. a wall or floor). This function can take an argument that holds the @{Moveable} that collided with geometry.
|
||||
// @function Moveable:SetOnCollidedWithRoom
|
||||
// @tparam function func callback function to be called (must be in LevelFuncs hierarchy)
|
||||
// @tparam function function Callback function to be called (must be in LevelFuncs hierarchy).
|
||||
// @usage
|
||||
// LevelFuncs.roomCollided = function(obj)
|
||||
// print(obj:GetName() .. " collided with room geometry")
|
||||
|
@ -339,22 +343,18 @@ void Moveable::SetOnCollidedWithRoom(const TypeOrNil<LevelFunc>& cb)
|
|||
SetLevelFuncCallback(cb, ScriptReserved_SetOnCollidedWithRoom, *this, _moveable->Callbacks.OnRoomCollided);
|
||||
}
|
||||
|
||||
/// Get the moveable's name (its unique string identifier)
|
||||
// e.g. "door\_back\_room" or "cracked\_greek\_statue"
|
||||
// This corresponds with the "Lua Name" field in an object's properties in Tomb Editor.
|
||||
/// Get the moveable's name (its unique string identifier). This corresponds with the "Lua Name" field in an object's properties in Tomb Editor.
|
||||
// @function Moveable:GetName
|
||||
// @treturn string the moveable's name
|
||||
// @treturn string The moveable's name.
|
||||
std::string Moveable::GetName() const
|
||||
{
|
||||
return _moveable->Name;
|
||||
}
|
||||
|
||||
/// Set the moveable's name (its unique string identifier)
|
||||
// e.g. "door\_back\_room" or "cracked\_greek\_statue"
|
||||
// It cannot be blank and cannot share a name with any existing object.
|
||||
/// Set the moveable's name (its unique string identifier). It cannot be blank and cannot share a name with any existing object.
|
||||
// @function Moveable:SetName
|
||||
// @tparam string name the new moveable's name
|
||||
// @treturn bool true if we successfully set the name, false otherwise (e.g. if another object has the name already)
|
||||
// @tparam string name The new moveable's name.
|
||||
// @treturn bool true if name was successfully set, false otherwise (e.g. if another moveable has the name already).
|
||||
bool Moveable::SetName(const std::string& id)
|
||||
{
|
||||
if (!ScriptAssert(!id.empty(), "Name cannot be blank. Not setting name."))
|
||||
|
@ -382,21 +382,18 @@ bool Moveable::SetName(const std::string& id)
|
|||
return true;
|
||||
}
|
||||
|
||||
/// Get the moveable's position
|
||||
/// Get the moveable's position.
|
||||
// @function Moveable:GetPosition
|
||||
// @treturn Vec3 a copy of the moveable's position
|
||||
// @treturn Vec3 Moveable's position.
|
||||
Vec3 Moveable::GetPosition() const
|
||||
{
|
||||
return Vec3(_moveable->Pose.Position);
|
||||
}
|
||||
|
||||
/// Set the moveable's position
|
||||
// If you are moving a moveable whose behaviour involves knowledge of room geometry,
|
||||
// (e.g. a BADDY1, which uses it for pathfinding), then the second argument should
|
||||
// be true (or omitted, as true is the default). Otherwise, said moveable will not behave correctly.
|
||||
/// Set the moveable's position.
|
||||
// @function Moveable:SetPosition
|
||||
// @tparam Vec3 position the new position of the moveable
|
||||
// @bool[opt] updateRoom Will room changes be automatically detected? Set to false if you are using overlapping rooms (default: true)
|
||||
// @tparam Vec3 position The new position of the moveable.
|
||||
// @bool[opt=true] updateRoom Will room changes be automatically detected? Set to false if you are using overlapping rooms.
|
||||
void Moveable::SetPosition(const Vec3& pos, sol::optional<bool> updateRoom)
|
||||
{
|
||||
constexpr auto BIG_DISTANCE_THRESHOLD = BLOCK(1);
|
||||
|
@ -439,10 +436,10 @@ Vec3 Moveable::GetJointPos(int jointIndex, sol::optional<Vec3> offset) const
|
|||
return Vec3(GetJointPosition(_moveable, jointIndex, convertedOffset));
|
||||
}
|
||||
|
||||
/// Get the object's joint rotation
|
||||
/// Get the object's joint rotation.
|
||||
// @function Moveable:GetJointRotation
|
||||
// @tparam int index Index of a joint to get rotation.
|
||||
// @treturn Rotation a calculated copy of the moveable's joint rotation
|
||||
// @treturn Rotation Moveable's joint rotation.
|
||||
Rotation Moveable::GetJointRot(int jointIndex) const
|
||||
{
|
||||
auto point1 = GetJointPosition(_moveable, jointIndex);
|
||||
|
@ -468,7 +465,7 @@ Rotation Moveable::GetJointRot(int jointIndex) const
|
|||
|
||||
/// Get the moveable's rotation.
|
||||
// @function Moveable:GetRotation
|
||||
// @treturn Rotation A copy of the moveable's rotation.
|
||||
// @treturn Rotation Moveable's rotation.
|
||||
Rotation Moveable::GetRotation() const
|
||||
{
|
||||
return
|
||||
|
@ -481,7 +478,7 @@ Rotation Moveable::GetRotation() const
|
|||
|
||||
/// Get the moveable's visual scale.
|
||||
// @function Moveable:GetScale
|
||||
// @treturn Vec3 A copy of the moveable's visual scale.
|
||||
// @treturn Vec3 Moveable's visual scale.
|
||||
Vec3 Moveable::GetScale() const
|
||||
{
|
||||
return Vec3(_moveable->Pose.Scale);
|
||||
|
@ -489,7 +486,7 @@ Vec3 Moveable::GetScale() const
|
|||
|
||||
/// Set the moveable's rotation.
|
||||
// @function Moveable:SetRotation
|
||||
// @tparam Rotation rotation The moveable's new rotation
|
||||
// @tparam Rotation rotation The moveable's new rotation.
|
||||
void Moveable::SetRotation(const Rotation& rot)
|
||||
{
|
||||
constexpr auto BIG_ANGLE_THRESHOLD = ANGLE(30.0f);
|
||||
|
@ -514,18 +511,18 @@ void Moveable::SetScale(const Vec3& scale)
|
|||
_moveable->Pose.Scale = scale.ToVector3();
|
||||
}
|
||||
|
||||
/// Get current HP (hit points/health points)
|
||||
/// Get current HP (hit points / health points).
|
||||
// @function Moveable:GetHP
|
||||
// @treturn int the amount of HP the moveable currently has
|
||||
// @treturn int The amount of HP the moveable currently has.
|
||||
short Moveable::GetHP() const
|
||||
{
|
||||
return _moveable->HitPoints;
|
||||
}
|
||||
|
||||
/// Set current HP (hit points/health points)
|
||||
/// Set current HP (hit points / health points).
|
||||
// Clamped to [0, 32767] for "intelligent" entities (i.e. anything with AI); clamped to [-32767, 32767] otherwise.
|
||||
// @function Moveable:SetHP
|
||||
// @tparam int HP the amount of HP to give the moveable
|
||||
// @tparam int HP The amount of HP to give the moveable.
|
||||
void Moveable::SetHP(short hp)
|
||||
{
|
||||
if (Objects[_moveable->ObjectNumber].intelligent && hp < 0)
|
||||
|
@ -541,25 +538,25 @@ void Moveable::SetHP(short hp)
|
|||
_moveable->HitPoints = hp;
|
||||
}
|
||||
|
||||
/// Get HP definded for that object type (hit points/health points) (Read Only).
|
||||
/// Get HP definded for that object type (hit points / health points).
|
||||
// @function Moveable:GetSlotHP
|
||||
// @treturn int the moveable's slot default hit points
|
||||
// @treturn int The moveable's slot default hit points.
|
||||
short Moveable::GetSlotHP() const
|
||||
{
|
||||
return Objects[_moveable->ObjectNumber].HitPoints;
|
||||
}
|
||||
|
||||
/// Get OCB (object code bit) of the moveable
|
||||
/// Get OCB (object code bit) of the moveable.
|
||||
// @function Moveable:GetOCB
|
||||
// @treturn int the moveable's current OCB value
|
||||
// @treturn int The moveable's current OCB value.
|
||||
short Moveable::GetOcb() const
|
||||
{
|
||||
return _moveable->TriggerFlags;
|
||||
}
|
||||
|
||||
/// Set OCB (object code bit) of the moveable
|
||||
/// Set OCB (object code bit) of the moveable.
|
||||
// @function Moveable:SetOCB
|
||||
// @tparam int OCB the new value for the moveable's OCB
|
||||
// @tparam int OCB The new value for the moveable's OCB.
|
||||
void Moveable::SetOcb(short ocb)
|
||||
{
|
||||
_moveable->TriggerFlags = ocb;
|
||||
|
@ -568,7 +565,7 @@ void Moveable::SetOcb(short ocb)
|
|||
/// Set the effect for this moveable.
|
||||
// @function Moveable:SetEffect
|
||||
// @tparam Effects.EffectID effect Type of effect to assign.
|
||||
// @tparam[opt] float timeout time (in seconds) after which effect turns off.
|
||||
// @tparam[opt] float timeout Time (in seconds) after which effect turns off.
|
||||
void Moveable::SetEffect(EffectType effectType, sol::optional<float> timeout)
|
||||
{
|
||||
int realTimeout = timeout.has_value() ? int(timeout.value() * FPS) : -1;
|
||||
|
@ -604,7 +601,7 @@ void Moveable::SetEffect(EffectType effectType, sol::optional<float> timeout)
|
|||
}
|
||||
}
|
||||
|
||||
/// Set custom colored burn effect to moveable
|
||||
/// Set custom colored burn effect to moveable.
|
||||
// @function Moveable:SetCustomEffect
|
||||
// @tparam Color color1 The primary color of the effect (also used for lighting).
|
||||
// @tparam Color color2 The secondary color of the effect.
|
||||
|
@ -617,7 +614,7 @@ void Moveable::SetCustomEffect(const ScriptColor& col1, const ScriptColor& col2,
|
|||
ItemCustomBurn(_moveable, color1, color2, realTimeout);
|
||||
}
|
||||
|
||||
/// Get current moveable effect
|
||||
/// Get current moveable effect.
|
||||
// @function Moveable:GetEffect
|
||||
// @treturn Effects.EffectID Effect type currently assigned.
|
||||
EffectType Moveable::GetEffect() const
|
||||
|
@ -625,16 +622,16 @@ EffectType Moveable::GetEffect() const
|
|||
return _moveable->Effect.Type;
|
||||
}
|
||||
|
||||
/// Get the value stored in ItemFlags[index]
|
||||
/// Get the value stored in ItemFlags[index].
|
||||
// @function Moveable:GetItemFlags
|
||||
// @tparam int index Index of the ItemFlag, can be between 0 and 7.
|
||||
// @treturn int the value contained in the ItemFlags[index]
|
||||
// @treturn int The value contained in the ItemFlags[index].
|
||||
short Moveable::GetItemFlags(int index) const
|
||||
{
|
||||
return _moveable->ItemFlags[index];
|
||||
}
|
||||
|
||||
/// Stores a value in ItemFlags[index]
|
||||
/// Stores a value in ItemFlags[index].
|
||||
// @function Moveable:SetItemFlags
|
||||
// @tparam short value Value to store in the moveable's ItemFlags[index].
|
||||
// @tparam int index Index of the ItemFlag where to store the value.
|
||||
|
@ -643,9 +640,9 @@ void Moveable::SetItemFlags(short value, int index)
|
|||
_moveable->ItemFlags[index] = value;
|
||||
}
|
||||
|
||||
/// Get the location value stored in the Enemy AI
|
||||
/// Get the location value stored in the Enemy AI.
|
||||
// @function Moveable:GetLocationAI
|
||||
// @treturn short the value contained in the LocationAI of the creature.
|
||||
// @treturn short The value contained in the LocationAI of the creature.
|
||||
short Moveable::GetLocationAI() const
|
||||
{
|
||||
if (_moveable->IsCreature())
|
||||
|
@ -674,23 +671,23 @@ void Moveable::SetLocationAI(short value)
|
|||
}
|
||||
}
|
||||
|
||||
/// Get the moveable's color
|
||||
/// Get the moveable's color.
|
||||
// @function Moveable:GetColor
|
||||
// @treturn Color a copy of the moveable's color
|
||||
// @treturn Color Moveable's color.
|
||||
ScriptColor Moveable::GetColor() const
|
||||
{
|
||||
return ScriptColor{ _moveable->Model.Color };
|
||||
}
|
||||
|
||||
/// Set the moveable's color
|
||||
/// Set the moveable's color.
|
||||
// @function Moveable:SetColor
|
||||
// @tparam Color color the new color of the moveable
|
||||
// @tparam Color color The new color of the moveable.
|
||||
void Moveable::SetColor(const ScriptColor& color)
|
||||
{
|
||||
_moveable->Model.Color = color;
|
||||
}
|
||||
|
||||
/// Get AIBits of object
|
||||
/// Get AIBits of object.
|
||||
// This will return a table with six values, each corresponding to
|
||||
// an active behaviour. If the object is in a certain AI mode, the table will
|
||||
// have a *1* in the corresponding cell. Otherwise, the cell will hold
|
||||
|
@ -704,7 +701,7 @@ void Moveable::SetColor(const ScriptColor& color)
|
|||
// 6 - Patrol 2
|
||||
//
|
||||
// @function Moveable:GetAIBits
|
||||
// @treturn table a table of AI bits
|
||||
// @treturn table A table of AI bits.
|
||||
aiBitsType Moveable::GetAIBits() const
|
||||
{
|
||||
static_assert(63 == ALL_AIOBJ);
|
||||
|
@ -719,11 +716,11 @@ aiBitsType Moveable::GetAIBits() const
|
|||
return ret;
|
||||
}
|
||||
|
||||
/// Set AIBits of object
|
||||
/// Set AIBits of object.
|
||||
// Use this to force a moveable into a certain AI mode or modes, as if a certain nullmesh
|
||||
// (or more than one) had suddenly spawned beneath their feet.
|
||||
// @function Moveable:SetAIBits
|
||||
// @tparam table bits the table of AI bits
|
||||
// @tparam table bits A table of AI bits.
|
||||
// @usage
|
||||
// local sas = TEN.Objects.GetMoveableByName("sas_enemy")
|
||||
// sas:SetAIBits({1, 0, 0, 0, 0, 0})
|
||||
|
@ -740,7 +737,7 @@ void Moveable::SetAIBits(aiBitsType const & bits)
|
|||
/// Retrieve the index of the current state.
|
||||
// This corresponds to the number shown in the item's state ID field in WadTool.
|
||||
// @function Moveable:GetState
|
||||
// @treturn int the index of the active state
|
||||
// @treturn int The index of the active state.
|
||||
int Moveable::GetStateNumber() const
|
||||
{
|
||||
return _moveable->Animation.ActiveState;
|
||||
|
@ -749,7 +746,7 @@ int Moveable::GetStateNumber() const
|
|||
/// Retrieve the index of the target state.
|
||||
// This corresponds to the state the object is trying to get into, which is sometimes different from the active state.
|
||||
// @function Moveable:GetTargetState
|
||||
// @treturn int the index of the target state
|
||||
// @treturn int The index of the target state.
|
||||
int Moveable::GetTargetStateNumber() const
|
||||
{
|
||||
return _moveable->Animation.TargetState;
|
||||
|
@ -759,7 +756,7 @@ int Moveable::GetTargetStateNumber() const
|
|||
// Performs no bounds checking. *Ensure the number given is correct, else
|
||||
// object may end up in corrupted animation state.*
|
||||
// @function Moveable:SetState
|
||||
// @tparam int index the index of the desired state
|
||||
// @tparam int index The index of the desired state.
|
||||
void Moveable::SetStateNumber(int stateNumber)
|
||||
{
|
||||
_moveable->Animation.TargetState = stateNumber;
|
||||
|
@ -769,7 +766,7 @@ void Moveable::SetStateNumber(int stateNumber)
|
|||
// In certain cases, moveable may play animations from another object slot. Use this
|
||||
// function when you need to identify such cases.
|
||||
// @function Moveable:GetAnimSlot
|
||||
// @treturn int animation slot ID
|
||||
// @treturn int Animation slot ID.
|
||||
int Moveable::GetAnimSlot() const
|
||||
{
|
||||
return _moveable->Animation.AnimObjectID;
|
||||
|
@ -778,7 +775,7 @@ int Moveable::GetAnimSlot() const
|
|||
/// Retrieve the index of the current animation.
|
||||
// This corresponds to the number shown in the item's animation list in WadTool.
|
||||
// @function Moveable:GetAnim
|
||||
// @treturn int the index of the active animation
|
||||
// @treturn int The index of the active animation.
|
||||
int Moveable::GetAnimNumber() const
|
||||
{
|
||||
return _moveable->Animation.AnimNumber - Objects[_moveable->Animation.AnimObjectID].animIndex;
|
||||
|
@ -788,8 +785,8 @@ int Moveable::GetAnimNumber() const
|
|||
// Performs no bounds checking. *Ensure the number given is correct, else
|
||||
// object may end up in corrupted animation state.*
|
||||
// @function Moveable:SetAnim
|
||||
// @tparam int index the index of the desired anim
|
||||
// @tparam[opt] int slot slot ID of the desired anim (if omitted, moveable's own slot ID is used)
|
||||
// @tparam int index The index of the desired animation.
|
||||
// @tparam[opt] int slot Slot ID of the desired anim (if omitted, moveable's own slot ID is used).
|
||||
void Moveable::SetAnimNumber(int animNumber, sol::optional<int> slotIndex)
|
||||
{
|
||||
SetAnimation(*_moveable, (GAME_OBJECT_ID)slotIndex.value_or(_moveable->ObjectNumber), animNumber);
|
||||
|
@ -798,7 +795,7 @@ void Moveable::SetAnimNumber(int animNumber, sol::optional<int> slotIndex)
|
|||
/// Retrieve frame number.
|
||||
// This is the current frame of the object's active animation.
|
||||
// @function Moveable:GetFrame
|
||||
// @treturn int the current frame of the active animation
|
||||
// @treturn int The current frame of the active animation.
|
||||
int Moveable::GetFrameNumber() const
|
||||
{
|
||||
return (_moveable->Animation.FrameNumber - GetAnimData(*_moveable).frameBase);
|
||||
|
@ -808,7 +805,7 @@ int Moveable::GetFrameNumber() const
|
|||
// In most cases, only Z and Y components are used as forward and vertical velocity.
|
||||
// In some cases, primarily NPCs, X component is used as side velocity.
|
||||
// @function Moveable:GetVelocity
|
||||
// @treturn Vec3 current object velocity
|
||||
// @treturn Vec3 Current object velocity.
|
||||
Vec3 Moveable::GetVelocity() const
|
||||
{
|
||||
return Vec3(
|
||||
|
@ -821,7 +818,7 @@ Vec3 Moveable::GetVelocity() const
|
|||
// In most cases, only Z and Y components are used as forward and vertical velocity.
|
||||
// In some cases, primarily NPCs, X component is used as side velocity.
|
||||
// @function Moveable:SetVelocity
|
||||
// @tparam Vec3 velocity velocity represented as vector
|
||||
// @tparam Vec3 velocity Velocity represented as vector.
|
||||
void Moveable::SetVelocity(Vec3 velocity)
|
||||
{
|
||||
if (_moveable->IsCreature())
|
||||
|
@ -836,7 +833,7 @@ void Moveable::SetVelocity(Vec3 velocity)
|
|||
// the WadTool animation editor. If the animation has no frames, the only valid argument
|
||||
// is -1.
|
||||
// @function Moveable:SetFrame
|
||||
// @tparam int frame the new frame number
|
||||
// @tparam int frame The new frame number.
|
||||
void Moveable::SetFrameNumber(int frameNumber)
|
||||
{
|
||||
const auto& anim = GetAnimData(*_moveable);
|
||||
|
@ -865,9 +862,9 @@ int Moveable::GetEndFrame() const
|
|||
return (anim.frameEnd - anim.frameBase);
|
||||
}
|
||||
|
||||
/// Determine whether the moveable is active or not
|
||||
/// Determine whether the moveable is active or not.
|
||||
// @function Moveable:GetActive
|
||||
// @treturn bool true if the moveable is active
|
||||
// @treturn bool True if the moveable is active.
|
||||
bool Moveable::GetActive() const
|
||||
{
|
||||
return _moveable->Active;
|
||||
|
@ -880,23 +877,23 @@ void Moveable::SetActive(bool isActive)
|
|||
|
||||
/// Get the hit status of the moveable.
|
||||
// @function Moveable:GetHitStatus
|
||||
// @treturn bool true if the moveable was hit by something in the last gameplay frame, false otherwise
|
||||
// @treturn bool true if the moveable was hit by something in the last gameplay frame, false otherwise.
|
||||
bool Moveable::GetHitStatus() const
|
||||
{
|
||||
return _moveable->HitStatus;
|
||||
}
|
||||
|
||||
/// Get the current room of the object
|
||||
/// Get the current room of the moveable.
|
||||
// @function Moveable:GetRoom
|
||||
// @treturn Objects.Room current room of the object
|
||||
// @treturn Objects.Room Current room of the moveable.
|
||||
std::unique_ptr<Room> Moveable::GetRoom() const
|
||||
{
|
||||
return std::make_unique<Room>(g_Level.Rooms[_moveable->RoomNumber]);
|
||||
}
|
||||
|
||||
/// Get the current room number of the object
|
||||
/// Get the current room number of the moveable.
|
||||
// @function Moveable:GetRoomNumber
|
||||
// @treturn int number representing the current room of the object
|
||||
// @treturn int Number representing the current room of the moveable.
|
||||
int Moveable::GetRoomNumber() const
|
||||
{
|
||||
return _moveable->RoomNumber;
|
||||
|
@ -950,21 +947,21 @@ void Moveable::SetStatus(ItemStatus status)
|
|||
_moveable->Status = status;
|
||||
}
|
||||
|
||||
/// Get number of meshes for a particular object
|
||||
/// Get number of meshes for a particular object.
|
||||
// Returns number of meshes in an object
|
||||
// @function Moveable:GetMeshCount
|
||||
// @treturn int number of meshes
|
||||
// @treturn int Number of meshes.
|
||||
short Moveable::GetMeshCount() const
|
||||
{
|
||||
return Objects[_moveable->ObjectNumber].nmeshes;
|
||||
}
|
||||
|
||||
/// Get state of specified mesh visibility of object
|
||||
/// Get state of specified mesh visibility of object.
|
||||
// Returns true if specified mesh is visible on an object, and false
|
||||
// if it is not visible.
|
||||
// @function Moveable:GetMeshVisible
|
||||
// @int index index of a mesh
|
||||
// @treturn bool visibility status
|
||||
// @tparam int index Index of a mesh.
|
||||
// @treturn bool Visibility status.
|
||||
bool Moveable::GetMeshVisible(int meshId) const
|
||||
{
|
||||
if (!MeshExists(meshId))
|
||||
|
@ -973,11 +970,11 @@ bool Moveable::GetMeshVisible(int meshId) const
|
|||
return _moveable->MeshBits.Test(meshId);
|
||||
}
|
||||
|
||||
/// Makes specified mesh visible or invisible
|
||||
/// Makes specified mesh visible or invisible.
|
||||
// Use this to show or hide a specified mesh of an object.
|
||||
// @function Moveable:SetMeshVisible
|
||||
// @int index index of a mesh
|
||||
// @bool isVisible true if you want the mesh to be visible, false otherwise
|
||||
// @tparam int index Index of a mesh.
|
||||
// @tparam bool isVisible true if you want the mesh to be visible, false otherwise.
|
||||
void Moveable::SetMeshVisible(int meshId, bool isVisible)
|
||||
{
|
||||
if (!MeshExists(meshId))
|
||||
|
@ -993,10 +990,10 @@ void Moveable::SetMeshVisible(int meshId, bool isVisible)
|
|||
}
|
||||
}
|
||||
|
||||
/// Shatters specified mesh and makes it invisible
|
||||
/// Shatters specified mesh and makes it invisible.
|
||||
// Note that you can re-enable mesh later by using SetMeshVisible().
|
||||
// @function Moveable:ShatterMesh
|
||||
// @int index index of a mesh
|
||||
// @tparam int index Index of a mesh to shatter.
|
||||
void Moveable::ShatterMesh(int meshId)
|
||||
{
|
||||
if (!MeshExists(meshId))
|
||||
|
@ -1005,12 +1002,11 @@ void Moveable::ShatterMesh(int meshId)
|
|||
ExplodeItemNode(_moveable, meshId, 0, 128);
|
||||
}
|
||||
|
||||
/// Get state of specified mesh swap of object
|
||||
// Returns true if specified mesh is swapped on an object, and false
|
||||
// if it is not swapped.
|
||||
/// Get state of specified mesh swap of object.
|
||||
// Returns true if specified mesh is swapped on an object, and false if it is not swapped.
|
||||
// @function Moveable:GetMeshSwapped
|
||||
// @int index index of a mesh
|
||||
// @treturn bool mesh swap status
|
||||
// @tparam int index Index of a mesh.
|
||||
// @treturn bool Mesh swap status.
|
||||
bool Moveable::GetMeshSwapped(int meshId) const
|
||||
{
|
||||
if (!MeshExists(meshId))
|
||||
|
@ -1019,12 +1015,12 @@ bool Moveable::GetMeshSwapped(int meshId) const
|
|||
return _moveable->Model.MeshIndex[meshId] == _moveable->Model.BaseMesh + meshId;
|
||||
}
|
||||
|
||||
/// Set state of specified mesh swap of object
|
||||
/// Set state of specified mesh swap of object.
|
||||
// Use this to swap specified mesh of an object.
|
||||
// @function Moveable:SwapMesh
|
||||
// @int index index of a mesh
|
||||
// @int slotIndex index of a slot to get meshswap from
|
||||
// @int[opt] swapIndex index of a mesh from meshswap slot to use
|
||||
// @tparam int index Index of a mesh.
|
||||
// @tparam int slotIndex Index of a slot to get meshswap from.
|
||||
// @tparam[opt] int swapIndex Index of a mesh from meshswap slot to use.
|
||||
void Moveable::SwapMesh(int meshId, int swapSlotId, sol::optional<int> swapMeshIndex)
|
||||
{
|
||||
if (!MeshExists(meshId))
|
||||
|
@ -1054,10 +1050,10 @@ void Moveable::SwapMesh(int meshId, int swapSlotId, sol::optional<int> swapMeshI
|
|||
_moveable->Model.MeshIndex[meshId] = Objects[swapSlotId].meshIndex + swapMeshIndex.value();
|
||||
}
|
||||
|
||||
/// Set state of specified mesh swap of object
|
||||
/// Set state of specified mesh swap of object.
|
||||
// Use this to bring back original unswapped mesh
|
||||
// @function Moveable:UnswapMesh
|
||||
// @int index index of a mesh to unswap
|
||||
// @tparam int index Index of a mesh to unswap.
|
||||
void Moveable::UnswapMesh(int meshId)
|
||||
{
|
||||
if (!MeshExists(meshId))
|
||||
|
@ -1068,7 +1064,7 @@ void Moveable::UnswapMesh(int meshId)
|
|||
|
||||
/// Enable the item, as if a trigger for it had been stepped on.
|
||||
// @function Moveable:Enable
|
||||
// @tparam float timeout time (in seconds) after which moveable automatically disables (optional).
|
||||
// @tparam[opt] float timeout Time (in seconds) after which moveable automatically disables.
|
||||
void Moveable::EnableItem(sol::optional<float> timer)
|
||||
{
|
||||
if (_moveableID == NO_VALUE)
|
||||
|
@ -1087,8 +1083,8 @@ void Moveable::EnableItem(sol::optional<float> timer)
|
|||
dynamic_cast<ObjectsHandler*>(g_GameScriptEntities)->TryAddColliding(_moveableID);
|
||||
}
|
||||
|
||||
/// Disable the item, as if an antitrigger for it had been stepped on (i.e. it will close an open door or extinguish a flame emitter).
|
||||
// Note that this will not trigger an OnKilled callback.
|
||||
/// Disable the item, as if an antitrigger for it had been stepped on.
|
||||
// For example, it will close an open door or extinguish a flame emitter. Note that this will not trigger an OnKilled callback.
|
||||
// @function Moveable:Disable
|
||||
void Moveable::DisableItem()
|
||||
{
|
||||
|
@ -1127,29 +1123,29 @@ void Moveable::Shatter()
|
|||
}
|
||||
|
||||
/// Get the item's collision state.
|
||||
// @treturn bool item's collision state
|
||||
// @function Moveable:GetCollidable
|
||||
// @treturn bool Item's collision state.
|
||||
bool Moveable::GetCollidable()
|
||||
{
|
||||
return _moveable->Collidable;
|
||||
}
|
||||
|
||||
/// Set the item's collision.
|
||||
// @bool collidable true if the caller should be collidable, false if no collision should occur.
|
||||
// @function Moveable:SetCollidable
|
||||
// @bool collidable true if the caller should be collidable, false if no collision should occur.
|
||||
void Moveable::SetCollidable(bool isCollidable)
|
||||
{
|
||||
_moveable->Collidable = isCollidable;
|
||||
}
|
||||
|
||||
/// Make the item invisible. Alias for `Moveable:SetVisible(false)`.
|
||||
// Make the item invisible. Alias for `Moveable:SetVisible(false)`.
|
||||
// @function Moveable:MakeInvisible
|
||||
void Moveable::MakeInvisible()
|
||||
{
|
||||
SetVisible(false);
|
||||
}
|
||||
/// Set the item's visibility. __An invisible item will have collision turned off, as if it no longer exists in the game world__.
|
||||
// @bool visible true if the caller should become visible, false if it should become invisible
|
||||
/// Set the item's visibility. An invisible item will have collision turned off, as if it no longer exists in the game world.
|
||||
// @bool visible true if the caller should become visible, false if it should become invisible.
|
||||
// @function Moveable:SetVisible
|
||||
void Moveable::SetVisible(bool isVisible)
|
||||
{
|
||||
|
@ -1200,9 +1196,9 @@ void Moveable::Invalidate()
|
|||
_initialized = false;
|
||||
}
|
||||
|
||||
/// Test if the object is in a valid state (i.e. has not been destroyed through Lua or killed by Lara).
|
||||
/// Test if the object is in a valid state. Indicates that it has not been destroyed through Lua or killed by Lara.
|
||||
// @function Moveable:GetValid
|
||||
// @treturn bool valid true if the object is still not destroyed
|
||||
// @treturn bool true if the object is still not destroyed.
|
||||
bool Moveable::GetValid() const
|
||||
{
|
||||
return _moveableID > NO_VALUE;
|
||||
|
@ -1236,18 +1232,18 @@ bool Moveable::MeshExists(int index) const
|
|||
/// Attach camera to an object.
|
||||
// @function Moveable:AttachObjCamera
|
||||
// @tparam int mesh Mesh of a moveable to use as a camera position.
|
||||
// @tparam Moveable target Target moveable to attach camera to.
|
||||
// @tparam Objects.Moveable target Target moveable to attach camera to.
|
||||
// @tparam int mesh Mesh of a target moveable to use as a camera target.
|
||||
void Moveable::AttachObjCamera(short camMeshId, Moveable& mov, short targetMeshId)
|
||||
{
|
||||
ObjCamera(_moveable, camMeshId, mov._moveable, targetMeshId, true);
|
||||
}
|
||||
|
||||
/// Borrow animation from an object
|
||||
/// Borrow animation from an object.
|
||||
// @function Moveable:AnimFromObject
|
||||
// @tparam Objects.ObjID objectID Object ID to take animation and stateID from.
|
||||
// @tparam Objects.ObjID objectID Object ID to take animation and state ID from.
|
||||
// @tparam int animNumber Animation from object.
|
||||
// @tparam int stateID state State from object.
|
||||
// @tparam int stateID State from object.
|
||||
void Moveable::AnimFromObject(GAME_OBJECT_ID objectID, int animNumber, int stateID)
|
||||
{
|
||||
_moveable->Animation.AnimObjectID = objectID;
|
||||
|
|
|
@ -10,10 +10,10 @@
|
|||
//
|
||||
// To be used with @{Objects.Moveable.GetStatus} and @{Objects.Moveable.SetStatus} functions.
|
||||
//
|
||||
// - `INACTIVE` - moveable is inactive (was never activated).
|
||||
// - `ACTIVE` - moveable is active.
|
||||
// - `DEACTIVATED` - moveable is deactivated (was previously active and later deactivated).
|
||||
// - `INVISIBLE` - moveable is invisible.
|
||||
// - `INACTIVE` - Moveable is inactive (was never activated).
|
||||
// - `ACTIVE` - Moveable is active.
|
||||
// - `DEACTIVATED` - Moveable is deactivated (was previously active and later deactivated).
|
||||
// - `INVISIBLE` - Moveable is invisible.
|
||||
//
|
||||
// @table Objects.MoveableStatus
|
||||
|
||||
|
|
|
@ -35,88 +35,88 @@ ObjectsHandler::ObjectsHandler(sol::state* lua, sol::table& parent) :
|
|||
/***
|
||||
Get a moveable by its name.
|
||||
@function GetMoveableByName
|
||||
@tparam string name the unique name of the Moveable as set in, or generated by, Tomb Editor
|
||||
@treturn Moveable a non-owning Moveable referencing the item.
|
||||
@tparam string name The unique name of the moveable as set in, or generated by, Tomb Editor.
|
||||
@treturn Objects.Moveable a non-owning Moveable referencing the item.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetMoveableByName, &ObjectsHandler::GetByName<Moveable, ScriptReserved_Moveable>, this);
|
||||
|
||||
/***
|
||||
Get a Static by its name.
|
||||
@function GetStaticByName
|
||||
@tparam string name the unique name of the mesh as set in, or generated by, Tomb Editor
|
||||
@treturn Static a non-owning Static referencing the mesh.
|
||||
@tparam string name The unique name of the static mesh as set in, or generated by, Tomb Editor.
|
||||
@treturn Objects.Static a non-owning Static referencing the static mesh.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetStaticByName, &ObjectsHandler::GetByName<Static, ScriptReserved_Static>, this);
|
||||
|
||||
/***
|
||||
Get moveables by its slot.
|
||||
@function GetMoveablesBySlot
|
||||
@tparam Objects.ObjID slot the unique slot of the Moveable, e.g. `Objects.ObjID.ANIMATING1`
|
||||
@treturn table table of Moveables referencing the given slot.
|
||||
@tparam Objects.ObjID slot The unique slot of the moveable, e.g. `Objects.ObjID.ANIMATING1`.
|
||||
@treturn table Table of moveables referencing the given slot.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetMoveablesBySlot, &ObjectsHandler::GetMoveablesBySlot<Moveable>, this);
|
||||
|
||||
/***
|
||||
Get statics by its slot.
|
||||
@function GetStaticsBySlot
|
||||
@tparam int slot the unique slot of the mesh like 10
|
||||
@treturn table table of Statics referencing the given slot ID.
|
||||
@tparam int slot The unique numerical slot of the static mesh.
|
||||
@treturn table Table of static meshes referencing the given slot.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetStaticsBySlot, &ObjectsHandler::GetStaticsBySlot<Static>, this);
|
||||
|
||||
/***
|
||||
Get rooms by tag.
|
||||
@function GetRoomsByTag
|
||||
@tparam string tag to select rooms by
|
||||
@treturn table table of Rooms containing the given tag.
|
||||
@tparam string tag Tag to select rooms by.
|
||||
@treturn table Table of rooms containing the given tag.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetRoomsByTag, &ObjectsHandler::GetRoomsByTag<Room>, this);
|
||||
|
||||
/***
|
||||
Get a Camera by its name.
|
||||
@function GetCameraByName
|
||||
@tparam string name the unique name of the camera as set in, or generated by, Tomb Editor
|
||||
@treturn Camera a non-owning Camera referencing the camera.
|
||||
@tparam string name The unique name of the camera as set in, or generated by, Tomb Editor.
|
||||
@treturn Objects.Camera A non-owning Camera referencing the camera.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetCameraByName, &ObjectsHandler::GetByName<CameraObject, ScriptReserved_Camera>, this);
|
||||
|
||||
/***
|
||||
Get a Sink by its name.
|
||||
@function GetSinkByName
|
||||
@tparam string name the unique name of the sink as set in, or generated by, Tomb Editor
|
||||
@treturn Sink a non-owning Sink referencing the sink.
|
||||
@tparam string name The unique name of the sink as set in, or generated by, Tomb Editor.
|
||||
@treturn Objects.Sink A non-owning Sink referencing the sink.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetSinkByName, &ObjectsHandler::GetByName<Sink, ScriptReserved_Sink>, this);
|
||||
|
||||
/***
|
||||
Get a SoundSource by its name.
|
||||
@function GetSoundSourceByName
|
||||
@tparam string name the unique name of the sound source as set in, or generated by, Tomb Editor
|
||||
@treturn SoundSource a non-owning SoundSource referencing the sound source.
|
||||
@tparam string name The unique name of the sound source as set in, or generated by, Tomb Editor.
|
||||
@treturn Objects.SoundSource A non-owning SoundSource referencing the sound source.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetSoundSourceByName, &ObjectsHandler::GetByName<SoundSource, ScriptReserved_SoundSource>, this);
|
||||
|
||||
/***
|
||||
Get an AIObject by its name.
|
||||
@function GetAIObjectByName
|
||||
@tparam string name the unique name of the AIObject as set in, or generated by, Tomb Editor
|
||||
@treturn AIObject a non-owning SoundSource referencing the AI moveable.
|
||||
@tparam string name The unique name of the AIObject as set in, or generated by, Tomb Editor.
|
||||
@treturn Objects.AIObject A non-owning AIObject referencing the AI object.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetAIObjectByName, &ObjectsHandler::GetByName<AIObject, ScriptReserved_AIObject>, this);
|
||||
|
||||
/***
|
||||
Get a Volume by its name.
|
||||
@function GetVolumeByName
|
||||
@tparam string name the unique name of the volume as set in, or generated by, Tomb Editor
|
||||
@treturn Volume a non-owning Volume referencing the room.
|
||||
@tparam string name The unique name of the volume as set in, or generated by, Tomb Editor.
|
||||
@treturn Objects.Volume A non-owning Volume referencing the volume.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetVolumeByName, &ObjectsHandler::GetByName<Volume, ScriptReserved_Volume>, this);
|
||||
|
||||
/***
|
||||
Get a Room by its name.
|
||||
@function GetRoomByName
|
||||
@tparam string name the unique name of the room as set in Tomb Editor
|
||||
@treturn Room a non-owning Room referencing the room.
|
||||
@tparam string name The unique name of the room as set in Tomb Editor.
|
||||
@treturn Objects.Room A non-owning Room referencing the room.
|
||||
*/
|
||||
_table_objects.set_function(ScriptReserved_GetRoomByName, &ObjectsHandler::GetByName<Room, ScriptReserved_Room>, this);
|
||||
|
||||
|
|
|
@ -11,7 +11,8 @@ Constants for room flag IDs.
|
|||
*/
|
||||
|
||||
/*** Table of Objects.RoomFlagID constants.
|
||||
To be used with @{Objects.Room.SetFlag} and @{Objects.Room.GetFlag} functions.
|
||||
<br>
|
||||
Corresponds to room flags in Tomb Editor. To be used with @{Objects.Room.SetFlag} and @{Objects.Room.GetFlag} functions.
|
||||
|
||||
The following constants are inside RoomFlagID.
|
||||
|
||||
|
|
|
@ -11,15 +11,15 @@ Constants for room reverb types.
|
|||
*/
|
||||
|
||||
/*** Table of Objects.RoomReverb constants.
|
||||
To be used with @{Objects.Room.GetReverbType} and @{Objects.Room.SetReverbType} functions.
|
||||
|
||||
<br>
|
||||
Corresponds to room reverb setting set in Tomb Editor. To be used with @{Objects.Room.GetReverbType} and @{Objects.Room.SetReverbType} functions.
|
||||
The following constants are inside RoomReverb.
|
||||
|
||||
- OUTSIDE
|
||||
- SMALL
|
||||
- MEDIUM
|
||||
- LARGE
|
||||
- PIPE
|
||||
- `OUTSIDE`
|
||||
- `SMALL`
|
||||
- `MEDIUM`
|
||||
- `LARGE`
|
||||
- `PIPE`
|
||||
|
||||
@table Objects.RoomReverb
|
||||
*/
|
||||
|
|
|
@ -27,34 +27,34 @@ void SoundSource::Register(sol::table& parent)
|
|||
sol::meta_function::index, IndexError,
|
||||
sol::meta_function::new_index, NewIndexError,
|
||||
|
||||
/// Get the sound source's position
|
||||
/// Get the sound source's position.
|
||||
// @function SoundSource:GetPosition
|
||||
// @treturn Vec3 a copy of the sound source's position
|
||||
// @treturn Vec3 Sound source's position.
|
||||
ScriptReserved_GetPosition, &SoundSource::GetPos,
|
||||
|
||||
/// Set the sound source's position
|
||||
/// Set the sound source's position.
|
||||
// @function SoundSource:SetPosition
|
||||
// @tparam Vec3 position the new position of the sound source
|
||||
// @tparam Vec3 position The new position of the sound source.
|
||||
ScriptReserved_SetPosition, &SoundSource::SetPos,
|
||||
|
||||
/// Get the sound source's unique string identifier
|
||||
/// Get the sound source's unique string identifier.
|
||||
// @function SoundSource:GetName
|
||||
// @treturn string the sound source's name
|
||||
// @treturn string The sound source's name.
|
||||
ScriptReserved_GetName, &SoundSource::GetName,
|
||||
|
||||
/// Set the sound source's name (its unique string identifier)
|
||||
/// Set the sound source's unique string identifier.
|
||||
// @function SoundSource:SetName
|
||||
// @tparam string name The sound source's new name
|
||||
// @tparam string name The sound source's new name.
|
||||
ScriptReserved_SetName, &SoundSource::SetName,
|
||||
|
||||
/// Get the sound source's unique int identifier
|
||||
/// Get the sound source's sound ID.
|
||||
// @function SoundSource:GetSoundID
|
||||
// @treturn int the ID of the sound
|
||||
// @treturn int The ID of the sound.
|
||||
ScriptReserved_GetSoundID, &SoundSource::GetSoundID,
|
||||
|
||||
/// Set the sound source's ID
|
||||
/// Set the sound source's ID.
|
||||
// @function SoundSource:SetSoundID
|
||||
// @tparam int name The sound source's new name
|
||||
// @tparam int name The sound source's new sound ID.
|
||||
ScriptReserved_SetSoundID, &SoundSource::SetSoundID
|
||||
);
|
||||
}
|
||||
|
|
|
@ -119,7 +119,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Get this static's visibility status.
|
||||
// @function Static:GetActive
|
||||
// @treturn bool Status. __true: visible__, __false: invisible__
|
||||
// @treturn bool Status. true means visible, false otherwise.
|
||||
bool Static::GetActiveStatus() const
|
||||
{
|
||||
return ((_static.flags & StaticMeshFlags::SM_VISIBLE) != 0);
|
||||
|
@ -127,7 +127,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Get this static's collision status.
|
||||
// @function Static:GetCollidable
|
||||
// @treturn bool Collision status. __true: can be collided with__, __false: no collision__
|
||||
// @treturn bool Collision status. true if can be collided with, false otherwise.
|
||||
bool Static::GetCollidable() const
|
||||
{
|
||||
return ((_static.flags & StaticMeshFlags::SM_COLLISION) != 0);
|
||||
|
@ -135,7 +135,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Get this static's solid collision status.
|
||||
// @function Static:GetSolid
|
||||
// @treturn bool Solid Status. __true: solid__, __false: soft__
|
||||
// @treturn bool Solid Status. true if solid, false if soft.
|
||||
bool Static::GetSolidStatus() const
|
||||
{
|
||||
return ((_static.flags & StaticMeshFlags::SM_SOLID) != 0);
|
||||
|
@ -216,7 +216,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this static's solid collision status.
|
||||
// @function Static:SetSolid
|
||||
// @tparam bool status New status. __true: solid__, __false: soft__
|
||||
// @tparam bool status New status, true is solid, false is soft.
|
||||
void Static::SetSolidStatus(bool status)
|
||||
{
|
||||
if (status)
|
||||
|
@ -231,7 +231,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this static's collision status.
|
||||
// @function Static:SetCollidable
|
||||
// @tparam bool collidable New collision status. __true: can be collided with__, __false: no collision__
|
||||
// @tparam bool collidable New collision status. true if can be collided with, false: no collision.
|
||||
void Static::SetCollidable(bool collidable)
|
||||
{
|
||||
if (collidable)
|
||||
|
|
|
@ -49,7 +49,7 @@ void Volume::Register(sol::table& parent)
|
|||
}
|
||||
|
||||
/// Get the unique string identifier of this volume.
|
||||
// @function Volume:GetName()
|
||||
// @function Volume:GetName
|
||||
// @treturn string Name.
|
||||
std::string Volume::GetName() const
|
||||
{
|
||||
|
@ -57,7 +57,7 @@ std::string Volume::GetName() const
|
|||
}
|
||||
|
||||
/// Get the position of this volume.
|
||||
// @function Volume:GetPosition()
|
||||
// @function Volume:GetPosition
|
||||
// @treturn Vec3 Position.
|
||||
Vec3 Volume::GetPos() const
|
||||
{
|
||||
|
@ -65,7 +65,7 @@ Vec3 Volume::GetPos() const
|
|||
}
|
||||
|
||||
/// Get the rotation of this volume.
|
||||
// @function Volume:GetRotation()
|
||||
// @function Volume:GetRotation
|
||||
// @treturn Rotation Rotation.
|
||||
Rotation Volume::GetRot() const
|
||||
{
|
||||
|
@ -74,7 +74,7 @@ Rotation Volume::GetRot() const
|
|||
}
|
||||
|
||||
/// Get this scale of this volume.
|
||||
// @function Volume:GetScale()
|
||||
// @function Volume:GetScale
|
||||
// @treturn Vec3 Scale.
|
||||
Vec3 Volume::GetScale() const
|
||||
{
|
||||
|
@ -82,7 +82,7 @@ Vec3 Volume::GetScale() const
|
|||
}
|
||||
|
||||
/// Set the unique string identifier of this volume.
|
||||
// @function Volume:SetName()
|
||||
// @function Volume:SetName
|
||||
// @tparam string name New name.
|
||||
void Volume::SetName(const std::string& name)
|
||||
{
|
||||
|
@ -103,7 +103,7 @@ void Volume::SetName(const std::string& name)
|
|||
}
|
||||
|
||||
/// Set the position of this volume.
|
||||
// @function Volume:SetPosition()
|
||||
// @function Volume:SetPosition
|
||||
// @tparam Vec3 pos New position.
|
||||
void Volume::SetPos(const Vec3& pos)
|
||||
{
|
||||
|
@ -112,7 +112,7 @@ void Volume::SetPos(const Vec3& pos)
|
|||
}
|
||||
|
||||
/// Set the rotation of this volume.
|
||||
// @function Volume:SetRotation()
|
||||
// @function Volume:SetRotation
|
||||
// @tparam Rotation rot New rotation.
|
||||
void Volume::SetRot(const Rotation& rot)
|
||||
{
|
||||
|
@ -121,7 +121,7 @@ void Volume::SetRot(const Rotation& rot)
|
|||
}
|
||||
|
||||
/// Set the scale of the volume.
|
||||
// @function Volume:SetScale()
|
||||
// @function Volume:SetScale
|
||||
// @tparam Vec3 scale New scale.
|
||||
void Volume::SetScale(const Vec3& scale)
|
||||
{
|
||||
|
@ -130,7 +130,7 @@ void Volume::SetScale(const Vec3& scale)
|
|||
}
|
||||
|
||||
/// Determine if this volume is active.
|
||||
// @function Volume:GetActive()
|
||||
// @function Volume:GetActive
|
||||
// @treturn bool Boolean representing active status.
|
||||
bool Volume::GetActive() const
|
||||
{
|
||||
|
@ -138,8 +138,8 @@ bool Volume::GetActive() const
|
|||
}
|
||||
|
||||
/// Determine if a moveable is inside this volume.
|
||||
// @function Volume:IsMoveableInside()
|
||||
// @tparam Objects.Moveable Moveable to be checked for containment.
|
||||
// @function Volume:IsMoveableInside
|
||||
// @tparam Objects.Moveable moveable Moveable to be checked for containment.
|
||||
// @treturn bool Boolean representing containment status.
|
||||
bool Volume::IsMoveableInside(const Moveable& mov)
|
||||
{
|
||||
|
@ -159,14 +159,14 @@ bool Volume::IsMoveableInside(const Moveable& mov)
|
|||
}
|
||||
|
||||
/// Enable this volume.
|
||||
// @function Volume:Enable()
|
||||
// @function Volume:Enable
|
||||
void Volume::Enable()
|
||||
{
|
||||
_volume.Enabled = true;
|
||||
}
|
||||
|
||||
/// Disable this volume.
|
||||
// @function Volume:Disable()
|
||||
// @function Volume:Disable
|
||||
void Volume::Disable()
|
||||
{
|
||||
ClearActivators();
|
||||
|
@ -174,7 +174,7 @@ void Volume::Disable()
|
|||
}
|
||||
|
||||
/// Clear the activators for this volume, allowing it to trigger again.
|
||||
// @function Volume:ClearActivators()
|
||||
// @function Volume:ClearActivators
|
||||
void Volume::ClearActivators()
|
||||
{
|
||||
_volume.StateQueue.clear();
|
||||
|
|
|
@ -87,7 +87,7 @@ namespace TEN::Scripting::Sound
|
|||
|
||||
/// Check if the audio track is playing.
|
||||
// @function IsAudioTrackPlaying
|
||||
// @tparam string Track Filename to check. Should be without extension and without full directory path.
|
||||
// @tparam string track Filename to check. Should be without extension and without full directory path.
|
||||
static bool IsAudioTrackPlaying(const std::string& trackName)
|
||||
{
|
||||
return Sound_TrackIsPlaying(trackName);
|
||||
|
|
|
@ -11,9 +11,9 @@ Constants for the type of the audio tracks.
|
|||
*
|
||||
To be used with sound track functions, such as @{Sound.PlayAudioTrack} and @{Sound.StopAudioTrack}.
|
||||
|
||||
- `ONESHOT` - used for one-time music tracks.
|
||||
- `LOOPED` - used for looped ambience or music.
|
||||
- `VOICE` - used for dialogs. Also supports subtitles, set by @{Sound.GetCurrentSubtitle} function.
|
||||
- `ONESHOT` - Used for one-time music tracks.
|
||||
- `LOOPED` - Used for looped ambience or music.
|
||||
- `VOICE` - Used for dialogs. Also supports subtitles, set by @{Sound.GetCurrentSubtitle} function.
|
||||
|
||||
@table Sound.SoundTrackType
|
||||
*/
|
||||
|
|
|
@ -47,13 +47,12 @@ DisplayString::DisplayString()
|
|||
For use in @{Strings.ShowString|ShowString} and @{Strings.HideString|HideString}.
|
||||
@function DisplayString
|
||||
@tparam string string The string to display or key of the translated string.
|
||||
@tparam Vec2 Position of the string in pixel coordinates.
|
||||
@tparam[opt] float scale size of the string, relative to the default size. __Default: 1.0__
|
||||
@tparam[opt] Color color the color of the text. __Default: white__
|
||||
@tparam[opt] bool translated If false or omitted, the input string argument will be displayed.
|
||||
If true, the string argument will be the key of a translated string specified in strings.lua. __Default: false__.
|
||||
@tparam Strings.DisplayStringOption table
|
||||
__Default: None.__ _Please note that Strings are automatically aligned to the LEFT_
|
||||
@tparam Vec2 position Position of the string in pixel coordinates.
|
||||
@tparam[opt=1] float scale Size of the string, relative to the default size.
|
||||
@tparam[opt=Color(255, 255, 255)] Color color The color of the text.
|
||||
@tparam[opt=false] bool translated If false or omitted, the input string argument will be displayed.
|
||||
If true, the string argument will be the key of a translated string specified in strings.lua.
|
||||
@tparam[opt] Strings.DisplayStringOption flags Flags which affect visual representation of a string, such as shadow or alignment.
|
||||
@treturn DisplayString A new DisplayString object.
|
||||
*/
|
||||
static std::unique_ptr<DisplayString> CreateString(const std::string& key, const Vec2& pos, TypeOrNil<float> scale, TypeOrNil<ScriptColor> color,
|
||||
|
@ -140,55 +139,51 @@ void DisplayString::Register(sol::table& parent)
|
|||
ScriptReserved_DisplayString,
|
||||
sol::call_constructor, &DisplayStringWrapper,
|
||||
|
||||
/// Get the display string's color
|
||||
/// Get the display string's color.
|
||||
// @function DisplayString:GetColor
|
||||
// @treturn Color a copy of the display string's color
|
||||
// @treturn Color Display string's color.
|
||||
ScriptReserved_GetColor, &DisplayString::GetColor,
|
||||
|
||||
/// Set the display string's color
|
||||
/// Set the display string's color.
|
||||
// @function DisplayString:SetColor
|
||||
// @tparam Color color the new color of the display string
|
||||
// @tparam Color color The new color of the display string.
|
||||
ScriptReserved_SetColor, &DisplayString::SetColor,
|
||||
|
||||
/// Get the string key to use. If `isTranslated` is true when @{DisplayString}
|
||||
// is called, this will be the string key for the translation that will be displayed.
|
||||
// If false or omitted, this will be the string that's displayed.
|
||||
// @function DisplayString:GetKey()
|
||||
// @treturn string the string to use
|
||||
/// Get the string key.
|
||||
// @function DisplayString:GetKey
|
||||
// @treturn string The string key.
|
||||
ScriptReserved_GetKey, &DisplayString::GetKey,
|
||||
|
||||
/// Set the string key to use. If `isTranslated` is true when @{DisplayString}
|
||||
// is called, this will be the string key for the translation that will be displayed.
|
||||
// If false or omitted, this will be the string that's displayed.
|
||||
// @function DisplayString:SetKey()
|
||||
// @tparam string string the new key for the display string
|
||||
/// Set the string key to use.
|
||||
// @function DisplayString:SetKey
|
||||
// @tparam string key The new key for the display string.
|
||||
ScriptReserved_SetKey, &DisplayString::SetKey,
|
||||
|
||||
/// Set the scale of the string.
|
||||
// @function DisplayString:SetScale()
|
||||
// @function DisplayString:SetScale
|
||||
// @tparam float scale New scale of the string relative to the default size.
|
||||
ScriptReserved_SetScale, &DisplayString::SetScale,
|
||||
|
||||
/// Get the scale of the string.
|
||||
// @function DisplayString:GetScale()
|
||||
// @function DisplayString:GetScale
|
||||
// @treturn float Scale.
|
||||
ScriptReserved_GetScale, &DisplayString::GetScale,
|
||||
|
||||
/// Set the position of the string.
|
||||
// Screen-space coordinates are expected.
|
||||
// @function DisplayString:SetPosition()
|
||||
// @function DisplayString:SetPosition
|
||||
// @tparam Vec2 pos New position in pixel coordinates.
|
||||
ScriptReserved_SetPosition, &DisplayString::SetPosition,
|
||||
|
||||
/// Get the position of the string.
|
||||
// Screen-space coordinates are returned.
|
||||
// @function DisplayString:GetPosition()
|
||||
// @function DisplayString:GetPosition
|
||||
// @treturn Vec2 pos Position in pixel coordinates.
|
||||
ScriptReserved_GetPosition, &DisplayString::GetPosition,
|
||||
|
||||
/// Set the display string's flags
|
||||
// @function DisplayString:SetFlags()
|
||||
// @tparam table table the new table with display flags options
|
||||
/// Set the display string's flags.
|
||||
// @function DisplayString:SetFlags
|
||||
// @tparam table table The new table with display flags options.
|
||||
// @usage
|
||||
// local varDisplayString = DisplayString('example string', 0, 0, Color(255, 255, 255), false)
|
||||
// possible values:
|
||||
|
@ -200,10 +195,7 @@ void DisplayString::Register(sol::table& parent)
|
|||
// varDisplayString:SetFlags{ TEN.Strings.DisplayStringOption.CENTER }
|
||||
ScriptReserved_SetFlags, &DisplayString::SetFlags,
|
||||
|
||||
/// Set translated parameter of the string
|
||||
// @function DisplayString:SetTranslated
|
||||
// @tparam bool shouldTranslate if true, the string's key will be used as the key for the translation that will be displayed.
|
||||
// If false, the key itself will be displayed
|
||||
// DEPRECATED
|
||||
ScriptReserved_SetTranslated, &DisplayString::SetTranslated);
|
||||
}
|
||||
|
||||
|
|
|
@ -17,10 +17,10 @@ Constants for Display String Options.
|
|||
/*** Strings.DisplayStringOption constants. To be used with @{Strings.DisplayString} class.
|
||||
@table Strings.DisplayStringOption
|
||||
|
||||
- `CENTER` - set the horizontal origin point to the center of the string.
|
||||
- `RIGHT` - set the horizontal origin point to right of the string.
|
||||
- `SHADOW` - gives the string a small drop shadow.
|
||||
- `BLINK` - blinks the string
|
||||
- `CENTER` - Set the horizontal origin point to the center of the string.
|
||||
- `RIGHT` - Set the horizontal origin point to right of the string.
|
||||
- `SHADOW` - Gives the string a small drop shadow.
|
||||
- `BLINK` - Blinks the string.
|
||||
*/
|
||||
|
||||
enum class DisplayStringOptions
|
||||
|
|
|
@ -21,31 +21,26 @@ StringsHandler::StringsHandler(sol::state* lua, sol::table& parent) :
|
|||
|
||||
/***
|
||||
Show some text on-screen.
|
||||
@tparam DisplayString str the string object to draw
|
||||
@function ShowString
|
||||
@tparam float time the time in seconds for which to show the string.
|
||||
If not given, the string will have an "infinite" life, and will show
|
||||
@tparam DisplayString string The string object to draw.
|
||||
@tparam[opt] float time The time in seconds for which to show the string. If not given, the string will have an "infinite" life, and will show
|
||||
until @{HideString} is called or until the level is finished.
|
||||
Default: nil (i.e. infinite)
|
||||
@tparam bool autoDelete should be string automatically deleted after timeout is reached.
|
||||
If not given, the string will remain allocated even after timeout is reached, and can be
|
||||
shown again without re-initialization.
|
||||
Default: true
|
||||
@tparam[opt=true] bool autoDelete Should be string automatically deleted after timeout is reached. If not given, the string will remain
|
||||
allocated even after timeout is reached, and can be shown again without re-initialization.
|
||||
*/
|
||||
table.set_function(ScriptReserved_ShowString, &StringsHandler::ShowString, this);
|
||||
|
||||
/***
|
||||
Hide some on-screen text.
|
||||
@function HideString
|
||||
@tparam DisplayString str the string object to hide. Must previously have been shown
|
||||
with a call to @{ShowString}, or this function will have no effect.
|
||||
@tparam DisplayString string The string object to hide. Must previously have been shown with a call to @{ShowString}, or this function will have no effect.
|
||||
*/
|
||||
table.set_function(ScriptReserved_HideString, [this](const DisplayString& string) { ShowString(string, 0.0f, false); });
|
||||
|
||||
/***
|
||||
Checks if the string is shown
|
||||
@function IsStringDisplaying
|
||||
@tparam DisplayString str the string object to be checked
|
||||
@tparam DisplayString string The string object to be checked.
|
||||
@treturn bool true if it is shown, false if it is hidden
|
||||
*/
|
||||
table.set_function(ScriptReserved_IsStringDisplaying, &StringsHandler::IsStringDisplaying, this);
|
||||
|
|
|
@ -37,9 +37,9 @@ namespace TEN::Scripting::Types
|
|||
"a", sol::property(&ScriptColor::GetA, &ScriptColor::SetA));
|
||||
}
|
||||
|
||||
/// @int R red component
|
||||
// @int G green component
|
||||
// @int B blue component
|
||||
/// @int R Red component.
|
||||
// @int G Green component.
|
||||
// @int B Blue component.
|
||||
// @treturn Color A new Color object.
|
||||
// @function Color
|
||||
ScriptColor::ScriptColor(byte r, byte g, byte b) :
|
||||
|
|
|
@ -26,13 +26,12 @@ namespace TEN::Scripting::Util
|
|||
// @tentable Util
|
||||
// @pragma nostrip
|
||||
|
||||
/// Determine if there is a clear line of sight between two positions.
|
||||
// NOTE: Limited to room geometry. Objects are ignored.
|
||||
// @function HasLineOfSight()
|
||||
/// Determine if there is a clear line of sight between two positions. Limited to room geometry. Objects are ignored.
|
||||
// @function HasLineOfSight
|
||||
// @tparam float roomID Room ID of the first position's room.
|
||||
// @tparam Vec3 posA First position.
|
||||
// @tparam Vec3 posB Second position.
|
||||
// @treturn bool __true__ if there is a line of sight, __false__ if not.
|
||||
// @treturn bool true if there is a line of sight, false if not.
|
||||
// @usage
|
||||
// local flamePlinthPos = flamePlinth:GetPosition() + Vec3(0, flamePlinthHeight, 0);
|
||||
// print(Misc.HasLineOfSight(enemyHead:GetRoomNumber(), enemyHead:GetPosition(), flamePlinthPos))
|
||||
|
@ -122,7 +121,7 @@ namespace TEN::Scripting::Util
|
|||
|
||||
/// Pick a moveable by the given display position.
|
||||
// @function PickMoveableByDisplayPosition
|
||||
// @tparam Vec2 Display space position in percent.
|
||||
// @tparam Vec2 position Display space position in percent.
|
||||
// @treturn Objects.Moveable Picked moveable (nil if no moveable was found under the cursor).
|
||||
static sol::optional <std::unique_ptr<Moveable>> PickMoveable(const Vec2& screenPos)
|
||||
{
|
||||
|
@ -140,7 +139,7 @@ namespace TEN::Scripting::Util
|
|||
|
||||
/// Pick a static mesh by the given display position.
|
||||
// @function PickStaticByDisplayPosition
|
||||
// @tparam Vec2 Display space position in percent.
|
||||
// @tparam Vec2 position Display space position in percent.
|
||||
// @treturn Objects.Static Picked static mesh (nil if no static mesh was found under the cursor).
|
||||
static sol::optional <std::unique_ptr<Static>> PickStatic(const Vec2& screenPos)
|
||||
{
|
||||
|
@ -165,9 +164,9 @@ namespace TEN::Scripting::Util
|
|||
//
|
||||
//<a href="https://www.lua.org/manual/5.4/manual.html#pdf-debug.traceback">debug.traceback</a>
|
||||
//@function PrintLog
|
||||
//@tparam string message to be displayed within the Log
|
||||
//@tparam Util.LogLevel logLevel log level to be displayed
|
||||
//@tparam[opt] bool allowSpam true allows spamming of the message
|
||||
//@tparam string Message to be displayed within the log.
|
||||
//@tparam Util.LogLevel logLevel Log level to be displayed.
|
||||
//@tparam[opt] bool allowSpam If true, allows continuous spamming of the message.
|
||||
//
|
||||
//@usage
|
||||
//PrintLog('test info log', LogLevel.INFO)
|
||||
|
|
|
@ -21,13 +21,13 @@ enum class ScriptCameraType
|
|||
/*** Table of View.CameraType constants. To be used with @{View.GetCameraType} function.
|
||||
@table CameraType
|
||||
|
||||
- `NORMAL` - standard in-game camera when weapons are holstered.
|
||||
- `COMBAT` - in-game camera when weapons are unholstered.
|
||||
- `FIXED` - classic fixed camera.
|
||||
- `LOOK` - look camera.
|
||||
- `FLYBY` - flyby or tracking camera.
|
||||
- `BINOCULARS` - binoculars is active.
|
||||
- `LASERSIGHT` - lasersight is active.
|
||||
- `NORMAL` - Standard in-game camera when weapons are holstered.
|
||||
- `COMBAT` - In-game camera when weapons are unholstered.
|
||||
- `FIXED` - Classic fixed camera.
|
||||
- `LOOK` - Look camera.
|
||||
- `FLYBY` - Flyby or tracking camera.
|
||||
- `BINOCULARS` - Binocular camera.
|
||||
- `LASERSIGHT` - Lasersight camera.
|
||||
*/
|
||||
|
||||
static const std::unordered_map<std::string, ScriptCameraType> CAMERA_TYPE
|
||||
|
|
|
@ -52,12 +52,12 @@ namespace TEN::Scripting::DisplaySprite
|
|||
|
||||
/// Create a DisplaySprite object.
|
||||
// @function DisplaySprite
|
||||
// @tparam Objects.ObjID.SpriteConstants ID of the sprite sequence object.
|
||||
// @tparam int int spriteID ID of the sprite in the sequence.
|
||||
// @tparam Objects.ObjID.SpriteConstants objectID ID of the sprite sequence object.
|
||||
// @tparam int index Index of the sprite in the sequence.
|
||||
// @tparam Vec2 pos Display position in percent.
|
||||
// @tparam float rot Rotation in degrees.
|
||||
// @tparam Vec2 scale Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
|
||||
// @tparam[opt] Color color Color. __Default: Color(255, 255, 255, 255)__
|
||||
// @tparam[opt=Color(255, 255, 255)] Color color Color.
|
||||
// @treturn DisplaySprite A new DisplaySprite object.
|
||||
ScriptDisplaySprite::ScriptDisplaySprite(GAME_OBJECT_ID objectID, int spriteID, const Vec2& pos, float rot, const Vec2& scale, const ScriptColor& color)
|
||||
{
|
||||
|
@ -98,7 +98,7 @@ namespace TEN::Scripting::DisplaySprite
|
|||
}
|
||||
|
||||
/// Get the object ID of the sprite sequence object used by the display sprite.
|
||||
// @function DisplaySprite:GetObjectID()
|
||||
// @function DisplaySprite:GetObjectID
|
||||
// @treturn Objects.ObjID.SpriteConstants Sprite sequence object ID.
|
||||
GAME_OBJECT_ID ScriptDisplaySprite::GetObjectID() const
|
||||
{
|
||||
|
@ -106,7 +106,7 @@ namespace TEN::Scripting::DisplaySprite
|
|||
}
|
||||
|
||||
/// Get the sprite ID in the sprite sequence object used by the display sprite.
|
||||
// @function DisplaySprite:GetSpriteID()
|
||||
// @function DisplaySprite:GetSpriteID
|
||||
// @treturn int Sprite ID in the sprite sequence object. Value __-1__ means that it is a background video, played using @{View.PlayVideo}.
|
||||
int ScriptDisplaySprite::GetSpriteID() const
|
||||
{
|
||||
|
@ -114,7 +114,7 @@ namespace TEN::Scripting::DisplaySprite
|
|||
}
|
||||
|
||||
/// Get the display position of the display sprite in percent.
|
||||
// @function DisplaySprite:GetPosition()
|
||||
// @function DisplaySprite:GetPosition
|
||||
// @treturn Vec2 Display position in percent.
|
||||
Vec2 ScriptDisplaySprite::GetPosition() const
|
||||
{
|
||||
|
@ -122,7 +122,7 @@ namespace TEN::Scripting::DisplaySprite
|
|||
}
|
||||
|
||||
/// Get the rotation of the display sprite in degrees.
|
||||
// @function DisplaySprite:GetRotation()
|
||||
// @function DisplaySprite:GetRotation
|
||||
// @treturn float Rotation in degrees.
|
||||
float ScriptDisplaySprite::GetRotation() const
|
||||
{
|
||||
|
@ -130,7 +130,7 @@ namespace TEN::Scripting::DisplaySprite
|
|||
}
|
||||
|
||||
/// Get the horizontal and vertical scale of the display sprite in percent.
|
||||
// @function DisplaySprite:GetScale()
|
||||
// @function DisplaySprite:GetScale
|
||||
// @treturn Vec2 Horizontal and vertical scale in percent.
|
||||
Vec2 ScriptDisplaySprite::GetScale() const
|
||||
{
|
||||
|
@ -138,7 +138,7 @@ namespace TEN::Scripting::DisplaySprite
|
|||
}
|
||||
|
||||
/// Get the color of the display sprite.
|
||||
// @function DisplaySprite:GetColor()
|
||||
// @function DisplaySprite:GetColor
|
||||
// @treturn Color Color.
|
||||
ScriptColor ScriptDisplaySprite::GetColor() const
|
||||
{
|
||||
|
@ -146,48 +146,48 @@ namespace TEN::Scripting::DisplaySprite
|
|||
}
|
||||
|
||||
/// Set the sprite sequence object ID used by the display sprite.
|
||||
// @function DisplaySprite:SetObjectID(Objects.ObjID.SpriteConstants)
|
||||
// @tparam Objects.ObjID.SpriteConstants New sprite sequence object ID.
|
||||
// @function DisplaySprite:SetObjectID
|
||||
// @tparam Objects.ObjID.SpriteConstants objectID New sprite sequence object ID.
|
||||
void ScriptDisplaySprite::SetObjectID(GAME_OBJECT_ID objectID)
|
||||
{
|
||||
_objectID = objectID;
|
||||
}
|
||||
|
||||
/// Set the sprite ID in the sprite sequence object used by the display sprite.
|
||||
// @function DisplaySprite:SetSpriteID(int)
|
||||
// @tparam int New sprite ID in the sprite sequence object.
|
||||
// @function DisplaySprite:SetSpriteID
|
||||
// @tparam int spriteID New sprite ID in the sprite sequence object.
|
||||
void ScriptDisplaySprite::SetSpriteID(int spriteID)
|
||||
{
|
||||
_spriteID = spriteID;
|
||||
}
|
||||
|
||||
/// Set the display position of the display sprite in percent.
|
||||
// @function DisplaySprite:SetPosition(Vec2)
|
||||
// @tparam Vec2 New display position in percent.
|
||||
// @function DisplaySprite:SetPosition
|
||||
// @tparam Vec2 position New display position in percent.
|
||||
void ScriptDisplaySprite::SetPosition(const Vec2& pos)
|
||||
{
|
||||
_position = pos;
|
||||
}
|
||||
|
||||
/// Set the rotation of the display sprite in degrees.
|
||||
// @function DisplaySprite:SetRotation(float)
|
||||
// @tparam float New rotation in degrees.
|
||||
// @function DisplaySprite:SetRotation
|
||||
// @tparam float rotation New rotation in degrees.
|
||||
void ScriptDisplaySprite::SetRotation(float rot)
|
||||
{
|
||||
_rotation = rot;
|
||||
}
|
||||
|
||||
/// Set the horizontal and vertical scale of the display sprite in percent.
|
||||
// @function DisplaySprite:SetScale(Vec2)
|
||||
// @tparam float New horizontal and vertical scale in percent.
|
||||
// @function DisplaySprite:SetScale
|
||||
// @tparam float scale New horizontal and vertical scale in percent.
|
||||
void ScriptDisplaySprite::SetScale(const Vec2& scale)
|
||||
{
|
||||
_scale = scale;
|
||||
}
|
||||
|
||||
/// Set the color of the display sprite.
|
||||
// @function DisplaySprite:SetColor(Color)
|
||||
// @tparam float New color.
|
||||
// @function DisplaySprite:SetColor
|
||||
// @tparam Color color New color.
|
||||
void ScriptDisplaySprite::SetColor(const ScriptColor& color)
|
||||
{
|
||||
_color = color;
|
||||
|
@ -195,10 +195,10 @@ namespace TEN::Scripting::DisplaySprite
|
|||
|
||||
/// Draw the display sprite in display space for the current frame.
|
||||
// @function DisplaySprite:Draw
|
||||
// @tparam[opt] int priority Draw priority. Can be thought of as a layer, with higher values having precedence. __Default: 0__
|
||||
// @tparam[opt] View.AlignMode alignMode Align mode interpreting an offset from the sprite's position. __Default: View.AlignMode.CENTER__
|
||||
// @tparam[opt] View.ScaleMode scaleMode Scale mode interpreting the display sprite's horizontal and vertical scale. __Default: View.ScaleMode.FIT__
|
||||
// @tparam[opt] Effects.BlendID blendMode Blend mode. __Default: Effects.BlendID.ALPHABLEND__
|
||||
// @tparam[opt=0] int priority Draw priority. Can be thought of as a layer, with higher values having precedence.
|
||||
// @tparam[opt=View.AlignMode.CENTER] View.AlignMode alignMode Align mode interpreting an offset from the sprite's position.
|
||||
// @tparam[opt=View.ScaleMode.FIT] View.ScaleMode scaleMode Scale mode interpreting the display sprite's horizontal and vertical scale.
|
||||
// @tparam[opt=Effects.BlendID.ALPHABLEND] Effects.BlendID blendMode Blend mode.
|
||||
void ScriptDisplaySprite::Draw(sol::optional<int> priority, sol::optional<DisplaySpriteAlignMode> alignMode,
|
||||
sol::optional<DisplaySpriteScaleMode> scaleMode, sol::optional<BlendMode> blendMode)
|
||||
{
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue