mirror of
https://github.com/TombEngine/TombEngine.git
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Horizon Effects (#1583)
* First Commit * Check * Check * Check * Is it done? * GetHorizonDone * Add HorizonSwap * Fix Interpolation * Update CHANGELOG.md * Update EffectsFunctions.cpp * Update EffectsFunctions.h * Docs * Create Horizon Class and implement it. * Fix Interpolation * Make HorizonObject part of WeatherController * Implement horizon fading * Save horizon parameters * Update CHANGELOG.md * Update RendererDraw.cpp * Update EffectsFunctions.cpp * Invert current horizon transition value if another transition is queued * Add missing shader change * StartPosition * Cleaup * Start working on Position * Code commit * Fix interpolation checks distance for position. * Docs * Update CHANGELOG.md * SavePosition in savegame * Major cleanup * Update weather.cpp * First commit * Some fixes * Reworked horizon workflow * Update CHANGELOG.md * Update docs * Added missing rumble parameter * String constants; use TypeOrNil; general cleanup * Fix documentation * Fix documentation * Update documentation --------- Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com> Co-authored-by: Sezz <sezzary@outlook.com>
This commit is contained in:
parent
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90 changed files with 2159 additions and 479 deletions
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@ -35,6 +35,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
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* Implemented advanced particles allowing animations and other effects.
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* Added Collision.Probe class for basic room collision detection.
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* Added diary module.
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* Added Flow.Horizon class with and use two layers of horizons in a Flow.Level class.
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* Added View.GetFlyByPosition() and View.GetFlyByRotation() functions to get flyby sequence parameters at a specified time point.
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* Added Effects.EmitAirBubble() function to spawn air bubbles.
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* Added Effects.EmitStreamer() function to emit streamers.
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@ -43,6 +44,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
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* Added various Translate() methods to Vec2 and Vec3 script objects.
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* Added alpha transparency functionality for statics and moveables by using SetColor() method.
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* Added extra arguments for sprite object slots and starting rotation value for EmitParticle function.
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* Added ability to save Flow.Level fields such as fog or horizon to a savegame.
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## [Version 1.7.1](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.4) - 2025-04-01
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@ -64,6 +64,7 @@
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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@ -79,6 +80,7 @@
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
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<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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@ -129,7 +131,7 @@
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<td class="summary">Emit a particle.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(particleData)</a></td>
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<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(ParticleData)</a></td>
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<td class="summary">Emit a particle with extensive configuration options including animations.</td>
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</tr>
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<tr>
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@ -150,7 +152,7 @@
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</tr>
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<tr>
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<td class="name" ><a href="#EmitAirBubble">EmitAirBubble(pos[, size][, amp])</a></td>
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<td class="summary">Emit air bubble in a water room.</td>
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<td class="summary">Emit an air bubble in a water room.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitFire">EmitFire(pos, size)</a></td>
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@ -172,7 +174,7 @@
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<h2><a href="#Tables">Tables</a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#particleData">particleData</a></td>
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<td class="name" ><a href="#ParticleData">ParticleData</a></td>
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<td class="summary">Structure for EmitAdvancedParticle table.</td>
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</tr>
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</table>
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@ -342,7 +344,7 @@
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</dd>
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<dt>
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<a name = "EmitAdvancedParticle"></a>
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<strong>EmitAdvancedParticle(particleData)</strong>
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<strong>EmitAdvancedParticle(ParticleData)</strong>
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</dt>
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<dd>
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Emit a particle with extensive configuration options including animations.
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@ -351,8 +353,8 @@
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">particleData</span>
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<span class="types"><a class="type" href="../1 modules/Effects.html#particleData">particleData</a></span>
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<li><span class="parameter">ParticleData</span>
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<span class="types"><a class="type" href="../1 modules/Effects.html#ParticleData">ParticleData</a></span>
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The table holding all the particle data.
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</li>
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</ul>
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@ -365,8 +367,8 @@
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<pre class="example"><span class="keyword">local</span> particle = {
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position = GetMoveableByName(<span class="string">"camera_target_6"</span>) :GetPosition(),
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velocity = Vec3(<span class="number">0</span>, <span class="number">0</span>, <span class="number">10</span>),
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objectID = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
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spriteIndex = <span class="number">0</span>,
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spriteSeqID = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
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spriteID = <span class="number">0</span>,
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lifetime = <span class="number">10</span>,
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maxYVelocity = <span class="number">0</span>,
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gravity = <span class="number">0</span>,
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rotationSpeed = <span class="number">0</span>,
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startSize = <span class="number">80</span>,
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endSize = <span class="number">80</span>,
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wind = <span class="keyword">false</span>,
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startColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
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endColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
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blendMode = TEN.Effects.BlendID.ADDITIVE,
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wind = <span class="keyword">false</span>,
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damage = <span class="keyword">true</span>,
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poison = <span class="keyword">false</span>,
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burn = <span class="keyword">false</span>,
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</li>
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<li><span class="parameter">count</span>
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<span class="types"><span class="type">int</span></span>
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(default 1) "amount" of blood. Higher numbers won't add more blood but will make it more "flickery", with higher numbers turning it into a kind of red orb.
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Sprite count. <strong>default: 1</strong>
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</li>
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</ul>
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<strong>EmitAirBubble(pos[, size][, amp])</strong>
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</dt>
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<dd>
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Emit air bubble in a water room.
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Emit an air bubble in a water room.
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<dl class="function">
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<dt>
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<a name = "particleData"></a>
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<strong>particleData</strong>
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<a name = "ParticleData"></a>
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<strong>ParticleData</strong>
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</dt>
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<dd>
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Structure for EmitAdvancedParticle table.
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ID of the sprite sequence object. <strong>Default: Objects.ObjID.DEFAULT_SPRITES</strong>
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(<em>optional</em>)
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</li>
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<li><span class="parameter">spriteIndex</span>
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<li><span class="parameter">spriteID</span>
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<span class="types"><span class="type">int</span></span>
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ID of the sprite in the sprite sequence object.<strong>Default: 0</strong>
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(<em>optional</em>)
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Specifies the friction with which the particle will slow down over time. <strong>Default: 0</strong>
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(<em>optional</em>)
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</li>
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<li><span class="parameter">startRot</span>
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<li><span class="parameter">startRotation</span>
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<span class="types"><span class="type">float</span></span>
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Rotation at start of life. <strong>Default: random</strong>
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(<em>optional</em>)
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</li>
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<li><span class="parameter">blendMode</span>
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<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
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Render blend mode. <strong>TEN.Effects.BlendID.ALPHABLEND</strong>
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Render blend mode. <strong>TEN.Effects.BlendID.ALPHA_BLEND</strong>
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(<em>optional</em>)
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</li>
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<li><span class="parameter">damage</span>
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</li>
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<li><span class="parameter">light</span>
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<span class="types"><span class="type">bool</span></span>
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Specify if the particle will be emit a light based on its color. Recommended for single particles. <strong>Default: false</strong>
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Specify if the particle will be emit a light based on its color. Caution: Recommended only for a single particle. Having too many particles with lights can overflow the light system. <strong>Default: false</strong>
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(<em>optional</em>)
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</li>
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<li><span class="parameter">lightRadius</span>
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</li>
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<li><span class="parameter">sound</span>
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<span class="types"><span class="type">int</span></span>
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ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window. Looping sounds recommended. <strong>Default: None</strong>
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ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window. Looping sounds recommended. Caution: Recommended only for a single particle. Having too many particles with sounds can overflow the sound system. <strong>Default: None</strong>
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(<em>optional</em>)
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</li>
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<li><span class="parameter">animated</span>
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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@ -79,6 +80,7 @@
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
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<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
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<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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@ -64,6 +64,7 @@
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
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<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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@ -64,6 +64,7 @@
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
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<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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@ -64,6 +64,7 @@
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
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<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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|
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@ -64,6 +64,7 @@
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<h2>3 Primitive Classes</h2>
|
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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@ -79,6 +80,7 @@
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
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<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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@ -64,6 +64,7 @@
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<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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@ -79,6 +80,7 @@
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
@ -214,7 +216,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
|
||||
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -236,7 +238,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
|
||||
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -590,7 +592,7 @@
|
|||
</li>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
(default 1.0). Speed in units per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -80,6 +81,7 @@
|
|||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
@ -147,6 +149,14 @@
|
|||
<td class="summary">(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer</td>
|
||||
</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>
|
||||
</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>) Second horizon layer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#starfield">starfield</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield.</td>
|
||||
</tr>
|
||||
|
@ -159,10 +169,6 @@
|
|||
<td class="summary">(<a href="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon">horizon</a></td>
|
||||
<td class="summary">(bool) Draw sky layer?</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#storm">storm</a></td>
|
||||
<td class="summary">(bool) Enable flickering lightning in the sky.</td>
|
||||
</tr>
|
||||
|
@ -183,6 +189,10 @@
|
|||
<td class="summary">(bool) Enable occasional screen shake effect.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#farView">farView</a></td>
|
||||
<td class="summary">(int) The maximum draw distance for level.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#resetHub">resetHub</a></td>
|
||||
<td class="summary">(bool) Reset hub data.</td>
|
||||
</tr>
|
||||
|
@ -194,10 +204,6 @@
|
|||
<td class="name" ><a href="#secrets">secrets</a></td>
|
||||
<td class="summary">(short) Set Secrets for Level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#farView">farView</a></td>
|
||||
<td class="summary">(int) The maximum draw distance for level.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
|
@ -323,6 +329,36 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon1"></a>
|
||||
<strong>horizon1</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon1"></a>
|
||||
<strong>horizon1</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "starfield"></a>
|
||||
|
@ -370,21 +406,6 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon"></a>
|
||||
<strong>horizon</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(bool) Draw sky layer? (default: false)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "storm"></a>
|
||||
|
@ -477,6 +498,22 @@ Invisible
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "farView"></a>
|
||||
<strong>farView</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) The maximum draw distance for level.
|
||||
Given in sectors (blocks). Must be at least 4.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "resetHub"></a>
|
||||
|
@ -523,25 +560,6 @@ Invisible
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "farView"></a>
|
||||
<strong>farView</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) The maximum draw distance for level.
|
||||
Given in sectors (blocks).
|
||||
Must be at least 4.</p>
|
||||
|
||||
<p>This is equivalent to TRNG's LevelFarView variable.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
@ -162,7 +164,7 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetPosition">Moveable:GetPosition()</a></td>
|
||||
<td class="summary">Get the object's position</td>
|
||||
<td class="summary">Get the moveable's position</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetPosition">Moveable:SetPosition(position[, updateRoom])</a></td>
|
||||
|
@ -180,11 +182,19 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetRotation">Moveable:GetRotation()</a></td>
|
||||
<td class="summary">Get the moveable's rotation</td>
|
||||
<td class="summary">Get the moveable's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetScale">Moveable:GetScale()</a></td>
|
||||
<td class="summary">Get the moveable's visual scale.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetRotation">Moveable:SetRotation(rotation)</a></td>
|
||||
<td class="summary">Set the moveable's rotation</td>
|
||||
<td class="summary">Set the moveable's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetScale">Moveable:SetScale(scale)</a></td>
|
||||
<td class="summary">Set the moveable's visual scale.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetHP">Moveable:GetHP()</a></td>
|
||||
|
@ -508,7 +518,7 @@ most can just be ignored (see usage).
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
a number representing the ID of the object
|
||||
</ol>
|
||||
|
||||
|
@ -714,7 +724,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<strong>Moveable:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the object's position
|
||||
Get the moveable's position
|
||||
|
||||
|
||||
|
||||
|
@ -826,7 +836,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<strong>Moveable:GetRotation()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the moveable's rotation
|
||||
Get the moveable's rotation.
|
||||
|
||||
|
||||
|
||||
|
@ -835,7 +845,28 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
a copy of the moveable's rotation
|
||||
A copy of the moveable's rotation.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:GetScale"></a>
|
||||
<strong>Moveable:GetScale()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the moveable's visual scale.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
A copy of the moveable's visual scale.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -847,7 +878,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<strong>Moveable:SetRotation(rotation)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the moveable's rotation
|
||||
Set the moveable's rotation.
|
||||
|
||||
|
||||
|
||||
|
@ -863,6 +894,28 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:SetScale"></a>
|
||||
<strong>Moveable:SetScale(scale)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the moveable's visual scale. Does not affect collision.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
New visual scale.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:GetHP"></a>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <here>Flow.Fog</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
@ -122,21 +124,21 @@
|
|||
<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 fog color</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#minDistance">minDistance</a></td>
|
||||
<td class="summary">(int) min distance.</td>
|
||||
<td class="summary">(int) Minimum distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#maxDistance">maxDistance</a></td>
|
||||
<td class="summary">(int) max distance.</td>
|
||||
<td class="summary">(int) Maximum distance.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Fog">Fog(color, Min, Max)</a></td>
|
||||
<td class="name" ><a href="#Fog">Fog(color, min, max)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
|
@ -155,7 +157,7 @@
|
|||
<strong>color</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color.
|
||||
|
||||
|
||||
|
||||
|
@ -170,8 +172,8 @@
|
|||
<strong>minDistance</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) min distance.
|
||||
This is the distance at which the fog starts.*
|
||||
(int) Minimum distance.
|
||||
This is the distance at which the fog starts.
|
||||
|
||||
|
||||
|
||||
|
@ -186,7 +188,7 @@
|
|||
<strong>maxDistance</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) max distance.
|
||||
(int) Maximum distance.
|
||||
This is the distance at which the fog reaches the maximum strength.
|
||||
|
||||
|
||||
|
@ -203,7 +205,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Fog"></a>
|
||||
<strong>Fog(color, Min, Max)</strong>
|
||||
<strong>Fog(color, min, max)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
@ -218,13 +220,13 @@
|
|||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
RGB color
|
||||
</li>
|
||||
<li><span class="parameter">Min</span>
|
||||
<li><span class="parameter">min</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Distance fog starts (in Sectors)
|
||||
Distance at which fog starts (in sectors)
|
||||
</li>
|
||||
<li><span class="parameter">Max</span>
|
||||
<li><span class="parameter">max</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Distance fog ends (in Sectors)
|
||||
Distance at which fog reaches the maximum strength (in sectors)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
441
Documentation/doc/3 primitive classes/Flow.Horizon.html
Normal file
441
Documentation/doc/3 primitive classes/Flow.Horizon.html
Normal file
|
@ -0,0 +1,441 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
|
||||
<li> <a href="../1 modules/Logic.html">Logic</a></li>
|
||||
<li> <a href="../1 modules/Objects.html">Objects</a></li>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
|
||||
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
|
||||
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
|
||||
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <here>Flow.Horizon</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Primitive Class <code>Flow.Horizon</code></h1>
|
||||
<p>Represents a horizon.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Horizon">Horizon(objectID)</a></td>
|
||||
<td class="summary">Create a horizon object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetEnabled">GetEnabled()</a></td>
|
||||
<td class="summary">Get the horizon's enabled state.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetObjectID">GetObjectID()</a></td>
|
||||
<td class="summary">Get the horizon's slot object ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
|
||||
<td class="summary">Get the horizon's world position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetRotation">GetRotation()</a></td>
|
||||
<td class="summary">Get the horizon's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetTransparency">GetTransparency()</a></td>
|
||||
<td class="summary">Get the horizon's transparency.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetEnabled">SetEnabled(enabled)</a></td>
|
||||
<td class="summary">Set the horizon's enabled state.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetObjectID">SetObjectID(objectID)</a></td>
|
||||
<td class="summary">Set the horizon's object ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetPosition">SetPosition(pos[, noInterpolation])</a></td>
|
||||
<td class="summary">Set the horizon's world position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetRotation">SetRotation(rot[, noInterpolation])</a></td>
|
||||
<td class="summary">Set the horizon's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetTransparency">SetTransparency(transparency)</a></td>
|
||||
<td class="summary">Set the horizon's transparency.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Horizon"></a>
|
||||
<strong>Horizon(objectID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a horizon object.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID for the horizon to use.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Flow.Horizon.html#Horizon">Horizon</a></span>
|
||||
A new Horizon object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetEnabled"></a>
|
||||
<strong>GetEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's enabled state.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Enabled state.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetObjectID"></a>
|
||||
<strong>GetObjectID()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's slot object ID.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetPosition"></a>
|
||||
<strong>GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's world position.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetRotation"></a>
|
||||
<strong>GetRotation()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's rotation.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetTransparency"></a>
|
||||
<strong>GetTransparency()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's transparency.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Transparency.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetEnabled"></a>
|
||||
<strong>SetEnabled(enabled)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's enabled state.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">enabled</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
New enabled state.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetObjectID"></a>
|
||||
<strong>SetObjectID(objectID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's object ID.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetPosition"></a>
|
||||
<strong>SetPosition(pos[, noInterpolation])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's world position.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
New world position.
|
||||
</li>
|
||||
<li><span class="parameter">noInterpolation</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Disable interpolation with the previous frame's position. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetRotation"></a>
|
||||
<strong>SetRotation(rot[, noInterpolation])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's rotation.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
New rotation.
|
||||
</li>
|
||||
<li><span class="parameter">noInterpolation</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Disable interpolation with the previous frame's rotation. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetTransparency"></a>
|
||||
<strong>SetTransparency(transparency)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's transparency.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">transparency</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
New transparency alpha.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <here>Flow.InventoryItem</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <here>Flow.LensFlare</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
@ -121,7 +123,7 @@
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare">LensFlare(Pitch, Yaw, Color.)</a></td>
|
||||
<td class="name" ><a href="#LensFlare">LensFlare(pitch, yaw, color)</a></td>
|
||||
<td class="summary">Create a LensFlare object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -145,19 +147,19 @@
|
|||
<td class="summary">Get this lens flare's enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetSunSpriteID">LensFlare:SetSunSpriteID(New)</a></td>
|
||||
<td class="name" ><a href="#LensFlare:SetSunSpriteID">LensFlare:SetSunSpriteID(spriteID)</a></td>
|
||||
<td class="summary">Set this lens flare's sun sprite ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetPitch">LensFlare:SetPitch(New)</a></td>
|
||||
<td class="name" ><a href="#LensFlare:SetPitch">LensFlare:SetPitch(pitch)</a></td>
|
||||
<td class="summary">Set this lens flare's pitch angle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetYaw">LensFlare:SetYaw(New)</a></td>
|
||||
<td class="name" ><a href="#LensFlare:SetYaw">LensFlare:SetYaw(yaw)</a></td>
|
||||
<td class="summary">Set this lens flare's yaw angle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetColor">LensFlare:SetColor(New)</a></td>
|
||||
<td class="name" ><a href="#LensFlare:SetColor">LensFlare:SetColor(color)</a></td>
|
||||
<td class="summary">Set this lens flare's color.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
@ -171,7 +173,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "LensFlare"></a>
|
||||
<strong>LensFlare(Pitch, Yaw, Color.)</strong>
|
||||
<strong>LensFlare(pitch, yaw, color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a LensFlare object.
|
||||
|
@ -180,19 +182,17 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Pitch</span>
|
||||
<li><span class="parameter">pitch</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
angle in degrees.
|
||||
Pitch angle in degrees.
|
||||
</li>
|
||||
<li><span class="parameter">Yaw</span>
|
||||
<li><span class="parameter">yaw</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
angle in degrees.
|
||||
Yaw angle in degrees.
|
||||
</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>
|
||||
|
||||
|
||||
|
||||
Color of the lensflare.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -308,7 +308,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetSunSpriteID"></a>
|
||||
<strong>LensFlare:SetSunSpriteID(New)</strong>
|
||||
<strong>LensFlare:SetSunSpriteID(spriteID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's sun sprite ID.
|
||||
|
@ -317,9 +317,9 @@
|
|||
|
||||
<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>
|
||||
sun sprite ID.
|
||||
New sun sprite ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -330,7 +330,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetPitch"></a>
|
||||
<strong>LensFlare:SetPitch(New)</strong>
|
||||
<strong>LensFlare:SetPitch(pitch)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's pitch angle.
|
||||
|
@ -339,9 +339,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">pitch</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
pitch angle in degrees.
|
||||
New pitch angle in degrees.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -352,7 +352,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetYaw"></a>
|
||||
<strong>LensFlare:SetYaw(New)</strong>
|
||||
<strong>LensFlare:SetYaw(yaw)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's yaw angle.
|
||||
|
@ -361,9 +361,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">yaw</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
yaw angle in degrees.
|
||||
New yaw angle in degrees.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -374,7 +374,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetColor"></a>
|
||||
<strong>LensFlare:SetColor(New)</strong>
|
||||
<strong>LensFlare:SetColor(color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's color.
|
||||
|
@ -383,9 +383,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
color.
|
||||
New color.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <here>Flow.SkyLayer</here></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
@ -125,7 +127,7 @@
|
|||
<td class="summary">Create a starfield object with only stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield">Starfield(starCount, meteorCount)</a></td>
|
||||
<td class="name" ><a href="#Starfield">Starfield(starCount, meteorCount, meteorSpawnDensity, meteorVel)</a></td>
|
||||
<td class="summary">Create a starfield object with stars and meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -153,19 +155,19 @@
|
|||
<td class="summary">Get this starfield's meteors enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetStarCount">Starfield:SetStarCount(New)</a></td>
|
||||
<td class="name" ><a href="#Starfield:SetStarCount">Starfield:SetStarCount(count)</a></td>
|
||||
<td class="summary">Set this starfield's number of stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorCount">Starfield:SetMeteorCount(New)</a></td>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorCount">Starfield:SetMeteorCount(count)</a></td>
|
||||
<td class="summary">Set this starfield's number of meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorSpawnDensity">Starfield:SetMeteorSpawnDensity(New)</a></td>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorSpawnDensity">Starfield:SetMeteorSpawnDensity(density)</a></td>
|
||||
<td class="summary">Set this starfield's meteor spawn density.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorVelocity">Starfield:SetMeteorVelocity(New)</a></td>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorVelocity">Starfield:SetMeteorVelocity(velocity)</a></td>
|
||||
<td class="summary">Set this starfield's meteor velocity.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
@ -207,7 +209,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield"></a>
|
||||
<strong>Starfield(starCount, meteorCount)</strong>
|
||||
<strong>Starfield(starCount, meteorCount, meteorSpawnDensity, meteorVel)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a starfield object with stars and meteors.
|
||||
|
@ -224,6 +226,14 @@
|
|||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor count. <strong>Max: 100</strong>
|
||||
</li>
|
||||
<li><span class="parameter">meteorSpawnDensity</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor spawn density.
|
||||
</li>
|
||||
<li><span class="parameter">meteorVel</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor velocity.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
|
@ -365,7 +375,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetStarCount"></a>
|
||||
<strong>Starfield:SetStarCount(New)</strong>
|
||||
<strong>Starfield:SetStarCount(count)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's number of stars.
|
||||
|
@ -374,9 +384,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
star count.
|
||||
New star count.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -387,7 +397,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorCount"></a>
|
||||
<strong>Starfield:SetMeteorCount(New)</strong>
|
||||
<strong>Starfield:SetMeteorCount(count)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's number of meteors.
|
||||
|
@ -396,9 +406,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
meteor count.
|
||||
New meteor count.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -409,7 +419,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorSpawnDensity"></a>
|
||||
<strong>Starfield:SetMeteorSpawnDensity(New)</strong>
|
||||
<strong>Starfield:SetMeteorSpawnDensity(density)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's meteor spawn density.
|
||||
|
@ -418,9 +428,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">density</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
meteor spawn density.
|
||||
New meteor spawn density.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -431,7 +441,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorVelocity"></a>
|
||||
<strong>Starfield:SetMeteorVelocity(New)</strong>
|
||||
<strong>Starfield:SetMeteorVelocity(velocity)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's meteor velocity.
|
||||
|
@ -440,9 +450,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">velocity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
meteor velocity.
|
||||
New meteor velocity.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -80,6 +81,7 @@
|
|||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <here>Effects.BlendID</here></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <here>Effects.EffectID</here></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -80,6 +81,7 @@
|
|||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <here>Effects.FeatherMode</here></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -140,7 +142,7 @@
|
|||
<dd>
|
||||
|
||||
<p>Table of Effects.FeatherMode constants.
|
||||
To be used with <a href="../1 modules/Effects.html#EmitStreamer">Effects.EmitStreamer</a> function.</p>
|
||||
To be used with ??? function.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>NONE</code></li>
|
||||
|
|
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,8 +77,10 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <here>Effects.ParticleAnimationType</here></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <here>Flow.ErrorMode</here></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <here>Flow.FreezeMode</here></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
|
|
@ -64,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -79,6 +80,7 @@
|
|||
<li> <a href="4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
|
@ -246,6 +248,10 @@ local door = GetMoveableByName("door_type4_14")
|
|||
<td class="name" ><a href="3 primitive classes/Flow.Fog.html">Flow.Fog</a></td>
|
||||
<td class="summary">Distance fog.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></td>
|
||||
<td class="summary">Represents a horizon.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></td>
|
||||
<td class="summary">Represents the properties of an object as it appears in the inventory.</td>
|
||||
|
@ -297,6 +303,10 @@ local door = GetMoveableByName("door_type4_14")
|
|||
<td class="name" ><a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></td>
|
||||
<td class="summary">Constants for effect IDs.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></td>
|
||||
<td class="summary">Constants for feather modes.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></td>
|
||||
<td class="summary">Constants for particle animation type constants.</td>
|
||||
|
|
|
@ -53,6 +53,7 @@
|
|||
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
|
||||
#include "Scripting/Include/ScriptInterfaceGame.h"
|
||||
#include "Scripting/Include/Strings/ScriptInterfaceStringsHandler.h"
|
||||
#include "Scripting/Internal/TEN/Flow/Level/FlowLevel.h"
|
||||
#include "Sound/sound.h"
|
||||
#include "Specific/clock.h"
|
||||
#include "Specific/Input/Input.h"
|
||||
|
@ -217,7 +218,7 @@ GameStatus GamePhase(bool insideMenu)
|
|||
UpdateFadeScreenAndCinematicBars();
|
||||
|
||||
// Rumble screen (like in submarine level of TRC).
|
||||
if (g_GameFlow->GetLevel(CurrentLevel)->Rumble)
|
||||
if (g_GameFlow->GetLevel(CurrentLevel)->GetRumbleEnabled())
|
||||
RumbleScreen();
|
||||
|
||||
DoFlipEffect(FlipEffect, LaraItem);
|
||||
|
@ -579,9 +580,13 @@ void InitializeScripting(int levelIndex, bool loadGame)
|
|||
|
||||
void DeInitializeScripting(int levelIndex, GameStatus reason)
|
||||
{
|
||||
// Reload gameflow script to clear level script variables.
|
||||
g_GameFlow->LoadFlowScript();
|
||||
|
||||
g_GameScript->FreeLevelScripts();
|
||||
g_GameScriptEntities->FreeEntities();
|
||||
|
||||
// If level index is 0, it means we are in a title level and game variables should be cleared.
|
||||
if (levelIndex == 0)
|
||||
g_GameScript->ResetScripts(true);
|
||||
}
|
||||
|
@ -698,6 +703,13 @@ void SetupInterpolation()
|
|||
{
|
||||
for (auto& item : g_Level.Items)
|
||||
item.DisableInterpolation = false;
|
||||
|
||||
// HACK: Remove after ScriptInterfaceFlowHandler is deprecated.
|
||||
auto* level = (Level*)g_GameFlow->GetLevel(CurrentLevel);
|
||||
level->Horizon1.SetPosition(level->Horizon1.GetPosition(), true);
|
||||
level->Horizon2.SetPosition(level->Horizon2.GetPosition(), true);
|
||||
level->Horizon1.SetRotation(level->Horizon1.GetRotation(), true);
|
||||
level->Horizon2.SetRotation(level->Horizon2.GetRotation(), true);
|
||||
}
|
||||
|
||||
void HandleControls(bool isTitle)
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "Game/effects/tomb4fx.h"
|
||||
#include "Game/savegame.h"
|
||||
#include "Game/Setup.h"
|
||||
#include "Math.h"
|
||||
#include "Math/Math.h"
|
||||
#include "Objects/game_object_ids.h"
|
||||
#include "Sound/sound.h"
|
||||
#include "Scripting/Include/ScriptInterfaceLevel.h"
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
#include "Math/Math.h"
|
||||
|
||||
#include "Objects/Effects/LensFlare.h"
|
||||
#include "Objects/game_object_ids.h"
|
||||
#include "Scripting/Include/ScriptInterfaceLevel.h"
|
||||
|
||||
using namespace TEN::Entities::Effects;
|
||||
|
@ -100,6 +101,48 @@ namespace TEN::Effects::Environment
|
|||
|
||||
class EnvironmentController
|
||||
{
|
||||
private:
|
||||
// Weather
|
||||
|
||||
std::vector<WeatherParticle> Particles = {};
|
||||
|
||||
// Sky
|
||||
|
||||
Vector4 SkyCurrentColor[2] = {};
|
||||
short SkyCurrentPosition[2] = {};
|
||||
|
||||
// Wind
|
||||
|
||||
int WindX = 0;
|
||||
int WindZ = 0;
|
||||
int WindAngle = 0;
|
||||
int WindDAngle = 0;
|
||||
int WindCurrent = 0;
|
||||
|
||||
// Flash fader
|
||||
|
||||
Vector3 FlashColorBase = Vector3::Zero;
|
||||
float FlashSpeed = 1.0f;
|
||||
float FlashProgress = 0.0f;
|
||||
|
||||
// Lightning
|
||||
|
||||
int StormCount = 0;
|
||||
int StormRand = 0;
|
||||
int StormTimer = 0;
|
||||
byte StormSkyColor = 1;
|
||||
byte StormSkyColor2 = 1;
|
||||
|
||||
// Starfield
|
||||
|
||||
std::vector<StarParticle> Stars = {};
|
||||
std::vector<MeteorParticle> Meteors = {};
|
||||
bool ResetStarField = true;
|
||||
|
||||
// Lens flare
|
||||
|
||||
LensFlare GlobalLensFlare = {};
|
||||
|
||||
public:
|
||||
EnvironmentController();
|
||||
|
||||
|
@ -117,47 +160,13 @@ namespace TEN::Effects::Environment
|
|||
const std::vector<MeteorParticle>& GetMeteors() const { return Meteors; }
|
||||
|
||||
private:
|
||||
// Weather
|
||||
std::vector<WeatherParticle> Particles = {};
|
||||
|
||||
// Sky
|
||||
Vector4 SkyCurrentColor[2] = {};
|
||||
short SkyCurrentPosition[2] = {};
|
||||
|
||||
// Wind
|
||||
int WindX = 0;
|
||||
int WindZ = 0;
|
||||
int WindAngle = 0;
|
||||
int WindDAngle = 0;
|
||||
int WindCurrent = 0;
|
||||
|
||||
// Flash fader
|
||||
Vector3 FlashColorBase = Vector3::Zero;
|
||||
float FlashSpeed = 1.0f;
|
||||
float FlashProgress = 0.0f;
|
||||
|
||||
// Lightning
|
||||
int StormCount = 0;
|
||||
int StormRand = 0;
|
||||
int StormTimer = 0;
|
||||
byte StormSkyColor = 1;
|
||||
byte StormSkyColor2 = 1;
|
||||
|
||||
// Starfield
|
||||
std::vector<StarParticle> Stars = {};
|
||||
std::vector<MeteorParticle> Meteors = {};
|
||||
bool ResetStarField = true;
|
||||
|
||||
// Lens flare
|
||||
LensFlare GlobalLensFlare = {};
|
||||
|
||||
void UpdateStarfield(const ScriptInterfaceLevel& level);
|
||||
void UpdateWeather(const ScriptInterfaceLevel& level);
|
||||
void UpdateSky(const ScriptInterfaceLevel& level);
|
||||
void UpdateStorm(const ScriptInterfaceLevel& level);
|
||||
void UpdateWind(const ScriptInterfaceLevel& level);
|
||||
void UpdateFlash(const ScriptInterfaceLevel& level);
|
||||
void UpdateWeather(const ScriptInterfaceLevel& level);
|
||||
void UpdateLightning();
|
||||
void UpdateStarfield(const ScriptInterfaceLevel& level);
|
||||
void UpdateStorm(const ScriptInterfaceLevel& level);
|
||||
|
||||
void SpawnDustParticles(const ScriptInterfaceLevel& level);
|
||||
void SpawnWeatherParticles(const ScriptInterfaceLevel& level);
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include "Game/control/volume.h"
|
||||
#include "Game/effects/item_fx.h"
|
||||
#include "Game/effects/effects.h"
|
||||
#include "Game/effects/weather.h"
|
||||
#include "Game/items.h"
|
||||
#include "Game/itemdata/creature_info.h"
|
||||
#include "Game/Lara/lara.h"
|
||||
|
@ -30,6 +31,7 @@
|
|||
#include "Objects/TR5/Emitter/tr5_bats_emitter.h"
|
||||
#include "Objects/TR5/Emitter/tr5_spider_emitter.h"
|
||||
#include "Renderer/Renderer.h"
|
||||
#include "Scripting/Internal/TEN/Flow//Level/FlowLevel.h"
|
||||
#include "Scripting/Include/ScriptInterfaceGame.h"
|
||||
#include "Scripting/Include/ScriptInterfaceLevel.h"
|
||||
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
|
||||
|
@ -42,6 +44,7 @@ using namespace flatbuffers;
|
|||
using namespace TEN::Collision::Floordata;
|
||||
using namespace TEN::Control::Volumes;
|
||||
using namespace TEN::Effects::Items;
|
||||
using namespace TEN::Effects::Environment;
|
||||
using namespace TEN::Entities::Creatures::TR3;
|
||||
using namespace TEN::Entities::Generic;
|
||||
using namespace TEN::Entities::Switches;
|
||||
|
@ -1086,6 +1089,54 @@ const std::vector<byte> SaveGame::Build()
|
|||
auto staticMeshesOffset = fbb.CreateVector(staticMeshes);
|
||||
auto volumesOffset = fbb.CreateVector(volumes);
|
||||
|
||||
// Level state
|
||||
auto* level = (Level*)g_GameFlow->GetLevel(CurrentLevel);
|
||||
Save::LevelDataBuilder levelData { fbb };
|
||||
|
||||
levelData.add_level_far_view(level->LevelFarView);
|
||||
|
||||
levelData.add_fog_enabled(level->Fog.Enabled);
|
||||
levelData.add_fog_color(level->Fog.GetColor());
|
||||
levelData.add_fog_min_distance(level->Fog.MinDistance);
|
||||
levelData.add_fog_max_distance(level->Fog.MaxDistance);
|
||||
|
||||
levelData.add_sky_layer_1_enabled(level->GetSkyLayerEnabled(0));
|
||||
levelData.add_sky_layer_1_color(level->GetSkyLayerColor(0));
|
||||
levelData.add_sky_layer_1_speed(level->GetSkyLayerSpeed(0));
|
||||
|
||||
levelData.add_sky_layer_2_enabled(level->GetSkyLayerEnabled(1));
|
||||
levelData.add_sky_layer_2_color(level->GetSkyLayerColor(1));
|
||||
levelData.add_sky_layer_2_speed(level->GetSkyLayerSpeed(1));
|
||||
|
||||
levelData.add_lensflare_color(level->LensFlare.GetColor());
|
||||
levelData.add_lensflare_pitch(level->LensFlare.GetPitch());
|
||||
levelData.add_lensflare_yaw(level->LensFlare.GetYaw());
|
||||
levelData.add_lensflare_sprite_id(level->LensFlare.GetSunSpriteID());
|
||||
|
||||
levelData.add_starfield_meteor_count(level->Starfield.GetMeteorCount());
|
||||
levelData.add_starfield_meteor_spawn_density(level->Starfield.GetMeteorSpawnDensity());
|
||||
levelData.add_starfield_meteor_velocity(level->Starfield.GetMeteorVelocity());
|
||||
levelData.add_starfield_star_count(level->Starfield.GetStarCount());
|
||||
|
||||
levelData.add_horizon1_enabled(level->Horizon1.GetEnabled());
|
||||
levelData.add_horizon1_object_id(level->Horizon1.GetObjectID());
|
||||
levelData.add_horizon1_position(&FromVector3(level->GetHorizonPosition(0)));
|
||||
levelData.add_horizon1_orientation(&FromEulerAngles(level->GetHorizonOrientation(0)));
|
||||
levelData.add_horizon1_transparency(level->Horizon1.GetTransparency());
|
||||
|
||||
levelData.add_horizon2_enabled(level->Horizon2.GetEnabled());
|
||||
levelData.add_horizon2_object_id(level->Horizon2.GetObjectID());
|
||||
levelData.add_horizon2_position(&FromVector3(level->GetHorizonPosition(1)));
|
||||
levelData.add_horizon2_orientation(&FromEulerAngles(level->GetHorizonOrientation(1)));
|
||||
levelData.add_horizon2_transparency(level->Horizon2.GetTransparency());
|
||||
|
||||
levelData.add_storm_enabled(level->Storm);
|
||||
levelData.add_rumble_enabled(level->Rumble);
|
||||
levelData.add_weather_type((int)level->Weather);
|
||||
levelData.add_weather_strength(level->WeatherStrength);
|
||||
|
||||
auto levelDataOffset = levelData.Finish();
|
||||
|
||||
// Global event sets
|
||||
std::vector<flatbuffers::Offset<Save::EventSet>> globalEventSets{};
|
||||
for (int j = 0; j < g_Level.GlobalEventSets.size(); j++)
|
||||
|
@ -1484,6 +1535,7 @@ const std::vector<byte> SaveGame::Build()
|
|||
sgb.add_header(headerOffset);
|
||||
sgb.add_level(levelStatisticsOffset);
|
||||
sgb.add_game(gameStatisticsOffset);
|
||||
sgb.add_level_data(levelDataOffset);
|
||||
sgb.add_secret_bits(SaveGame::Statistics.SecretBits);
|
||||
sgb.add_camera(cameraOffset);
|
||||
sgb.add_lara(laraOffset);
|
||||
|
@ -1499,6 +1551,7 @@ const std::vector<byte> SaveGame::Build()
|
|||
sgb.add_postprocess_strength(g_Renderer.GetPostProcessStrength());
|
||||
sgb.add_postprocess_tint(&FromVector3(g_Renderer.GetPostProcessTint()));
|
||||
sgb.add_soundtracks(soundtrackOffset);
|
||||
|
||||
sgb.add_cd_flags(soundtrackMapOffset);
|
||||
sgb.add_action_queue(actionQueueOffset);
|
||||
sgb.add_flip_maps(flipMapsOffset);
|
||||
|
@ -1737,6 +1790,50 @@ static void ParseStatistics(const Save::SaveGame* s, bool isHub)
|
|||
|
||||
static void ParseLua(const Save::SaveGame* s, bool hubMode)
|
||||
{
|
||||
// Global level data
|
||||
|
||||
auto* level = (Level*)g_GameFlow->GetLevel(CurrentLevel);
|
||||
|
||||
level->Fog.Enabled = s->level_data()->fog_enabled();
|
||||
level->Fog.MaxDistance = s->level_data()->fog_max_distance();
|
||||
level->Fog.MinDistance = s->level_data()->fog_min_distance();
|
||||
level->Fog.SetColor(s->level_data()->fog_color());
|
||||
|
||||
level->Layer1.Enabled = s->level_data()->sky_layer_1_enabled();
|
||||
level->Layer1.CloudSpeed = s->level_data()->sky_layer_1_speed();
|
||||
level->Layer1.SetColor(s->level_data()->sky_layer_1_color());
|
||||
|
||||
level->Layer2.Enabled = s->level_data()->sky_layer_2_enabled();
|
||||
level->Layer2.CloudSpeed = s->level_data()->sky_layer_2_speed();
|
||||
level->Layer2.SetColor(s->level_data()->sky_layer_2_color());
|
||||
|
||||
level->LensFlare.SetSunSpriteID(s->level_data()->lensflare_sprite_id());
|
||||
level->LensFlare.SetPitch(s->level_data()->lensflare_pitch());
|
||||
level->LensFlare.SetYaw(s->level_data()->lensflare_yaw());
|
||||
level->LensFlare.SetColor(s->level_data()->lensflare_color());
|
||||
|
||||
level->Starfield.SetStarCount(s->level_data()->starfield_star_count());
|
||||
level->Starfield.SetMeteorCount(s->level_data()->starfield_meteor_count());
|
||||
level->Starfield.SetMeteorSpawnDensity(s->level_data()->starfield_meteor_spawn_density());
|
||||
level->Starfield.SetMeteorVelocity(s->level_data()->starfield_meteor_velocity());
|
||||
|
||||
level->Horizon1.SetEnabled(s->level_data()->horizon1_enabled());
|
||||
level->Horizon1.SetObjectID((GAME_OBJECT_ID)s->level_data()->horizon1_object_id());
|
||||
level->Horizon1.SetPosition(ToVector3(s->level_data()->horizon1_position()), true);
|
||||
level->Horizon1.SetRotation(ToEulerAngles(s->level_data()->horizon1_orientation()), true);
|
||||
level->Horizon1.SetTransparency(s->level_data()->horizon1_transparency());
|
||||
|
||||
level->Horizon2.SetEnabled(s->level_data()->horizon2_enabled());
|
||||
level->Horizon2.SetObjectID((GAME_OBJECT_ID)s->level_data()->horizon2_object_id());
|
||||
level->Horizon2.SetPosition(ToVector3(s->level_data()->horizon2_position()), true);
|
||||
level->Horizon2.SetRotation(ToEulerAngles(s->level_data()->horizon2_orientation()), true);
|
||||
level->Horizon2.SetTransparency(s->level_data()->horizon2_transparency());
|
||||
|
||||
level->Storm = s->level_data()->storm_enabled();
|
||||
level->Rumble = s->level_data()->rumble_enabled();
|
||||
level->Weather = (WeatherType)s->level_data()->weather_type();
|
||||
level->WeatherStrength = s->level_data()->weather_strength();
|
||||
|
||||
// Event sets
|
||||
|
||||
if (g_Level.VolumeEventSets.size() == s->volume_event_sets()->size())
|
||||
|
@ -1765,6 +1862,8 @@ static void ParseLua(const Save::SaveGame* s, bool hubMode)
|
|||
}
|
||||
}
|
||||
|
||||
// Variables
|
||||
|
||||
auto loadedVars = std::vector<SavedVar>{};
|
||||
|
||||
auto unionVec = s->script_vars();
|
||||
|
@ -1850,6 +1949,8 @@ static void ParseLua(const Save::SaveGame* s, bool hubMode)
|
|||
|
||||
g_GameScript->SetVariables(loadedVars, hubMode);
|
||||
|
||||
// Callbacks
|
||||
|
||||
auto populateCallbackVecs = [&s](auto callbackFunc)
|
||||
{
|
||||
auto callbacksVec = std::vector<std::string>{};
|
||||
|
|
|
@ -16,6 +16,7 @@ namespace TEN::Renderer
|
|||
{
|
||||
using namespace TEN::Renderer::Structures;
|
||||
using namespace Utils;
|
||||
|
||||
Renderer g_Renderer;
|
||||
|
||||
Renderer::Renderer() :
|
||||
|
|
|
@ -33,14 +33,13 @@
|
|||
#include "Specific/level.h"
|
||||
#include "Specific/winmain.h"
|
||||
|
||||
using namespace std::chrono;
|
||||
using namespace TEN::Effects::Hair;
|
||||
using namespace TEN::Entities::Creatures::TR3;
|
||||
using namespace TEN::Entities::Generic;
|
||||
using namespace TEN::Hud;
|
||||
using namespace TEN::Renderer::Structures;
|
||||
using namespace TEN::Effects::Environment;
|
||||
using namespace TEN::Effects::DisplaySprite;
|
||||
using namespace TEN::Entities::Creatures::TR3;
|
||||
using namespace TEN::Entities::Generic;
|
||||
using namespace TEN::Renderer::Structures;
|
||||
|
||||
extern GUNSHELL_STRUCT Gunshells[MAX_GUNSHELL];
|
||||
|
||||
|
@ -1932,6 +1931,8 @@ namespace TEN::Renderer
|
|||
|
||||
void Renderer::RenderSimpleSceneToParaboloid(RenderTarget2D* renderTarget, Vector3 position, int emisphere)
|
||||
{
|
||||
// TODO: Update the horizon draw code here once paraboloids are required. TrainWreck Feb 2, 2025.
|
||||
|
||||
// Reset GPU state
|
||||
SetBlendMode(BlendMode::Opaque);
|
||||
SetCullMode(CullMode::CounterClockwise);
|
||||
|
@ -1981,10 +1982,10 @@ namespace TEN::Renderer
|
|||
view.FillConstantBuffer(cameraConstantBuffer);
|
||||
_cbCameraMatrices.UpdateData(cameraConstantBuffer, _context.Get());
|
||||
|
||||
// Draw horizon and the sky
|
||||
// Draw horizon and sky.
|
||||
auto* levelPtr = g_GameFlow->GetLevel(CurrentLevel);
|
||||
|
||||
if (levelPtr->Horizon)
|
||||
if (levelPtr->GetHorizonEnabled(0) || levelPtr->GetHorizonEnabled(1))
|
||||
{
|
||||
_shaders.Bind(Shader::RoomAmbientSky);
|
||||
|
||||
|
@ -2026,31 +2027,26 @@ namespace TEN::Renderer
|
|||
_context->ClearDepthStencilView(renderTarget->DepthStencilView.Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1, 0);
|
||||
|
||||
// Draw horizon.
|
||||
if (_moveableObjects[ID_HORIZON].has_value())
|
||||
if (_moveableObjects[ID_HORIZON].has_value()) // FIXME: Replace with same function as in the main pipeline!
|
||||
{
|
||||
_context->IASetVertexBuffers(0, 1, _moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
|
||||
_context->IASetIndexBuffer(_moveablesIndexBuffer.Buffer.Get(), DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
auto& moveableObj = *_moveableObjects[ID_HORIZON];
|
||||
const auto& moveableObj = *_moveableObjects[ID_HORIZON]; // FIXME: Replace with same function as in the main pipeline!
|
||||
|
||||
_stStatic.World = Matrix::CreateTranslation(LaraItem->Pose.Position.ToVector3());
|
||||
_stStatic.Color = Vector4::One;
|
||||
_stStatic.ApplyFogBulbs = 1;
|
||||
_cbStatic.UpdateData(_stStatic, _context.Get());
|
||||
|
||||
for (int k = 0; k < moveableObj.ObjectMeshes.size(); k++)
|
||||
for (const auto* mesh : moveableObj.ObjectMeshes)
|
||||
{
|
||||
auto* meshPtr = moveableObj.ObjectMeshes[k];
|
||||
|
||||
for (auto& bucket : meshPtr->Buckets)
|
||||
for (const auto& bucket : mesh->Buckets)
|
||||
{
|
||||
if (bucket.NumVertices == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
BindTexture(TextureRegister::ColorMap, &std::get<0>(_moveablesTextures[bucket.Texture]),
|
||||
SamplerStateRegister::AnisotropicClamp);
|
||||
BindTexture(TextureRegister::ColorMap, &std::get<0>(_moveablesTextures[bucket.Texture]), SamplerStateRegister::AnisotropicClamp);
|
||||
|
||||
// Always render horizon as alpha-blended surface.
|
||||
SetBlendMode(bucket.BlendMode == BlendMode::AlphaTest ? BlendMode::AlphaBlend : bucket.BlendMode);
|
||||
|
@ -2071,8 +2067,8 @@ namespace TEN::Renderer
|
|||
_shaders.Bind(Shader::RoomAmbient);
|
||||
|
||||
// Draw rooms
|
||||
UINT stride = sizeof(Vertex);
|
||||
UINT offset = 0;
|
||||
unsigned int stride = sizeof(Vertex);
|
||||
unsigned int offset = 0;
|
||||
|
||||
// Bind vertex and index buffer.
|
||||
_context->IASetVertexBuffers(0, 1, _roomsVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
|
||||
|
@ -2081,8 +2077,8 @@ namespace TEN::Renderer
|
|||
for (int i = 0; i < _rooms.size(); i++)
|
||||
{
|
||||
int index = i;
|
||||
RendererRoom* room = &_rooms[index];
|
||||
ROOM_INFO* nativeRoom = &g_Level.Rooms[room->RoomNumber];
|
||||
auto* room = &_rooms[index];
|
||||
auto* nativeRoom = &g_Level.Rooms[room->RoomNumber];
|
||||
|
||||
// Avoid drawing of too far rooms... Environment map is tiny, blurred, so very far rooms would not contribute to the
|
||||
// final pixel colors
|
||||
|
@ -2103,9 +2099,7 @@ namespace TEN::Renderer
|
|||
for (auto& bucket : room->Buckets)
|
||||
{
|
||||
if (bucket.NumVertices == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
SetBlendMode(bucket.BlendMode);
|
||||
SetAlphaTest(AlphaTestMode::GreatherThan, ALPHA_TEST_THRESHOLD);
|
||||
|
@ -2850,7 +2844,7 @@ namespace TEN::Renderer
|
|||
}
|
||||
}
|
||||
|
||||
if (!levelPtr->Horizon || !anyOutsideRooms)
|
||||
if ((!levelPtr->GetHorizonEnabled(0) && !levelPtr->GetHorizonEnabled(1)) || !anyOutsideRooms)
|
||||
return;
|
||||
|
||||
if (Lara.Control.Look.OpticRange != 0)
|
||||
|
@ -2870,21 +2864,21 @@ namespace TEN::Renderer
|
|||
|
||||
SetBlendMode(BlendMode::Additive);
|
||||
|
||||
for (int s = 0; s < 2; s++)
|
||||
for (int layer = 0; layer < 2; layer++)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
auto weather = TEN::Effects::Environment::Weather;
|
||||
|
||||
auto translation = Matrix::CreateTranslation(
|
||||
renderView.Camera.WorldPosition.x + weather.SkyPosition(s) - i * SKY_SIZE,
|
||||
renderView.Camera.WorldPosition.x + weather.SkyPosition(layer) - i * SKY_SIZE,
|
||||
renderView.Camera.WorldPosition.y - 1536.0f,
|
||||
renderView.Camera.WorldPosition.z);
|
||||
auto world = rotation * translation;
|
||||
|
||||
_stStatic.World = (rotation * translation);
|
||||
_stStatic.Color = weather.SkyColor(s);
|
||||
_stStatic.ApplyFogBulbs = s == 0 ? 1 : 0;
|
||||
_stStatic.Color = weather.SkyColor(layer);
|
||||
_stStatic.ApplyFogBulbs = layer == 0 ? 1 : 0;
|
||||
_cbStatic.UpdateData(_stStatic, _context.Get());
|
||||
|
||||
DrawIndexedTriangles(SKY_INDICES_COUNT, 0, 0);
|
||||
|
@ -3033,8 +3027,11 @@ namespace TEN::Renderer
|
|||
}
|
||||
|
||||
// Draw horizon.
|
||||
if (_moveableObjects[ID_HORIZON].has_value())
|
||||
for (int layer = 0; layer < 2; layer++)
|
||||
{
|
||||
if (!levelPtr->GetHorizonEnabled(layer))
|
||||
continue;
|
||||
|
||||
SetDepthState(DepthState::None);
|
||||
SetBlendMode(BlendMode::Opaque);
|
||||
SetCullMode(CullMode::CounterClockwise);
|
||||
|
@ -3044,29 +3041,31 @@ namespace TEN::Renderer
|
|||
|
||||
_shaders.Bind(Shader::Sky);
|
||||
|
||||
auto& moveableObj = *_moveableObjects[ID_HORIZON];
|
||||
auto pos = Vector3::Lerp(levelPtr->GetHorizonPrevPosition(layer), levelPtr->GetHorizonPosition(layer), GetInterpolationFactor());
|
||||
auto orient = EulerAngles::Lerp(levelPtr->GetHorizonPrevOrientation(layer), levelPtr->GetHorizonOrientation(layer), GetInterpolationFactor());
|
||||
auto rotMatrix = orient.ToRotationMatrix();
|
||||
auto translationMatrix = Matrix::CreateTranslation(pos);
|
||||
auto cameraMatrix = Matrix::CreateTranslation(renderView.Camera.WorldPosition);
|
||||
|
||||
_stStatic.World = Matrix::CreateTranslation(renderView.Camera.WorldPosition);
|
||||
_stStatic.Color = Vector4::One;
|
||||
float alpha = levelPtr->GetHorizonTransparency(layer);
|
||||
|
||||
_stStatic.World = rotMatrix * translationMatrix * cameraMatrix;
|
||||
_stStatic.Color = Color(1.0f, 1.0f, 1.0f, alpha);
|
||||
_stStatic.ApplyFogBulbs = 1;
|
||||
_cbStatic.UpdateData(_stStatic, _context.Get());
|
||||
|
||||
for (int k = 0; k < moveableObj.ObjectMeshes.size(); k++)
|
||||
const auto& moveableObj = *_moveableObjects[levelPtr->GetHorizonObjectID(layer)];
|
||||
for (const auto* mesh : moveableObj.ObjectMeshes)
|
||||
{
|
||||
auto* meshPtr = moveableObj.ObjectMeshes[k];
|
||||
|
||||
for (auto& bucket : meshPtr->Buckets)
|
||||
for (const auto& bucket : mesh->Buckets)
|
||||
{
|
||||
if (bucket.NumVertices == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
BindTexture(TextureRegister::ColorMap, &std::get<0>(_moveablesTextures[bucket.Texture]),
|
||||
SamplerStateRegister::AnisotropicClamp);
|
||||
BindTexture(TextureRegister::ColorMap, &std::get<0>(_moveablesTextures[bucket.Texture]), SamplerStateRegister::AnisotropicClamp);
|
||||
|
||||
// Always render horizon as alpha-blended surface.
|
||||
SetBlendMode(bucket.BlendMode == BlendMode::AlphaTest ? BlendMode::AlphaBlend : bucket.BlendMode);
|
||||
SetBlendMode(GetBlendModeFromAlpha((bucket.BlendMode == BlendMode::AlphaTest) ? BlendMode::AlphaBlend : bucket.BlendMode, alpha));
|
||||
SetAlphaTest(AlphaTestMode::None, ALPHA_TEST_THRESHOLD);
|
||||
|
||||
// Draw vertices.
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include "Game/camera.h"
|
||||
#include "Game/collision/Sphere.h"
|
||||
#include "Game/effects/effects.h"
|
||||
#include "Game/effects/weather.h"
|
||||
#include "Game/items.h"
|
||||
#include "Game/Lara/lara.h"
|
||||
#include "Game/Setup.h"
|
||||
|
@ -16,8 +17,9 @@
|
|||
#include "Specific/level.h"
|
||||
#include "Specific/trutils.h"
|
||||
|
||||
using namespace TEN::Entities::Effects;
|
||||
using namespace TEN::Collision::Sphere;
|
||||
using namespace TEN::Effects::Environment;
|
||||
using namespace TEN::Entities::Effects;
|
||||
using namespace TEN::Math;
|
||||
using namespace TEN::Utils;
|
||||
|
||||
|
|
|
@ -22,9 +22,6 @@ enum class LaraType
|
|||
class ScriptInterfaceLevel
|
||||
{
|
||||
public:
|
||||
bool Horizon = false;
|
||||
bool Rumble = false;
|
||||
|
||||
std::string NameStringKey = {};
|
||||
std::string FileName = {};
|
||||
std::string ScriptFileName = {};
|
||||
|
@ -36,6 +33,7 @@ public:
|
|||
virtual short GetSkyLayerSpeed(int index) const = 0;
|
||||
virtual LaraType GetLaraType() const = 0;
|
||||
virtual bool GetStormEnabled() const = 0;
|
||||
virtual bool GetRumbleEnabled() const = 0;
|
||||
virtual float GetWeatherStrength() const = 0;
|
||||
virtual WeatherType GetWeatherType() const = 0;
|
||||
virtual RGBAColor8Byte GetSkyLayerColor(int index) const = 0;
|
||||
|
@ -48,6 +46,15 @@ public:
|
|||
virtual std::string GetAmbientTrack() const = 0;
|
||||
virtual bool GetResetHubEnabled() const = 0;
|
||||
|
||||
// Horizon getters
|
||||
virtual bool GetHorizonEnabled(int index) const = 0;
|
||||
virtual GAME_OBJECT_ID GetHorizonObjectID(int index) const = 0;
|
||||
virtual float GetHorizonTransparency(int index) const = 0;
|
||||
virtual Vector3 GetHorizonPosition(int index) const = 0;
|
||||
virtual EulerAngles GetHorizonOrientation(int index) const = 0;
|
||||
virtual Vector3 GetHorizonPrevPosition(int index) const = 0;
|
||||
virtual EulerAngles GetHorizonPrevOrientation(int index) const = 0;
|
||||
|
||||
// Lens flare getters
|
||||
virtual bool GetLensFlareEnabled() const = 0;
|
||||
virtual int GetLensFlareSunSpriteID() const = 0;
|
||||
|
|
|
@ -322,6 +322,7 @@ static constexpr char ScriptReserved_EmitAirBubble[] = "EmitAirBubble";
|
|||
static constexpr char ScriptReserved_EmitFire[] = "EmitFire";
|
||||
static constexpr char ScriptReserved_MakeExplosion[] = "MakeExplosion";
|
||||
static constexpr char ScriptReserved_MakeEarthquake[] = "MakeEarthquake";
|
||||
|
||||
static constexpr char ScriptReserved_GetWind[] = "GetWind";
|
||||
static constexpr char ScriptReserved_Vibrate[] = "Vibrate";
|
||||
static constexpr char ScriptReserved_FlashScreen[] = "FlashScreen";
|
||||
|
@ -400,6 +401,54 @@ static constexpr char ScriptReserved_LogLevelError[] = "ERROR";
|
|||
// Internal
|
||||
static constexpr char ScriptReserved_LaraObject[] = "LaraObject";
|
||||
|
||||
// =========
|
||||
// COLLISION
|
||||
// =========
|
||||
|
||||
constexpr char ScriptReserved_Collision[] = "Collision";
|
||||
|
||||
constexpr char ScriptReserved_Probe[] = "Probe";
|
||||
constexpr char ScriptReserved_ProbeGetCeilingHeight[] = "GetCeilingHeight";
|
||||
constexpr char ScriptReserved_ProbeGetCeilingMaterialType[] = "GetCeilingMaterialType";
|
||||
constexpr char ScriptReserved_ProbeGetCeilingNormal[] = "GetCeilingNormal";
|
||||
constexpr char ScriptReserved_ProbeGetFloorHeight[] = "GetFloorHeight";
|
||||
constexpr char ScriptReserved_ProbeGetFloorMaterialType[] = "GetFloorMaterialType";
|
||||
constexpr char ScriptReserved_ProbeGetFloorNormal[] = "GetFloorNormal";
|
||||
constexpr char ScriptReserved_ProbeGetPosition[] = "GetPosition";
|
||||
constexpr char ScriptReserved_ProbeGetRoom[] = "GetRoom";
|
||||
constexpr char ScriptReserved_ProbeGetRoomName[] = "GetRoomName";
|
||||
constexpr char ScriptReserved_ProbeGetRoomNumber[] = "GetRoomNumber";
|
||||
constexpr char ScriptReserved_ProbeGetWaterSurfaceHeight[] = "GetWaterSurfaceHeight";
|
||||
constexpr char ScriptReserved_ProbeIsClimbableWall[] = "IsClimbableWall";
|
||||
constexpr char ScriptReserved_ProbeIsDeathTile[] = "IsDeathTile";
|
||||
constexpr char ScriptReserved_ProbeIsInsideSolidGeometry[] = "IsInsideSolidGeometry";
|
||||
constexpr char ScriptReserved_ProbeIsMonkeySwing[] = "IsMonkeySwing";
|
||||
constexpr char ScriptReserved_ProbeIsSteepCeiling[] = "IsSteepCeiling";
|
||||
constexpr char ScriptReserved_ProbeIsSteepFloor[] = "IsSteepFloor";
|
||||
constexpr char ScriptReserved_ProbeIsWall[] = "IsWall";
|
||||
constexpr char ScriptReserved_ProbePreview[] = "Preview";
|
||||
|
||||
constexpr char ScriptReserved_MaterialType[] = "MaterialType";
|
||||
|
||||
// ====
|
||||
// FLOW
|
||||
// ====
|
||||
|
||||
// Horizon
|
||||
|
||||
constexpr char ScriptReserved_Horizon[] = "Horizon";
|
||||
constexpr char ScriptReserved_HorizonGetEnabled[] = "GetEnabled";
|
||||
constexpr char ScriptReserved_HorizonGetObjectID[] = "GetObjectID";
|
||||
constexpr char ScriptReserved_HorizonGetPosition[] = "GetPosition";
|
||||
constexpr char ScriptReserved_HorizonGetRotation[] = "GetRotation";
|
||||
constexpr char ScriptReserved_HorizonGetTransparency[] = "GetTransparency";
|
||||
constexpr char ScriptReserved_HorizonSetEnabled[] = "SetEnabled";
|
||||
constexpr char ScriptReserved_HorizonSetObjectID[] = "SetObjectID";
|
||||
constexpr char ScriptReserved_HorizonSetPosition[] = "SetPosition";
|
||||
constexpr char ScriptReserved_HorizonSetRotation[] = "SetRotation";
|
||||
constexpr char ScriptReserved_HorizonSetTransparency[] = "SetTransparency";
|
||||
|
||||
|
||||
// =======
|
||||
// OBJECTS
|
||||
// =======
|
||||
|
@ -452,35 +501,6 @@ constexpr char ScriptReserved_StaticSetSlot[] = "SetSlot";
|
|||
constexpr char ScriptReserved_StaticSetSolid[] = "SetSolid";
|
||||
constexpr char ScriptReserved_StaticShatter[] = "Shatter";
|
||||
|
||||
// =========
|
||||
// COLLISION
|
||||
// =========
|
||||
|
||||
constexpr char ScriptReserved_Collision[] = "Collision";
|
||||
|
||||
constexpr char ScriptReserved_Probe[] = "Probe";
|
||||
constexpr char ScriptReserved_ProbeGetCeilingHeight[] = "GetCeilingHeight";
|
||||
constexpr char ScriptReserved_ProbeGetCeilingMaterialType[] = "GetCeilingMaterialType";
|
||||
constexpr char ScriptReserved_ProbeGetCeilingNormal[] = "GetCeilingNormal";
|
||||
constexpr char ScriptReserved_ProbeGetFloorHeight[] = "GetFloorHeight";
|
||||
constexpr char ScriptReserved_ProbeGetFloorMaterialType[] = "GetFloorMaterialType";
|
||||
constexpr char ScriptReserved_ProbeGetFloorNormal[] = "GetFloorNormal";
|
||||
constexpr char ScriptReserved_ProbeGetPosition[] = "GetPosition";
|
||||
constexpr char ScriptReserved_ProbeGetRoom[] = "GetRoom";
|
||||
constexpr char ScriptReserved_ProbeGetRoomName[] = "GetRoomName";
|
||||
constexpr char ScriptReserved_ProbeGetRoomNumber[] = "GetRoomNumber";
|
||||
constexpr char ScriptReserved_ProbeGetWaterSurfaceHeight[] = "GetWaterSurfaceHeight";
|
||||
constexpr char ScriptReserved_ProbeIsClimbableWall[] = "IsClimbableWall";
|
||||
constexpr char ScriptReserved_ProbeIsDeathTile[] = "IsDeathTile";
|
||||
constexpr char ScriptReserved_ProbeIsInsideSolidGeometry[] = "IsInsideSolidGeometry";
|
||||
constexpr char ScriptReserved_ProbeIsMonkeySwing[] = "IsMonkeySwing";
|
||||
constexpr char ScriptReserved_ProbeIsSteepCeiling[] = "IsSteepCeiling";
|
||||
constexpr char ScriptReserved_ProbeIsSteepFloor[] = "IsSteepFloor";
|
||||
constexpr char ScriptReserved_ProbeIsWall[] = "IsWall";
|
||||
constexpr char ScriptReserved_ProbePreview[] = "Preview";
|
||||
|
||||
constexpr char ScriptReserved_MaterialType[] = "MaterialType";
|
||||
|
||||
// =====
|
||||
// TYPES
|
||||
// =====
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "Scripting/Internal/TEN/Effects/EffectIDs.h"
|
||||
#include "Scripting/Internal/TEN/Effects/ParticleAnimTypes.h"
|
||||
#include "Scripting/Internal/TEN/Types/Color/Color.h"
|
||||
#include "Scripting/Internal/TEN/Types/Rotation/Rotation.h"
|
||||
#include "Scripting/Internal/TEN/Types/Vec3/Vec3.h"
|
||||
#include "Scripting/Internal/TEN/Types/Vec2/Vec2.h"
|
||||
#include "Sound/sound.h"
|
||||
|
@ -43,17 +44,19 @@ using namespace TEN::Scripting::Types;
|
|||
|
||||
namespace TEN::Scripting::Effects
|
||||
{
|
||||
///Emit a lightning arc.
|
||||
//@function EmitLightningArc
|
||||
//@tparam Vec3 src
|
||||
//@tparam Vec3 dest
|
||||
//@tparam Color color (default Color(255, 255, 255))
|
||||
//@tparam float lifetime Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. (default 1.0)
|
||||
//@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)
|
||||
|
||||
/// Emit a lightning arc.
|
||||
// @function EmitLightningArc
|
||||
// @tparam Vec3 src
|
||||
// @tparam Vec3 dest
|
||||
// @tparam Color color (default Color(255, 255, 255))
|
||||
// @tparam float lifetime Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. (default 1.0)
|
||||
// @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)
|
||||
|
||||
static void EmitLightningArc(Vec3 src, Vec3 dest, TypeOrNil<ScriptColor> color, TypeOrNil<float> lifetime, TypeOrNil<int> amplitude, TypeOrNil<int> beamWidth, TypeOrNil<int> segments, TypeOrNil<bool> smooth, TypeOrNil<bool> endDrift)
|
||||
{
|
||||
auto p1 = Vector3(src.x, src.y, src.z);
|
||||
|
@ -136,6 +139,7 @@ namespace TEN::Scripting::Effects
|
|||
// Objects.ObjID.DEFAULT_SPRITES, -- spriteSeqID
|
||||
// 180 -- startRot
|
||||
// )
|
||||
|
||||
static void EmitParticle(const Vec3& pos, const Vec3& vel, int spriteID, TypeOrNil<float> gravity, TypeOrNil<float> rotVel,
|
||||
TypeOrNil<ScriptColor> startColor, TypeOrNil<ScriptColor> endColor, TypeOrNil<BlendMode> blendMode,
|
||||
TypeOrNil<float> startSize, TypeOrNil<float> endSize, TypeOrNil<float> life,
|
||||
|
@ -246,6 +250,37 @@ namespace TEN::Scripting::Effects
|
|||
// animationType = TEN.Effects.ParticleAnimationType.LOOP,
|
||||
// }
|
||||
// EmitAdvancedParticle(particle)
|
||||
|
||||
/// Structure for EmitAdvancedParticle table.
|
||||
// @table ParticleData
|
||||
// @tfield Vec3 position World position.
|
||||
// @tfield Vec3 velocity Velocity.
|
||||
// @tfield[opt] Objects.ObjID spriteSeqID ID of the sprite sequence object. __Default: Objects.ObjID.DEFAULT_SPRITES__
|
||||
// @tfield[opt] int spriteID ID of the sprite in the sprite sequence object.__Default: 0__
|
||||
// @tfield[opt] float lifetime Lifespan in seconds. __Default: 2__
|
||||
// @tfield[opt] float maxYVelocity Specifies ithe maximum Y velocity for the particle. __Default: 0__
|
||||
// @tfield[opt] float gravity Specifies if the particle will fall over time. Positive values ascend, negative values descend. Recommended range: [-1000 and 1000]. __Default: 0__
|
||||
// @tfield[opt] float friction Specifies the friction with which the particle will slow down over time. __Default: 0__
|
||||
// @tfield[opt] float startRotation Rotation at start of life. __Default: random__
|
||||
// @tfield[opt] float rotationSpeed Rotational velocity in degrees. __Default: 0__
|
||||
// @tfield[opt] float startSize Size at start of life. __Default: 10__
|
||||
// @tfield[opt] float endSize Size at end of life. The particle will linearly shrink or grow toward this size over its lifespan. __Default: 0__
|
||||
// @tfield[opt] Color startColor Color at start of life. __Default: Color(255, 255, 255)__
|
||||
// @tfield[opt] Color endColor Color to fade toward. This will finish long before the end of the particle's life due to internal math. __Default: Color(255, 255, 255)__
|
||||
// @tfield[opt] Effects.BlendID blendMode Render blend mode. __TEN.Effects.BlendID.ALPHA_BLEND__
|
||||
// @tfield[opt] bool damage Specify if the particle will harm the player on collision. __Default: false__
|
||||
// @tfield[opt] bool poison Specify if the particle will poison the player on collision. __Default: false__
|
||||
// @tfield[opt] bool burn Specify if the particle will burn the player on collision. __Default: false__
|
||||
// @tfield[opt] bool wind Specify if the particle will be affected by wind in outside rooms. __Default: false__
|
||||
// @tfield[opt] int damageHit Specify the damage particle will harm the player on collision. __Default: 2__
|
||||
// @tfield[opt] bool light Specify if the particle will be emit a light based on its color. Caution: Recommended only for a single particle. Having too many particles with lights can overflow the light system. __Default: false__
|
||||
// @tfield[opt] int lightRadius measured in "clicks" or 256 world units. __Default: 0__
|
||||
// @tfield[opt] int lightFlicker The interval at which light should flicker. __Default: 0__
|
||||
// @tfield[opt] int sound ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window. Looping sounds recommended. Caution: Recommended only for a single particle. Having too many particles with sounds can overflow the sound system. __Default: None__
|
||||
// @tfield[opt] bool animated Specify if the particle will be animated. __Default: false__
|
||||
// @tfield[opt] Effects.ParticleAnimationType animationType Specify the the type of animation the particle will use. __Default: TEN.Effects.ParticleAnimationType.LOOP__
|
||||
// @tfield[opt] float frameRate The framerate with which the particle will be animated. __Default: 1__
|
||||
|
||||
static void EmitAdvancedParticle(sol::table ParticleData)
|
||||
{
|
||||
constexpr auto DEFAULT_START_SIZE = 10.0f;
|
||||
|
@ -362,17 +397,17 @@ 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
|
||||
*/
|
||||
/// 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
|
||||
|
||||
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)
|
||||
{
|
||||
|
@ -403,15 +438,15 @@ namespace TEN::Scripting::Effects
|
|||
(short)doDamage, true, false, false, (int)ShockwaveStyle::Normal);
|
||||
}
|
||||
|
||||
/***Emit dynamic light that lasts for a single frame.
|
||||
* 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)
|
||||
*/
|
||||
/// Emit dynamic light that lasts for a single frame.
|
||||
// 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)
|
||||
|
||||
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));
|
||||
|
@ -419,18 +454,18 @@ namespace TEN::Scripting::Effects
|
|||
SpawnDynamicPointLight(pos.ToVector3(), color, rad, ValueOr<bool>(castShadows, false), GetHash(ValueOr<std::string>(name, std::string())));
|
||||
}
|
||||
|
||||
/***Emit dynamic directional spotlight that lasts for a single frame.
|
||||
* If you want a light that sticks around, you must call this each frame.
|
||||
@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)
|
||||
*/
|
||||
/// Emit dynamic directional spotlight that lasts for a single frame.
|
||||
// If you want a light that sticks around, you must call this each frame.
|
||||
// @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)
|
||||
|
||||
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));
|
||||
|
@ -440,21 +475,22 @@ namespace TEN::Scripting::Effects
|
|||
SpawnDynamicSpotLight(pos.ToVector3(), dir.ToVector3(), color, rad, fallOff, dist, ValueOr<bool>(castShadows, false), GetHash(ValueOr<std::string>(name, std::string())));
|
||||
}
|
||||
|
||||
/***Emit blood.
|
||||
@function EmitBlood
|
||||
@tparam Vec3 pos
|
||||
@tparam int count (default 1) "amount" of blood. Higher numbers won't add more blood but will make it more "flickery", with higher numbers turning it into a kind of red orb.
|
||||
*/
|
||||
/// Emit blood.
|
||||
// @function EmitBlood
|
||||
// @tparam Vec3 pos
|
||||
// @tparam int count Sprite count. __default: 1__
|
||||
|
||||
static void EmitBlood(const Vec3& pos, TypeOrNil<int> count)
|
||||
{
|
||||
TriggerBlood(pos.x, pos.y, pos.z, -1, ValueOr<int>(count, 1));
|
||||
}
|
||||
|
||||
/// Emit 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__
|
||||
/// 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__
|
||||
|
||||
static void EmitAirBubble(const Vec3& pos, TypeOrNil<float> size, TypeOrNil<float> amp)
|
||||
{
|
||||
constexpr auto DEFAULT_SIZE = 128.0f;
|
||||
|
@ -466,31 +502,31 @@ namespace TEN::Scripting::Effects
|
|||
SpawnBubble(pos.ToVector3(), roomNumber, convertedSize, convertedAmp);
|
||||
}
|
||||
|
||||
/***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 (default 1.0)
|
||||
*/
|
||||
/// 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 (default 1.0)
|
||||
|
||||
static void EmitFire(const Vec3& pos, TypeOrNil<float> size)
|
||||
{
|
||||
AddFire(pos.x, pos.y, pos.z, FindRoomNumber(Vector3i(pos.x, pos.y, pos.z)), ValueOr<float>(size, 1));
|
||||
}
|
||||
|
||||
/***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
|
||||
*/
|
||||
/// 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
|
||||
|
||||
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)));
|
||||
}
|
||||
|
||||
/***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.
|
||||
*/
|
||||
/// 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.
|
||||
|
||||
static void Earthquake(TypeOrNil<int> strength)
|
||||
{
|
||||
int str = ValueOr<int>(strength, 100);
|
||||
|
@ -501,6 +537,7 @@ namespace TEN::Scripting::Effects
|
|||
// This represents the 3D displacement applied by the engine on things like particles affected by wind.
|
||||
// @function GetWind()
|
||||
// @treturn Vec3 Wind vector.
|
||||
|
||||
static Vec3 GetWind()
|
||||
{
|
||||
return Vec3(Weather.Wind());
|
||||
|
@ -511,6 +548,7 @@ namespace TEN::Scripting::Effects
|
|||
auto tableEffects = sol::table(state->lua_state(), sol::create);
|
||||
parent.set(ScriptReserved_Effects, tableEffects);
|
||||
|
||||
// Emitters
|
||||
tableEffects.set_function(ScriptReserved_EmitLightningArc, &EmitLightningArc);
|
||||
tableEffects.set_function(ScriptReserved_EmitParticle, &EmitParticle);
|
||||
tableEffects.set_function(ScriptReserved_EmitAdvancedParticle, &EmitAdvancedParticle);
|
||||
|
@ -519,46 +557,17 @@ namespace TEN::Scripting::Effects
|
|||
tableEffects.set_function(ScriptReserved_EmitSpotLight, &EmitSpotLight);
|
||||
tableEffects.set_function(ScriptReserved_EmitBlood, &EmitBlood);
|
||||
tableEffects.set_function(ScriptReserved_EmitAirBubble, &EmitAirBubble);
|
||||
tableEffects.set_function(ScriptReserved_MakeExplosion, &MakeExplosion);
|
||||
tableEffects.set_function(ScriptReserved_EmitFire, &EmitFire);
|
||||
|
||||
tableEffects.set_function(ScriptReserved_MakeExplosion, &MakeExplosion);
|
||||
tableEffects.set_function(ScriptReserved_MakeEarthquake, &Earthquake);
|
||||
tableEffects.set_function(ScriptReserved_GetWind, &GetWind);
|
||||
|
||||
auto handler = LuaHandler{ state };
|
||||
auto handler = LuaHandler(state);
|
||||
handler.MakeReadOnlyTable(tableEffects, ScriptReserved_BlendID, BLEND_IDS);
|
||||
handler.MakeReadOnlyTable(tableEffects, ScriptReserved_EffectID, EFFECT_IDS);
|
||||
handler.MakeReadOnlyTable(tableEffects, ScriptReserved_ParticleAnimationType, PARTICLE_ANIM_TYPES);
|
||||
}
|
||||
}
|
||||
|
||||
/// Structure for EmitAdvancedParticle table.
|
||||
// @table ParticleData
|
||||
// @tfield Vec3 position World position.
|
||||
// @tfield Vec3 velocity Velocity.
|
||||
// @tfield[opt] Objects.ObjID spriteSeqID ID of the sprite sequence object. __Default: Objects.ObjID.DEFAULT_SPRITES__
|
||||
// @tfield[opt] int spriteID ID of the sprite in the sprite sequence object.__Default: 0__
|
||||
// @tfield[opt] float lifetime Lifespan in seconds. __Default: 2__
|
||||
// @tfield[opt] float maxYVelocity Specifies ithe maximum Y velocity for the particle. __Default: 0__
|
||||
// @tfield[opt] float gravity Specifies if the particle will fall over time. Positive values ascend, negative values descend. Recommended range: [-1000 and 1000]. __Default: 0__
|
||||
// @tfield[opt] float friction Specifies the friction with which the particle will slow down over time. __Default: 0__
|
||||
// @tfield[opt] float startRotation Rotation at start of life. __Default: random__
|
||||
// @tfield[opt] float rotationSpeed Rotational velocity in degrees. __Default: 0__
|
||||
// @tfield[opt] float startSize Size at start of life. __Default: 10__
|
||||
// @tfield[opt] float endSize Size at end of life. The particle will linearly shrink or grow toward this size over its lifespan. __Default: 0__
|
||||
// @tfield[opt] Color startColor Color at start of life. __Default: Color(255, 255, 255)__
|
||||
// @tfield[opt] Color endColor Color to fade toward. This will finish long before the end of the particle's life due to internal math. __Default: Color(255, 255, 255)__
|
||||
// @tfield[opt] Effects.BlendID blendMode Render blend mode. __TEN.Effects.BlendID.ALPHA_BLEND__
|
||||
// @tfield[opt] bool damage Specify if the particle will harm the player on collision. __Default: false__
|
||||
// @tfield[opt] bool poison Specify if the particle will poison the player on collision. __Default: false__
|
||||
// @tfield[opt] bool burn Specify if the particle will burn the player on collision. __Default: false__
|
||||
// @tfield[opt] bool wind Specify if the particle will be affected by wind in outside rooms. __Default: false__
|
||||
// @tfield[opt] int damageHit Specify the damage particle will harm the player on collision. __Default: 2__
|
||||
// @tfield[opt] bool light Specify if the particle will be emit a light based on its color. Caution: Recommended only for a single particle. Having too many particles with lights can overflow the light system. __Default: false__
|
||||
// @tfield[opt] int lightRadius measured in "clicks" or 256 world units. __Default: 0__
|
||||
// @tfield[opt] int lightFlicker The interval at which light should flicker. __Default: 0__
|
||||
// @tfield[opt] int sound ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window. Looping sounds recommended. Caution: Recommended only for a single particle. Having too many particles with sounds can overflow the sound system. __Default: None__
|
||||
// @tfield[opt] bool animated Specify if the particle will be animated. __Default: false__
|
||||
// @tfield[opt] Effects.ParticleAnimationType animationType Specify the the type of animation the particle will use. __Default: TEN.Effects.ParticleAnimationType.LOOP__
|
||||
// @tfield[opt] float frameRate The framerate with which the particle will be animated. __Default: 1__
|
||||
|
||||
|
||||
|
|
|
@ -317,6 +317,7 @@ Specify which translations in the strings table correspond to which languages.
|
|||
InventoryItem::Register(tableFlow);
|
||||
Settings::Register(tableFlow);
|
||||
Fog::Register(tableFlow);
|
||||
Horizon::Register(tableFlow);
|
||||
LensFlare::Register(tableFlow);
|
||||
Starfield::Register(tableFlow);
|
||||
|
||||
|
@ -414,6 +415,8 @@ void FlowHandler::LoadFlowScript()
|
|||
{
|
||||
TENLog("Loading gameflow script, strings, and settings...", LogLevel::Info);
|
||||
|
||||
Levels.clear();
|
||||
|
||||
_handler.ExecuteScript(_gameDir + "Scripts/Gameflow.lua");
|
||||
_handler.ExecuteScript(_gameDir + "Scripts/SystemStrings.lua", true);
|
||||
_handler.ExecuteScript(_gameDir + "Scripts/Strings.lua", true);
|
||||
|
|
|
@ -27,9 +27,6 @@ private:
|
|||
void PrepareInventoryObjects();
|
||||
|
||||
public:
|
||||
int FogInDistance = 0;
|
||||
int FogOutDistance = 0;
|
||||
|
||||
bool LevelSelect = true;
|
||||
bool HomeLevel = false;
|
||||
bool LoadSave = true;
|
||||
|
|
|
@ -19,16 +19,16 @@ void Fog::Register(sol::table& parent)
|
|||
ctors(),
|
||||
sol::call_constructor, ctors(),
|
||||
|
||||
/// (@{Color}) RGB fog color
|
||||
/// (@{Color}) RGB fog color.
|
||||
// @mem color
|
||||
"color", sol::property(&Fog::GetColor, &Fog::SetColor),
|
||||
|
||||
/// (int) min distance.
|
||||
/// (int) Minimum distance.
|
||||
// This is the distance at which the fog starts.
|
||||
// @mem minDistance*
|
||||
// @mem minDistance
|
||||
"minDistance", &Fog::MinDistance,
|
||||
|
||||
/// (int) max distance.
|
||||
/// (int) Maximum distance.
|
||||
// This is the distance at which the fog reaches the maximum strength.
|
||||
// @mem maxDistance
|
||||
"maxDistance", &Fog::MaxDistance
|
||||
|
@ -37,8 +37,8 @@ void Fog::Register(sol::table& parent)
|
|||
|
||||
/***
|
||||
@tparam Color color RGB color
|
||||
@tparam int Min Distance fog starts (in Sectors)
|
||||
@tparam int Max Distance fog ends (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
|
||||
*/
|
||||
|
|
156
TombEngine/Scripting/Internal/TEN/Flow/Horizon/Horizon.cpp
Normal file
156
TombEngine/Scripting/Internal/TEN/Flow/Horizon/Horizon.cpp
Normal file
|
@ -0,0 +1,156 @@
|
|||
#include "framework.h"
|
||||
#include "Scripting/Internal/TEN/Flow/Horizon/Horizon.h"
|
||||
|
||||
#include "Objects/game_object_ids.h"
|
||||
#include "Scripting/Internal/ReservedScriptNames.h"
|
||||
#include "Scripting/Internal/ScriptUtil.h"
|
||||
#include "Scripting/Internal/TEN/Types/Color/Color.h"
|
||||
#include "Scripting/Internal/TEN/Types/Rotation/Rotation.h"
|
||||
|
||||
namespace TEN::Scripting
|
||||
{
|
||||
/// Represents a horizon.
|
||||
//
|
||||
// @tenprimitive Flow.Horizon
|
||||
// @pragma nostrip
|
||||
|
||||
void Horizon::Register(sol::table& parent)
|
||||
{
|
||||
using ctors = sol::constructors<
|
||||
Horizon(GAME_OBJECT_ID),
|
||||
Horizon(bool)>;
|
||||
|
||||
// Register type.
|
||||
parent.new_usertype<Horizon>(
|
||||
ScriptReserved_Horizon,
|
||||
ctors(), sol::call_constructor, ctors(),
|
||||
|
||||
// Getters
|
||||
ScriptReserved_HorizonGetEnabled, &Horizon::GetEnabled,
|
||||
ScriptReserved_HorizonGetObjectID, &Horizon::GetObjectID,
|
||||
ScriptReserved_HorizonGetPosition, &Horizon::GetPosition,
|
||||
ScriptReserved_HorizonGetRotation, &Horizon::GetRotation,
|
||||
ScriptReserved_HorizonGetTransparency, &Horizon::GetTransparency,
|
||||
|
||||
// Setters
|
||||
ScriptReserved_HorizonSetEnabled, &Horizon::SetEnabled,
|
||||
ScriptReserved_HorizonSetObjectID, &Horizon::SetObjectID,
|
||||
ScriptReserved_HorizonSetPosition, &Horizon::SetPosition,
|
||||
ScriptReserved_HorizonSetRotation, &Horizon::SetRotation,
|
||||
ScriptReserved_HorizonSetTransparency, &Horizon::SetTransparency);
|
||||
}
|
||||
|
||||
/// Create a horizon object.
|
||||
// @function Horizon
|
||||
// @tparam Objects.ObjID objectID Object ID for the horizon to use.
|
||||
// @treturn Horizon A new Horizon object.
|
||||
Horizon::Horizon(GAME_OBJECT_ID objectID)
|
||||
{
|
||||
_enabled = true;
|
||||
_objectID = objectID;
|
||||
}
|
||||
|
||||
// Legacy constructor to maintain backwards compatibility.
|
||||
Horizon::Horizon(bool enabled)
|
||||
{
|
||||
_enabled = enabled;
|
||||
}
|
||||
|
||||
/// Get the horizon's enabled state.
|
||||
// @function GetEnabled
|
||||
// @treturn bool Enabled state.
|
||||
bool Horizon::GetEnabled() const
|
||||
{
|
||||
return _enabled;
|
||||
}
|
||||
|
||||
/// Get the horizon's slot object ID.
|
||||
// @function GetObjectID
|
||||
// @treturn Objects.ObjID Object ID.
|
||||
GAME_OBJECT_ID Horizon::GetObjectID() const
|
||||
{
|
||||
return _objectID;
|
||||
}
|
||||
|
||||
/// Get the horizon's world position.
|
||||
// @function GetPosition
|
||||
// @treturn Vec3 Position.
|
||||
const Vec3 Horizon::GetPosition() const
|
||||
{
|
||||
return _position;
|
||||
}
|
||||
|
||||
/// Get the horizon's rotation.
|
||||
// @function GetRotation
|
||||
// @treturn Rotation Rotation.
|
||||
const Rotation Horizon::GetRotation() const
|
||||
{
|
||||
return _rotation;
|
||||
}
|
||||
|
||||
/// Get the horizon's transparency.
|
||||
// @function GetTransparency
|
||||
// @treturn float Transparency.
|
||||
const float Horizon::GetTransparency() const
|
||||
{
|
||||
return _transparency;
|
||||
}
|
||||
|
||||
/// Set the horizon's enabled state.
|
||||
// @function SetEnabled
|
||||
// @tparam bool enabled New enabled state.
|
||||
void Horizon::SetEnabled(bool value)
|
||||
{
|
||||
_enabled = value;
|
||||
}
|
||||
|
||||
/// Set the horizon's object ID.
|
||||
// @function SetObjectID
|
||||
// @tparam Objects.ObjID objectID Object ID.
|
||||
void Horizon::SetObjectID(GAME_OBJECT_ID objectID)
|
||||
{
|
||||
_objectID = objectID;
|
||||
}
|
||||
|
||||
/// Set the horizon's world position.
|
||||
// @function SetPosition
|
||||
// @tparam Vec3 pos New world position.
|
||||
// @tparam[opt] bool noInterpolation Disable interpolation with the previous frame's position. __default: false__
|
||||
void Horizon::SetPosition(const Vec3& pos, TypeOrNil<bool> noInterpolation)
|
||||
{
|
||||
bool convertedDisableInterp = ValueOr<bool>(noInterpolation, false);
|
||||
|
||||
_prevPosition = convertedDisableInterp ? pos : _position;
|
||||
_position = pos;
|
||||
}
|
||||
|
||||
/// Set the horizon's rotation.
|
||||
// @function SetRotation
|
||||
// @tparam Rotation rot New rotation.
|
||||
// @tparam[opt] bool noInterpolation Disable interpolation with the previous frame's rotation. __default: false__
|
||||
void Horizon::SetRotation(const Rotation& rot, TypeOrNil<bool> noInterpolation)
|
||||
{
|
||||
bool convertedDisableInterp = ValueOr<bool>(noInterpolation, false);
|
||||
|
||||
_prevRotation = convertedDisableInterp ? rot : _rotation;
|
||||
_rotation = rot;
|
||||
}
|
||||
|
||||
/// Set the horizon's transparency.
|
||||
// @function SetTransparency
|
||||
// @tparam float transparency New transparency alpha.
|
||||
void Horizon::SetTransparency(float value)
|
||||
{
|
||||
_transparency = value;
|
||||
}
|
||||
|
||||
const Vec3 Horizon::GetPrevPosition() const
|
||||
{
|
||||
return _prevPosition;
|
||||
}
|
||||
|
||||
const Rotation Horizon::GetPrevRotation() const
|
||||
{
|
||||
return _prevRotation;
|
||||
}
|
||||
}
|
55
TombEngine/Scripting/Internal/TEN/Flow/Horizon/Horizon.h
Normal file
55
TombEngine/Scripting/Internal/TEN/Flow/Horizon/Horizon.h
Normal file
|
@ -0,0 +1,55 @@
|
|||
#pragma once
|
||||
|
||||
#include "Objects/game_object_ids.h"
|
||||
#include "Scripting/Internal/ScriptUtil.h"
|
||||
#include "Scripting/Internal/TEN/Types/Rotation/Rotation.h"
|
||||
#include "Scripting/Internal/TEN/Types/Vec3/Vec3.h"
|
||||
|
||||
namespace TEN::Scripting
|
||||
{
|
||||
class Horizon
|
||||
{
|
||||
public:
|
||||
static void Register(sol::table& parent);
|
||||
|
||||
private:
|
||||
// Fields
|
||||
|
||||
bool _enabled = false;
|
||||
GAME_OBJECT_ID _objectID = GAME_OBJECT_ID::ID_HORIZON;
|
||||
Vec3 _position = {};
|
||||
Rotation _rotation = {};
|
||||
float _scale = 1.0f;
|
||||
float _transparency = 1.0f;
|
||||
|
||||
Vec3 _prevPosition = {};
|
||||
Rotation _prevRotation = {};
|
||||
float _prevScale = 1.0f;
|
||||
|
||||
public:
|
||||
// Constructors
|
||||
|
||||
Horizon() = default;
|
||||
Horizon(bool enabled);
|
||||
Horizon(GAME_OBJECT_ID objectID);
|
||||
|
||||
// Getters
|
||||
|
||||
bool GetEnabled() const;
|
||||
GAME_OBJECT_ID GetObjectID() const;
|
||||
const Vec3 GetPosition() const;
|
||||
const Rotation GetRotation() const;
|
||||
const float GetTransparency() const;
|
||||
|
||||
const Vec3 GetPrevPosition() const;
|
||||
const Rotation GetPrevRotation() const;
|
||||
|
||||
// Setters
|
||||
|
||||
void SetEnabled(bool value);
|
||||
void SetObjectID(GAME_OBJECT_ID objectID);
|
||||
void SetPosition(const Vec3& pos, TypeOrNil<bool> disableInterpolation);
|
||||
void SetRotation(const Rotation& orient, TypeOrNil<bool> disableInterpolation);
|
||||
void SetTransparency(float value);
|
||||
};
|
||||
}
|
|
@ -39,9 +39,9 @@ namespace TEN::Scripting
|
|||
|
||||
/// Create a LensFlare object.
|
||||
// @function LensFlare
|
||||
// @tparam float Pitch angle in degrees.
|
||||
// @tparam float Yaw angle in degrees.
|
||||
// @tparam Color Color.
|
||||
// @tparam float pitch Pitch angle in degrees.
|
||||
// @tparam float yaw Yaw angle in degrees.
|
||||
// @tparam Color color Color of the lensflare.
|
||||
// @treturn LensFlare A new LensFlare object.
|
||||
LensFlare::LensFlare(float pitch, float yaw, const ScriptColor& color)
|
||||
{
|
||||
|
@ -91,7 +91,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this lens flare's sun sprite ID.
|
||||
// @function LensFlare:SetSunSpriteID
|
||||
// @tparam int New sun sprite ID.
|
||||
// @tparam int spriteID New sun sprite ID.
|
||||
void LensFlare::SetSunSpriteID(int spriteID)
|
||||
{
|
||||
// Sprite ID out of range; return early.
|
||||
|
@ -106,7 +106,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this lens flare's pitch angle.
|
||||
// @function LensFlare:SetPitch
|
||||
// @tparam float New pitch angle in degrees.
|
||||
// @tparam float pitch New pitch angle in degrees.
|
||||
void LensFlare::SetPitch(float pitch)
|
||||
{
|
||||
_rotation.x = pitch;
|
||||
|
@ -114,7 +114,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this lens flare's yaw angle.
|
||||
// @function LensFlare:SetYaw
|
||||
// @tparam float New yaw angle in degrees.
|
||||
// @tparam float yaw New yaw angle in degrees.
|
||||
void LensFlare::SetYaw(float yaw)
|
||||
{
|
||||
_rotation.y = yaw;
|
||||
|
@ -122,7 +122,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this lens flare's color.
|
||||
// @function LensFlare:SetColor
|
||||
// @tparam Color New color.
|
||||
// @tparam Color color New color.
|
||||
void LensFlare::SetColor(const ScriptColor& color)
|
||||
{
|
||||
_color = color;
|
||||
|
|
|
@ -13,10 +13,9 @@ These are things things which aren't present in the compiled level file itself.
|
|||
@pragma nostrip
|
||||
*/
|
||||
|
||||
/*** Make a new Level object.
|
||||
@function Level
|
||||
@treturn Level a Level object
|
||||
*/
|
||||
/// Make a new Level object.
|
||||
//@function Level
|
||||
//@treturn Level a Level object
|
||||
void Level::Register(sol::table& parent)
|
||||
{
|
||||
// Register type.
|
||||
|
@ -58,6 +57,15 @@ void Level::Register(sol::table& parent)
|
|||
//@mem layer2
|
||||
"layer2", &Level::Layer2,
|
||||
|
||||
/// (@{Flow.Horizon}) First horizon layer.
|
||||
//@mem horizon1
|
||||
"horizon1", &Level::Horizon1,
|
||||
"horizon", sol::property(&Level::GetHorizon1Enabled, &Level::SetHorizon1Enabled), // Compatibility.
|
||||
|
||||
/// (@{Flow.Horizon}) Second horizon layer.
|
||||
//@mem horizon1
|
||||
"horizon2", &Level::Horizon2,
|
||||
|
||||
/// (@{Flow.Starfield}) Starfield.
|
||||
// @mem starfield
|
||||
"starfield", &Level::Starfield,
|
||||
|
@ -72,25 +80,18 @@ void Level::Register(sol::table& parent)
|
|||
//@mem fog
|
||||
"fog", &Level::Fog,
|
||||
|
||||
/// (bool) Draw sky layer? (default: false)
|
||||
//@mem horizon
|
||||
"horizon", &Level::Horizon,
|
||||
|
||||
/// (bool) Enable flickering lightning in the sky.
|
||||
// Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
|
||||
//
|
||||
//@mem storm
|
||||
"storm", &Level::Storm,
|
||||
|
||||
/// (WeatherType) Choose weather effect.
|
||||
// Must be one of the values `WeatherType.None`, `WeatherType.Rain`, or `WeatherType.Snow`.
|
||||
//
|
||||
//@mem weather
|
||||
"weather", &Level::Weather,
|
||||
|
||||
/// (float) Choose weather strength.
|
||||
// Must be value between `0.1` and `1.0`.
|
||||
//
|
||||
//@mem weatherStrength
|
||||
"weatherStrength", sol::property(&Level::SetWeatherStrength),
|
||||
|
||||
|
@ -115,6 +116,9 @@ e.g. `myLevel.laraType = LaraType.Divesuit`
|
|||
//@mem rumble
|
||||
"rumble", &Level::Rumble,
|
||||
|
||||
/// (int) The maximum draw distance for level.
|
||||
// Given in sectors (blocks). Must be at least 4.
|
||||
//@mem farView
|
||||
"farView", sol::property(&Level::SetLevelFarView),
|
||||
|
||||
/// (bool) Reset hub data.
|
||||
|
@ -147,14 +151,6 @@ void Level::SetWeatherStrength(float val)
|
|||
}
|
||||
}
|
||||
|
||||
/*** (int) The maximum draw distance for level.
|
||||
Given in sectors (blocks).
|
||||
Must be at least 4.
|
||||
|
||||
This is equivalent to TRNG's LevelFarView variable.
|
||||
|
||||
@mem farView
|
||||
*/
|
||||
void Level::SetLevelFarView(short val)
|
||||
{
|
||||
static_assert(MIN_FAR_VIEW == 3200.0f, "Please update the comment, docs, and warning message if this number changes.");
|
||||
|
@ -173,46 +169,25 @@ void Level::SetLevelFarView(short val)
|
|||
}
|
||||
}
|
||||
|
||||
RGBAColor8Byte Level::GetSkyLayerColor(int index) const
|
||||
const SkyLayer& Level::GetSkyLayer(int index) const
|
||||
{
|
||||
TENAssert(index == 0 || index == 1, "Sky layer index must be 0 or 1.");
|
||||
return (index == 0 ? Layer1 : Layer2);
|
||||
}
|
||||
|
||||
if (index == 0)
|
||||
{
|
||||
return Layer1.GetColor();
|
||||
}
|
||||
else
|
||||
{
|
||||
return Layer2.GetColor();
|
||||
}
|
||||
RGBAColor8Byte Level::GetSkyLayerColor(int index) const
|
||||
{
|
||||
return GetSkyLayer(index).GetColor();
|
||||
}
|
||||
|
||||
bool Level::GetSkyLayerEnabled(int index) const
|
||||
{
|
||||
TENAssert(index == 0 || index == 1, "Sky layer index must be 0 or 1.");
|
||||
|
||||
if (index == 0)
|
||||
{
|
||||
return Layer1.Enabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Layer2.Enabled;
|
||||
}
|
||||
return GetSkyLayer(index).Enabled;
|
||||
}
|
||||
|
||||
short Level::GetSkyLayerSpeed(int index) const
|
||||
{
|
||||
TENAssert(index == 0 || index == 1, "Sky layer index must be 0 or 1.");
|
||||
|
||||
if (index == 0)
|
||||
{
|
||||
return Layer1.CloudSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Layer2.CloudSpeed;
|
||||
}
|
||||
return GetSkyLayer(index).CloudSpeed;
|
||||
}
|
||||
|
||||
LaraType Level::GetLaraType() const
|
||||
|
@ -230,6 +205,11 @@ bool Level::GetStormEnabled() const
|
|||
return Storm;
|
||||
}
|
||||
|
||||
bool Level::GetRumbleEnabled() const
|
||||
{
|
||||
return Rumble;
|
||||
}
|
||||
|
||||
float Level::GetWeatherStrength() const
|
||||
{
|
||||
return WeatherStrength;
|
||||
|
@ -280,6 +260,57 @@ std::string Level::GetAmbientTrack() const
|
|||
return AmbientTrack;
|
||||
}
|
||||
|
||||
const TEN::Scripting::Horizon& Level::GetHorizon(int index) const
|
||||
{
|
||||
TENAssert(index == 0 || index == 1, "Horizon index must be 0 or 1.");
|
||||
return (index == 0 ? Horizon1 : Horizon2);
|
||||
}
|
||||
|
||||
bool Level::GetHorizon1Enabled() const
|
||||
{
|
||||
return Horizon1.GetEnabled();
|
||||
}
|
||||
|
||||
void Level::SetHorizon1Enabled(bool enabled)
|
||||
{
|
||||
Horizon1.SetEnabled(enabled);
|
||||
}
|
||||
|
||||
bool Level::GetHorizonEnabled(int index) const
|
||||
{
|
||||
return GetHorizon(index).GetEnabled();
|
||||
}
|
||||
|
||||
GAME_OBJECT_ID Level::GetHorizonObjectID(int index) const
|
||||
{
|
||||
return GetHorizon(index).GetObjectID();
|
||||
}
|
||||
|
||||
float Level::GetHorizonTransparency(int index) const
|
||||
{
|
||||
return GetHorizon(index).GetTransparency();
|
||||
}
|
||||
|
||||
Vector3 Level::GetHorizonPosition(int index) const
|
||||
{
|
||||
return GetHorizon(index).GetPosition().ToVector3();
|
||||
}
|
||||
|
||||
EulerAngles Level::GetHorizonOrientation(int index) const
|
||||
{
|
||||
return GetHorizon(index).GetRotation().ToEulerAngles();
|
||||
}
|
||||
|
||||
Vector3 Level::GetHorizonPrevPosition(int index) const
|
||||
{
|
||||
return GetHorizon(index).GetPrevPosition().ToVector3();
|
||||
}
|
||||
|
||||
EulerAngles Level::GetHorizonPrevOrientation(int index) const
|
||||
{
|
||||
return GetHorizon(index).GetPrevRotation().ToEulerAngles();
|
||||
}
|
||||
|
||||
bool Level::GetLensFlareEnabled() const
|
||||
{
|
||||
return LensFlare.GetEnabledStatus();
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
#include "Scripting/Internal/TEN/Flow/SkyLayer/SkyLayer.h"
|
||||
#include "Scripting/Internal/TEN/Flow/Horizon/Horizon.h"
|
||||
#include "Scripting/Internal/TEN/Flow/LensFlare/LensFlare.h"
|
||||
#include "Scripting/Internal/TEN/Flow/SkyLayer/SkyLayer.h"
|
||||
#include "Scripting/Internal/TEN/Flow/Starfield/Starfield.h"
|
||||
#include "Scripting/Internal/TEN/Flow/Fog/Fog.h"
|
||||
#include "Scripting/Include/ScriptInterfaceLevel.h"
|
||||
|
@ -27,18 +28,21 @@ static const std::unordered_map<std::string, LaraType> PLAYER_TYPES
|
|||
|
||||
struct Level : public ScriptInterfaceLevel
|
||||
{
|
||||
SkyLayer Layer1 = {};
|
||||
SkyLayer Layer2 = {};
|
||||
Fog Fog = {};
|
||||
int LevelFarView = 0;
|
||||
std::string AmbientTrack = {};
|
||||
|
||||
LensFlare LensFlare = {};
|
||||
Starfield Starfield = {};
|
||||
SkyLayer Layer1 = {};
|
||||
SkyLayer Layer2 = {};
|
||||
TEN::Scripting::Horizon Horizon1 = {};
|
||||
TEN::Scripting::Horizon Horizon2 = {};
|
||||
TEN::Scripting::LensFlare LensFlare = {};
|
||||
TEN::Scripting::Starfield Starfield = {};
|
||||
|
||||
WeatherType Weather = WeatherType::None;
|
||||
float WeatherStrength = 1.0f;
|
||||
bool Storm = false;
|
||||
bool Rumble = false;
|
||||
|
||||
LaraType Type = LaraType::Normal;
|
||||
int LevelSecrets = 0;
|
||||
|
@ -53,6 +57,7 @@ struct Level : public ScriptInterfaceLevel
|
|||
float GetWeatherStrength() const override;
|
||||
bool GetSkyLayerEnabled(int index) const override;
|
||||
bool GetStormEnabled() const override;
|
||||
bool GetRumbleEnabled() const override;
|
||||
short GetSkyLayerSpeed(int index) const override;
|
||||
RGBAColor8Byte GetSkyLayerColor(int index) const override;
|
||||
LaraType GetLaraType() const override;
|
||||
|
@ -68,6 +73,19 @@ struct Level : public ScriptInterfaceLevel
|
|||
std::string GetAmbientTrack() const override;
|
||||
bool GetResetHubEnabled() const override;
|
||||
|
||||
// Horizon getters
|
||||
bool GetHorizonEnabled(int index) const override;
|
||||
GAME_OBJECT_ID GetHorizonObjectID(int index) const override;
|
||||
float GetHorizonTransparency(int index) const override;
|
||||
Vector3 GetHorizonPosition(int index) const override;
|
||||
EulerAngles GetHorizonOrientation(int index) const override;
|
||||
Vector3 GetHorizonPrevPosition(int index) const override;
|
||||
EulerAngles GetHorizonPrevOrientation(int index) const override;
|
||||
|
||||
// Compatibility
|
||||
bool GetHorizon1Enabled() const;
|
||||
void SetHorizon1Enabled(bool enabled);
|
||||
|
||||
// Lens flare getters
|
||||
bool GetLensFlareEnabled() const override;
|
||||
int GetLensFlareSunSpriteID() const override;
|
||||
|
@ -82,4 +100,8 @@ struct Level : public ScriptInterfaceLevel
|
|||
int GetStarfieldMeteorCount() const override;
|
||||
int GetStarfieldMeteorSpawnDensity() const override;
|
||||
float GetStarfieldMeteorVelocity() const override;
|
||||
|
||||
// Utility
|
||||
const SkyLayer& GetSkyLayer(int index) const;
|
||||
const TEN::Scripting::Horizon& GetHorizon(int index) const;
|
||||
};
|
||||
|
|
|
@ -50,6 +50,8 @@ namespace TEN::Scripting
|
|||
// @function Starfield
|
||||
// @tparam int starCount Star count. __Max: 6000__
|
||||
// @tparam int meteorCount Meteor count. __Max: 100__
|
||||
// @tparam int meteorSpawnDensity Meteor spawn density.
|
||||
// @tparam int meteorVel Meteor velocity.
|
||||
// @treturn Starfield A new Starfield object.
|
||||
Starfield::Starfield(int starCount, int meteorCount, int meteorSpawnDensity, float meteorVel)
|
||||
{
|
||||
|
@ -115,7 +117,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this starfield's number of stars.
|
||||
// @function Starfield:SetStarCount
|
||||
// @tparam int New star count.
|
||||
// @tparam int count New star count.
|
||||
void Starfield::SetStarCount(int count)
|
||||
{
|
||||
if (count < 0 || count > STAR_COUNT_MAX)
|
||||
|
@ -126,7 +128,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this starfield's number of meteors.
|
||||
// @function Starfield:SetMeteorCount
|
||||
// @tparam int New meteor count.
|
||||
// @tparam int count New meteor count.
|
||||
void Starfield::SetMeteorCount(int count)
|
||||
{
|
||||
if (count < 0 || count > METEOR_COUNT_MAX)
|
||||
|
@ -137,7 +139,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this starfield's meteor spawn density.
|
||||
// @function Starfield:SetMeteorSpawnDensity
|
||||
// @tparam int New meteor spawn density.
|
||||
// @tparam int density New meteor spawn density.
|
||||
void Starfield::SetMeteorSpawnDensity(int spawnDensity)
|
||||
{
|
||||
_meteorSpawnDensity = spawnDensity;
|
||||
|
@ -145,7 +147,7 @@ namespace TEN::Scripting
|
|||
|
||||
/// Set this starfield's meteor velocity.
|
||||
// @function Starfield:SetMeteorVelocity
|
||||
// @tparam float New meteor velocity.
|
||||
// @tparam float velocity New meteor velocity.
|
||||
void Starfield::SetMeteorVelocity(float vel)
|
||||
{
|
||||
_meteorVelocity = vel;
|
||||
|
|
|
@ -244,7 +244,7 @@ void Moveable::Initialize()
|
|||
|
||||
/// Retrieve the object ID
|
||||
// @function Moveable:GetObjectID
|
||||
// @treturn int 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;
|
||||
|
|
|
@ -166,12 +166,12 @@ namespace TEN::Scripting::View
|
|||
|
||||
///Do a full-screen fade-in from black.
|
||||
//@function FadeIn
|
||||
//@tparam float speed (default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
|
||||
//@tparam float speed (default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
tableView.set_function(ScriptReserved_FadeIn, &FadeIn);
|
||||
|
||||
///Do a full-screen fade-to-black. The screen will remain black until a call to FadeIn.
|
||||
//@function FadeOut
|
||||
//@tparam float speed (default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
|
||||
//@tparam float speed (default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
tableView.set_function(ScriptReserved_FadeOut, &FadeOut);
|
||||
|
||||
///Check if fade out is complete and screen is completely black.
|
||||
|
@ -261,7 +261,7 @@ namespace TEN::Scripting::View
|
|||
/// Flash screen.
|
||||
//@function FlashScreen
|
||||
//@tparam Color color (default Color(255, 255, 255))
|
||||
//@tparam float speed (default 1.0). Speed in "amount" per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
//@tparam float speed (default 1.0). Speed in units per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
tableView.set_function(ScriptReserved_FlashScreen, &FlashScreen);
|
||||
|
||||
/// Get the display resolution's aspect ratio.
|
||||
|
|
|
@ -41,6 +41,7 @@ float4 PS(PixelShaderInput input) : SV_TARGET
|
|||
float3 light = saturate(Color.xyz - float3(input.FogBulbs.w, input.FogBulbs.w, input.FogBulbs.w) * 1.4f);
|
||||
output.xyz *= light;
|
||||
output.xyz += saturate(input.FogBulbs.xyz);
|
||||
output.w *= Color.w;
|
||||
|
||||
return output;
|
||||
}
|
|
@ -13,6 +13,10 @@ namespace Save {
|
|||
|
||||
struct RoomVector;
|
||||
|
||||
struct LevelData;
|
||||
struct LevelDataBuilder;
|
||||
struct LevelDataT;
|
||||
|
||||
struct Room;
|
||||
struct RoomBuilder;
|
||||
struct RoomT;
|
||||
|
@ -537,6 +541,416 @@ struct KeyValPair::Traits {
|
|||
using type = KeyValPair;
|
||||
};
|
||||
|
||||
struct LevelDataT : public flatbuffers::NativeTable {
|
||||
typedef LevelData TableType;
|
||||
int32_t level_far_view = 0;
|
||||
bool storm_enabled = false;
|
||||
bool rumble_enabled = false;
|
||||
int32_t weather_type = 0;
|
||||
float weather_strength = 0.0f;
|
||||
bool fog_enabled = false;
|
||||
int32_t fog_color = 0;
|
||||
int32_t fog_min_distance = 0;
|
||||
int32_t fog_max_distance = 0;
|
||||
bool sky_layer_1_enabled = false;
|
||||
int32_t sky_layer_1_color = 0;
|
||||
int32_t sky_layer_1_speed = 0;
|
||||
bool sky_layer_2_enabled = false;
|
||||
int32_t sky_layer_2_color = 0;
|
||||
int32_t sky_layer_2_speed = 0;
|
||||
bool horizon1_enabled = false;
|
||||
int32_t horizon1_object_id = 0;
|
||||
std::unique_ptr<TEN::Save::Vector3> horizon1_position{};
|
||||
std::unique_ptr<TEN::Save::EulerAngles> horizon1_orientation{};
|
||||
float horizon1_transparency = 0.0f;
|
||||
bool horizon2_enabled = false;
|
||||
int32_t horizon2_object_id = 0;
|
||||
std::unique_ptr<TEN::Save::Vector3> horizon2_position{};
|
||||
std::unique_ptr<TEN::Save::EulerAngles> horizon2_orientation{};
|
||||
float horizon2_transparency = 0.0f;
|
||||
int32_t lensflare_sprite_id = 0;
|
||||
float lensflare_pitch = 0.0f;
|
||||
float lensflare_yaw = 0.0f;
|
||||
int32_t lensflare_color = 0;
|
||||
int32_t starfield_star_count = 0;
|
||||
int32_t starfield_meteor_count = 0;
|
||||
int32_t starfield_meteor_spawn_density = 0;
|
||||
int32_t starfield_meteor_velocity = 0;
|
||||
};
|
||||
|
||||
struct LevelData FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
|
||||
typedef LevelDataT NativeTableType;
|
||||
typedef LevelDataBuilder Builder;
|
||||
struct Traits;
|
||||
enum FlatBuffersVTableOffset FLATBUFFERS_VTABLE_UNDERLYING_TYPE {
|
||||
VT_LEVEL_FAR_VIEW = 4,
|
||||
VT_STORM_ENABLED = 6,
|
||||
VT_RUMBLE_ENABLED = 8,
|
||||
VT_WEATHER_TYPE = 10,
|
||||
VT_WEATHER_STRENGTH = 12,
|
||||
VT_FOG_ENABLED = 14,
|
||||
VT_FOG_COLOR = 16,
|
||||
VT_FOG_MIN_DISTANCE = 18,
|
||||
VT_FOG_MAX_DISTANCE = 20,
|
||||
VT_SKY_LAYER_1_ENABLED = 22,
|
||||
VT_SKY_LAYER_1_COLOR = 24,
|
||||
VT_SKY_LAYER_1_SPEED = 26,
|
||||
VT_SKY_LAYER_2_ENABLED = 28,
|
||||
VT_SKY_LAYER_2_COLOR = 30,
|
||||
VT_SKY_LAYER_2_SPEED = 32,
|
||||
VT_HORIZON1_ENABLED = 34,
|
||||
VT_HORIZON1_OBJECT_ID = 36,
|
||||
VT_HORIZON1_POSITION = 38,
|
||||
VT_HORIZON1_ORIENTATION = 40,
|
||||
VT_HORIZON1_TRANSPARENCY = 42,
|
||||
VT_HORIZON2_ENABLED = 44,
|
||||
VT_HORIZON2_OBJECT_ID = 46,
|
||||
VT_HORIZON2_POSITION = 48,
|
||||
VT_HORIZON2_ORIENTATION = 50,
|
||||
VT_HORIZON2_TRANSPARENCY = 52,
|
||||
VT_LENSFLARE_SPRITE_ID = 54,
|
||||
VT_LENSFLARE_PITCH = 56,
|
||||
VT_LENSFLARE_YAW = 58,
|
||||
VT_LENSFLARE_COLOR = 60,
|
||||
VT_STARFIELD_STAR_COUNT = 62,
|
||||
VT_STARFIELD_METEOR_COUNT = 64,
|
||||
VT_STARFIELD_METEOR_SPAWN_DENSITY = 66,
|
||||
VT_STARFIELD_METEOR_VELOCITY = 68
|
||||
};
|
||||
int32_t level_far_view() const {
|
||||
return GetField<int32_t>(VT_LEVEL_FAR_VIEW, 0);
|
||||
}
|
||||
bool storm_enabled() const {
|
||||
return GetField<uint8_t>(VT_STORM_ENABLED, 0) != 0;
|
||||
}
|
||||
bool rumble_enabled() const {
|
||||
return GetField<uint8_t>(VT_RUMBLE_ENABLED, 0) != 0;
|
||||
}
|
||||
int32_t weather_type() const {
|
||||
return GetField<int32_t>(VT_WEATHER_TYPE, 0);
|
||||
}
|
||||
float weather_strength() const {
|
||||
return GetField<float>(VT_WEATHER_STRENGTH, 0.0f);
|
||||
}
|
||||
bool fog_enabled() const {
|
||||
return GetField<uint8_t>(VT_FOG_ENABLED, 0) != 0;
|
||||
}
|
||||
int32_t fog_color() const {
|
||||
return GetField<int32_t>(VT_FOG_COLOR, 0);
|
||||
}
|
||||
int32_t fog_min_distance() const {
|
||||
return GetField<int32_t>(VT_FOG_MIN_DISTANCE, 0);
|
||||
}
|
||||
int32_t fog_max_distance() const {
|
||||
return GetField<int32_t>(VT_FOG_MAX_DISTANCE, 0);
|
||||
}
|
||||
bool sky_layer_1_enabled() const {
|
||||
return GetField<uint8_t>(VT_SKY_LAYER_1_ENABLED, 0) != 0;
|
||||
}
|
||||
int32_t sky_layer_1_color() const {
|
||||
return GetField<int32_t>(VT_SKY_LAYER_1_COLOR, 0);
|
||||
}
|
||||
int32_t sky_layer_1_speed() const {
|
||||
return GetField<int32_t>(VT_SKY_LAYER_1_SPEED, 0);
|
||||
}
|
||||
bool sky_layer_2_enabled() const {
|
||||
return GetField<uint8_t>(VT_SKY_LAYER_2_ENABLED, 0) != 0;
|
||||
}
|
||||
int32_t sky_layer_2_color() const {
|
||||
return GetField<int32_t>(VT_SKY_LAYER_2_COLOR, 0);
|
||||
}
|
||||
int32_t sky_layer_2_speed() const {
|
||||
return GetField<int32_t>(VT_SKY_LAYER_2_SPEED, 0);
|
||||
}
|
||||
bool horizon1_enabled() const {
|
||||
return GetField<uint8_t>(VT_HORIZON1_ENABLED, 0) != 0;
|
||||
}
|
||||
int32_t horizon1_object_id() const {
|
||||
return GetField<int32_t>(VT_HORIZON1_OBJECT_ID, 0);
|
||||
}
|
||||
const TEN::Save::Vector3 *horizon1_position() const {
|
||||
return GetStruct<const TEN::Save::Vector3 *>(VT_HORIZON1_POSITION);
|
||||
}
|
||||
const TEN::Save::EulerAngles *horizon1_orientation() const {
|
||||
return GetStruct<const TEN::Save::EulerAngles *>(VT_HORIZON1_ORIENTATION);
|
||||
}
|
||||
float horizon1_transparency() const {
|
||||
return GetField<float>(VT_HORIZON1_TRANSPARENCY, 0.0f);
|
||||
}
|
||||
bool horizon2_enabled() const {
|
||||
return GetField<uint8_t>(VT_HORIZON2_ENABLED, 0) != 0;
|
||||
}
|
||||
int32_t horizon2_object_id() const {
|
||||
return GetField<int32_t>(VT_HORIZON2_OBJECT_ID, 0);
|
||||
}
|
||||
const TEN::Save::Vector3 *horizon2_position() const {
|
||||
return GetStruct<const TEN::Save::Vector3 *>(VT_HORIZON2_POSITION);
|
||||
}
|
||||
const TEN::Save::EulerAngles *horizon2_orientation() const {
|
||||
return GetStruct<const TEN::Save::EulerAngles *>(VT_HORIZON2_ORIENTATION);
|
||||
}
|
||||
float horizon2_transparency() const {
|
||||
return GetField<float>(VT_HORIZON2_TRANSPARENCY, 0.0f);
|
||||
}
|
||||
int32_t lensflare_sprite_id() const {
|
||||
return GetField<int32_t>(VT_LENSFLARE_SPRITE_ID, 0);
|
||||
}
|
||||
float lensflare_pitch() const {
|
||||
return GetField<float>(VT_LENSFLARE_PITCH, 0.0f);
|
||||
}
|
||||
float lensflare_yaw() const {
|
||||
return GetField<float>(VT_LENSFLARE_YAW, 0.0f);
|
||||
}
|
||||
int32_t lensflare_color() const {
|
||||
return GetField<int32_t>(VT_LENSFLARE_COLOR, 0);
|
||||
}
|
||||
int32_t starfield_star_count() const {
|
||||
return GetField<int32_t>(VT_STARFIELD_STAR_COUNT, 0);
|
||||
}
|
||||
int32_t starfield_meteor_count() const {
|
||||
return GetField<int32_t>(VT_STARFIELD_METEOR_COUNT, 0);
|
||||
}
|
||||
int32_t starfield_meteor_spawn_density() const {
|
||||
return GetField<int32_t>(VT_STARFIELD_METEOR_SPAWN_DENSITY, 0);
|
||||
}
|
||||
int32_t starfield_meteor_velocity() const {
|
||||
return GetField<int32_t>(VT_STARFIELD_METEOR_VELOCITY, 0);
|
||||
}
|
||||
bool Verify(flatbuffers::Verifier &verifier) const {
|
||||
return VerifyTableStart(verifier) &&
|
||||
VerifyField<int32_t>(verifier, VT_LEVEL_FAR_VIEW) &&
|
||||
VerifyField<uint8_t>(verifier, VT_STORM_ENABLED) &&
|
||||
VerifyField<uint8_t>(verifier, VT_RUMBLE_ENABLED) &&
|
||||
VerifyField<int32_t>(verifier, VT_WEATHER_TYPE) &&
|
||||
VerifyField<float>(verifier, VT_WEATHER_STRENGTH) &&
|
||||
VerifyField<uint8_t>(verifier, VT_FOG_ENABLED) &&
|
||||
VerifyField<int32_t>(verifier, VT_FOG_COLOR) &&
|
||||
VerifyField<int32_t>(verifier, VT_FOG_MIN_DISTANCE) &&
|
||||
VerifyField<int32_t>(verifier, VT_FOG_MAX_DISTANCE) &&
|
||||
VerifyField<uint8_t>(verifier, VT_SKY_LAYER_1_ENABLED) &&
|
||||
VerifyField<int32_t>(verifier, VT_SKY_LAYER_1_COLOR) &&
|
||||
VerifyField<int32_t>(verifier, VT_SKY_LAYER_1_SPEED) &&
|
||||
VerifyField<uint8_t>(verifier, VT_SKY_LAYER_2_ENABLED) &&
|
||||
VerifyField<int32_t>(verifier, VT_SKY_LAYER_2_COLOR) &&
|
||||
VerifyField<int32_t>(verifier, VT_SKY_LAYER_2_SPEED) &&
|
||||
VerifyField<uint8_t>(verifier, VT_HORIZON1_ENABLED) &&
|
||||
VerifyField<int32_t>(verifier, VT_HORIZON1_OBJECT_ID) &&
|
||||
VerifyField<TEN::Save::Vector3>(verifier, VT_HORIZON1_POSITION) &&
|
||||
VerifyField<TEN::Save::EulerAngles>(verifier, VT_HORIZON1_ORIENTATION) &&
|
||||
VerifyField<float>(verifier, VT_HORIZON1_TRANSPARENCY) &&
|
||||
VerifyField<uint8_t>(verifier, VT_HORIZON2_ENABLED) &&
|
||||
VerifyField<int32_t>(verifier, VT_HORIZON2_OBJECT_ID) &&
|
||||
VerifyField<TEN::Save::Vector3>(verifier, VT_HORIZON2_POSITION) &&
|
||||
VerifyField<TEN::Save::EulerAngles>(verifier, VT_HORIZON2_ORIENTATION) &&
|
||||
VerifyField<float>(verifier, VT_HORIZON2_TRANSPARENCY) &&
|
||||
VerifyField<int32_t>(verifier, VT_LENSFLARE_SPRITE_ID) &&
|
||||
VerifyField<float>(verifier, VT_LENSFLARE_PITCH) &&
|
||||
VerifyField<float>(verifier, VT_LENSFLARE_YAW) &&
|
||||
VerifyField<int32_t>(verifier, VT_LENSFLARE_COLOR) &&
|
||||
VerifyField<int32_t>(verifier, VT_STARFIELD_STAR_COUNT) &&
|
||||
VerifyField<int32_t>(verifier, VT_STARFIELD_METEOR_COUNT) &&
|
||||
VerifyField<int32_t>(verifier, VT_STARFIELD_METEOR_SPAWN_DENSITY) &&
|
||||
VerifyField<int32_t>(verifier, VT_STARFIELD_METEOR_VELOCITY) &&
|
||||
verifier.EndTable();
|
||||
}
|
||||
LevelDataT *UnPack(const flatbuffers::resolver_function_t *_resolver = nullptr) const;
|
||||
void UnPackTo(LevelDataT *_o, const flatbuffers::resolver_function_t *_resolver = nullptr) const;
|
||||
static flatbuffers::Offset<LevelData> Pack(flatbuffers::FlatBufferBuilder &_fbb, const LevelDataT* _o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
|
||||
};
|
||||
|
||||
struct LevelDataBuilder {
|
||||
typedef LevelData Table;
|
||||
flatbuffers::FlatBufferBuilder &fbb_;
|
||||
flatbuffers::uoffset_t start_;
|
||||
void add_level_far_view(int32_t level_far_view) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_LEVEL_FAR_VIEW, level_far_view, 0);
|
||||
}
|
||||
void add_storm_enabled(bool storm_enabled) {
|
||||
fbb_.AddElement<uint8_t>(LevelData::VT_STORM_ENABLED, static_cast<uint8_t>(storm_enabled), 0);
|
||||
}
|
||||
void add_rumble_enabled(bool rumble_enabled) {
|
||||
fbb_.AddElement<uint8_t>(LevelData::VT_RUMBLE_ENABLED, static_cast<uint8_t>(rumble_enabled), 0);
|
||||
}
|
||||
void add_weather_type(int32_t weather_type) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_WEATHER_TYPE, weather_type, 0);
|
||||
}
|
||||
void add_weather_strength(float weather_strength) {
|
||||
fbb_.AddElement<float>(LevelData::VT_WEATHER_STRENGTH, weather_strength, 0.0f);
|
||||
}
|
||||
void add_fog_enabled(bool fog_enabled) {
|
||||
fbb_.AddElement<uint8_t>(LevelData::VT_FOG_ENABLED, static_cast<uint8_t>(fog_enabled), 0);
|
||||
}
|
||||
void add_fog_color(int32_t fog_color) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_FOG_COLOR, fog_color, 0);
|
||||
}
|
||||
void add_fog_min_distance(int32_t fog_min_distance) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_FOG_MIN_DISTANCE, fog_min_distance, 0);
|
||||
}
|
||||
void add_fog_max_distance(int32_t fog_max_distance) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_FOG_MAX_DISTANCE, fog_max_distance, 0);
|
||||
}
|
||||
void add_sky_layer_1_enabled(bool sky_layer_1_enabled) {
|
||||
fbb_.AddElement<uint8_t>(LevelData::VT_SKY_LAYER_1_ENABLED, static_cast<uint8_t>(sky_layer_1_enabled), 0);
|
||||
}
|
||||
void add_sky_layer_1_color(int32_t sky_layer_1_color) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_SKY_LAYER_1_COLOR, sky_layer_1_color, 0);
|
||||
}
|
||||
void add_sky_layer_1_speed(int32_t sky_layer_1_speed) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_SKY_LAYER_1_SPEED, sky_layer_1_speed, 0);
|
||||
}
|
||||
void add_sky_layer_2_enabled(bool sky_layer_2_enabled) {
|
||||
fbb_.AddElement<uint8_t>(LevelData::VT_SKY_LAYER_2_ENABLED, static_cast<uint8_t>(sky_layer_2_enabled), 0);
|
||||
}
|
||||
void add_sky_layer_2_color(int32_t sky_layer_2_color) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_SKY_LAYER_2_COLOR, sky_layer_2_color, 0);
|
||||
}
|
||||
void add_sky_layer_2_speed(int32_t sky_layer_2_speed) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_SKY_LAYER_2_SPEED, sky_layer_2_speed, 0);
|
||||
}
|
||||
void add_horizon1_enabled(bool horizon1_enabled) {
|
||||
fbb_.AddElement<uint8_t>(LevelData::VT_HORIZON1_ENABLED, static_cast<uint8_t>(horizon1_enabled), 0);
|
||||
}
|
||||
void add_horizon1_object_id(int32_t horizon1_object_id) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_HORIZON1_OBJECT_ID, horizon1_object_id, 0);
|
||||
}
|
||||
void add_horizon1_position(const TEN::Save::Vector3 *horizon1_position) {
|
||||
fbb_.AddStruct(LevelData::VT_HORIZON1_POSITION, horizon1_position);
|
||||
}
|
||||
void add_horizon1_orientation(const TEN::Save::EulerAngles *horizon1_orientation) {
|
||||
fbb_.AddStruct(LevelData::VT_HORIZON1_ORIENTATION, horizon1_orientation);
|
||||
}
|
||||
void add_horizon1_transparency(float horizon1_transparency) {
|
||||
fbb_.AddElement<float>(LevelData::VT_HORIZON1_TRANSPARENCY, horizon1_transparency, 0.0f);
|
||||
}
|
||||
void add_horizon2_enabled(bool horizon2_enabled) {
|
||||
fbb_.AddElement<uint8_t>(LevelData::VT_HORIZON2_ENABLED, static_cast<uint8_t>(horizon2_enabled), 0);
|
||||
}
|
||||
void add_horizon2_object_id(int32_t horizon2_object_id) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_HORIZON2_OBJECT_ID, horizon2_object_id, 0);
|
||||
}
|
||||
void add_horizon2_position(const TEN::Save::Vector3 *horizon2_position) {
|
||||
fbb_.AddStruct(LevelData::VT_HORIZON2_POSITION, horizon2_position);
|
||||
}
|
||||
void add_horizon2_orientation(const TEN::Save::EulerAngles *horizon2_orientation) {
|
||||
fbb_.AddStruct(LevelData::VT_HORIZON2_ORIENTATION, horizon2_orientation);
|
||||
}
|
||||
void add_horizon2_transparency(float horizon2_transparency) {
|
||||
fbb_.AddElement<float>(LevelData::VT_HORIZON2_TRANSPARENCY, horizon2_transparency, 0.0f);
|
||||
}
|
||||
void add_lensflare_sprite_id(int32_t lensflare_sprite_id) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_LENSFLARE_SPRITE_ID, lensflare_sprite_id, 0);
|
||||
}
|
||||
void add_lensflare_pitch(float lensflare_pitch) {
|
||||
fbb_.AddElement<float>(LevelData::VT_LENSFLARE_PITCH, lensflare_pitch, 0.0f);
|
||||
}
|
||||
void add_lensflare_yaw(float lensflare_yaw) {
|
||||
fbb_.AddElement<float>(LevelData::VT_LENSFLARE_YAW, lensflare_yaw, 0.0f);
|
||||
}
|
||||
void add_lensflare_color(int32_t lensflare_color) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_LENSFLARE_COLOR, lensflare_color, 0);
|
||||
}
|
||||
void add_starfield_star_count(int32_t starfield_star_count) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_STARFIELD_STAR_COUNT, starfield_star_count, 0);
|
||||
}
|
||||
void add_starfield_meteor_count(int32_t starfield_meteor_count) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_STARFIELD_METEOR_COUNT, starfield_meteor_count, 0);
|
||||
}
|
||||
void add_starfield_meteor_spawn_density(int32_t starfield_meteor_spawn_density) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_STARFIELD_METEOR_SPAWN_DENSITY, starfield_meteor_spawn_density, 0);
|
||||
}
|
||||
void add_starfield_meteor_velocity(int32_t starfield_meteor_velocity) {
|
||||
fbb_.AddElement<int32_t>(LevelData::VT_STARFIELD_METEOR_VELOCITY, starfield_meteor_velocity, 0);
|
||||
}
|
||||
explicit LevelDataBuilder(flatbuffers::FlatBufferBuilder &_fbb)
|
||||
: fbb_(_fbb) {
|
||||
start_ = fbb_.StartTable();
|
||||
}
|
||||
flatbuffers::Offset<LevelData> Finish() {
|
||||
const auto end = fbb_.EndTable(start_);
|
||||
auto o = flatbuffers::Offset<LevelData>(end);
|
||||
return o;
|
||||
}
|
||||
};
|
||||
|
||||
inline flatbuffers::Offset<LevelData> CreateLevelData(
|
||||
flatbuffers::FlatBufferBuilder &_fbb,
|
||||
int32_t level_far_view = 0,
|
||||
bool storm_enabled = false,
|
||||
bool rumble_enabled = false,
|
||||
int32_t weather_type = 0,
|
||||
float weather_strength = 0.0f,
|
||||
bool fog_enabled = false,
|
||||
int32_t fog_color = 0,
|
||||
int32_t fog_min_distance = 0,
|
||||
int32_t fog_max_distance = 0,
|
||||
bool sky_layer_1_enabled = false,
|
||||
int32_t sky_layer_1_color = 0,
|
||||
int32_t sky_layer_1_speed = 0,
|
||||
bool sky_layer_2_enabled = false,
|
||||
int32_t sky_layer_2_color = 0,
|
||||
int32_t sky_layer_2_speed = 0,
|
||||
bool horizon1_enabled = false,
|
||||
int32_t horizon1_object_id = 0,
|
||||
const TEN::Save::Vector3 *horizon1_position = 0,
|
||||
const TEN::Save::EulerAngles *horizon1_orientation = 0,
|
||||
float horizon1_transparency = 0.0f,
|
||||
bool horizon2_enabled = false,
|
||||
int32_t horizon2_object_id = 0,
|
||||
const TEN::Save::Vector3 *horizon2_position = 0,
|
||||
const TEN::Save::EulerAngles *horizon2_orientation = 0,
|
||||
float horizon2_transparency = 0.0f,
|
||||
int32_t lensflare_sprite_id = 0,
|
||||
float lensflare_pitch = 0.0f,
|
||||
float lensflare_yaw = 0.0f,
|
||||
int32_t lensflare_color = 0,
|
||||
int32_t starfield_star_count = 0,
|
||||
int32_t starfield_meteor_count = 0,
|
||||
int32_t starfield_meteor_spawn_density = 0,
|
||||
int32_t starfield_meteor_velocity = 0) {
|
||||
LevelDataBuilder builder_(_fbb);
|
||||
builder_.add_starfield_meteor_velocity(starfield_meteor_velocity);
|
||||
builder_.add_starfield_meteor_spawn_density(starfield_meteor_spawn_density);
|
||||
builder_.add_starfield_meteor_count(starfield_meteor_count);
|
||||
builder_.add_starfield_star_count(starfield_star_count);
|
||||
builder_.add_lensflare_color(lensflare_color);
|
||||
builder_.add_lensflare_yaw(lensflare_yaw);
|
||||
builder_.add_lensflare_pitch(lensflare_pitch);
|
||||
builder_.add_lensflare_sprite_id(lensflare_sprite_id);
|
||||
builder_.add_horizon2_transparency(horizon2_transparency);
|
||||
builder_.add_horizon2_orientation(horizon2_orientation);
|
||||
builder_.add_horizon2_position(horizon2_position);
|
||||
builder_.add_horizon2_object_id(horizon2_object_id);
|
||||
builder_.add_horizon1_transparency(horizon1_transparency);
|
||||
builder_.add_horizon1_orientation(horizon1_orientation);
|
||||
builder_.add_horizon1_position(horizon1_position);
|
||||
builder_.add_horizon1_object_id(horizon1_object_id);
|
||||
builder_.add_sky_layer_2_speed(sky_layer_2_speed);
|
||||
builder_.add_sky_layer_2_color(sky_layer_2_color);
|
||||
builder_.add_sky_layer_1_speed(sky_layer_1_speed);
|
||||
builder_.add_sky_layer_1_color(sky_layer_1_color);
|
||||
builder_.add_fog_max_distance(fog_max_distance);
|
||||
builder_.add_fog_min_distance(fog_min_distance);
|
||||
builder_.add_fog_color(fog_color);
|
||||
builder_.add_weather_strength(weather_strength);
|
||||
builder_.add_weather_type(weather_type);
|
||||
builder_.add_level_far_view(level_far_view);
|
||||
builder_.add_horizon2_enabled(horizon2_enabled);
|
||||
builder_.add_horizon1_enabled(horizon1_enabled);
|
||||
builder_.add_sky_layer_2_enabled(sky_layer_2_enabled);
|
||||
builder_.add_sky_layer_1_enabled(sky_layer_1_enabled);
|
||||
builder_.add_fog_enabled(fog_enabled);
|
||||
builder_.add_rumble_enabled(rumble_enabled);
|
||||
builder_.add_storm_enabled(storm_enabled);
|
||||
return builder_.Finish();
|
||||
}
|
||||
|
||||
struct LevelData::Traits {
|
||||
using type = LevelData;
|
||||
static auto constexpr Create = CreateLevelData;
|
||||
};
|
||||
|
||||
flatbuffers::Offset<LevelData> CreateLevelData(flatbuffers::FlatBufferBuilder &_fbb, const LevelDataT *_o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
|
||||
|
||||
struct RoomT : public flatbuffers::NativeTable {
|
||||
typedef Room TableType;
|
||||
int32_t index = 0;
|
||||
|
@ -7576,6 +7990,7 @@ struct SaveGameT : public flatbuffers::NativeTable {
|
|||
std::unique_ptr<TEN::Save::SaveGameHeaderT> header{};
|
||||
std::unique_ptr<TEN::Save::SaveGameStatisticsT> game{};
|
||||
std::unique_ptr<TEN::Save::SaveGameStatisticsT> level{};
|
||||
std::unique_ptr<TEN::Save::LevelDataT> level_data{};
|
||||
int32_t secret_bits = 0;
|
||||
std::unique_ptr<TEN::Save::CameraT> camera{};
|
||||
std::unique_ptr<TEN::Save::LaraT> lara{};
|
||||
|
@ -7641,61 +8056,62 @@ struct SaveGame FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
|
|||
VT_HEADER = 4,
|
||||
VT_GAME = 6,
|
||||
VT_LEVEL = 8,
|
||||
VT_SECRET_BITS = 10,
|
||||
VT_CAMERA = 12,
|
||||
VT_LARA = 14,
|
||||
VT_ROOMS = 16,
|
||||
VT_ITEMS = 18,
|
||||
VT_NEXT_ITEM_FREE = 20,
|
||||
VT_NEXT_ITEM_ACTIVE = 22,
|
||||
VT_ROOM_ITEMS = 24,
|
||||
VT_FISH_SWARM = 26,
|
||||
VT_FXINFOS = 28,
|
||||
VT_NEXT_FX_FREE = 30,
|
||||
VT_NEXT_FX_ACTIVE = 32,
|
||||
VT_FIXED_CAMERAS = 34,
|
||||
VT_SINKS = 36,
|
||||
VT_STATIC_MESHES = 38,
|
||||
VT_FLYBY_CAMERAS = 40,
|
||||
VT_PARTICLES = 42,
|
||||
VT_RATS = 44,
|
||||
VT_SPIDERS = 46,
|
||||
VT_SCARABS = 48,
|
||||
VT_BATS = 50,
|
||||
VT_FLIP_MAPS = 52,
|
||||
VT_FLIP_STATS = 54,
|
||||
VT_FLIP_EFFECT = 56,
|
||||
VT_FLIP_TIMER = 58,
|
||||
VT_FLIP_STATUS = 60,
|
||||
VT_CURRENT_FOV = 62,
|
||||
VT_LAST_INV_ITEM = 64,
|
||||
VT_ACTION_QUEUE = 66,
|
||||
VT_SOUNDTRACKS = 68,
|
||||
VT_CD_FLAGS = 70,
|
||||
VT_POSTPROCESS_MODE = 72,
|
||||
VT_POSTPROCESS_STRENGTH = 74,
|
||||
VT_POSTPROCESS_TINT = 76,
|
||||
VT_ROPE = 78,
|
||||
VT_PENDULUM = 80,
|
||||
VT_ALTERNATE_PENDULUM = 82,
|
||||
VT_VOLUMES = 84,
|
||||
VT_GLOBAL_EVENT_SETS = 86,
|
||||
VT_VOLUME_EVENT_SETS = 88,
|
||||
VT_SCRIPT_VARS = 90,
|
||||
VT_CALLBACKS_PRE_START = 92,
|
||||
VT_CALLBACKS_POST_START = 94,
|
||||
VT_CALLBACKS_PRE_END = 96,
|
||||
VT_CALLBACKS_POST_END = 98,
|
||||
VT_CALLBACKS_PRE_SAVE = 100,
|
||||
VT_CALLBACKS_POST_SAVE = 102,
|
||||
VT_CALLBACKS_PRE_LOAD = 104,
|
||||
VT_CALLBACKS_POST_LOAD = 106,
|
||||
VT_CALLBACKS_PRE_LOOP = 108,
|
||||
VT_CALLBACKS_POST_LOOP = 110,
|
||||
VT_CALLBACKS_PRE_USEITEM = 112,
|
||||
VT_CALLBACKS_POST_USEITEM = 114,
|
||||
VT_CALLBACKS_PRE_FREEZE = 116,
|
||||
VT_CALLBACKS_POST_FREEZE = 118
|
||||
VT_LEVEL_DATA = 10,
|
||||
VT_SECRET_BITS = 12,
|
||||
VT_CAMERA = 14,
|
||||
VT_LARA = 16,
|
||||
VT_ROOMS = 18,
|
||||
VT_ITEMS = 20,
|
||||
VT_NEXT_ITEM_FREE = 22,
|
||||
VT_NEXT_ITEM_ACTIVE = 24,
|
||||
VT_ROOM_ITEMS = 26,
|
||||
VT_FISH_SWARM = 28,
|
||||
VT_FXINFOS = 30,
|
||||
VT_NEXT_FX_FREE = 32,
|
||||
VT_NEXT_FX_ACTIVE = 34,
|
||||
VT_FIXED_CAMERAS = 36,
|
||||
VT_SINKS = 38,
|
||||
VT_STATIC_MESHES = 40,
|
||||
VT_FLYBY_CAMERAS = 42,
|
||||
VT_PARTICLES = 44,
|
||||
VT_RATS = 46,
|
||||
VT_SPIDERS = 48,
|
||||
VT_SCARABS = 50,
|
||||
VT_BATS = 52,
|
||||
VT_FLIP_MAPS = 54,
|
||||
VT_FLIP_STATS = 56,
|
||||
VT_FLIP_EFFECT = 58,
|
||||
VT_FLIP_TIMER = 60,
|
||||
VT_FLIP_STATUS = 62,
|
||||
VT_CURRENT_FOV = 64,
|
||||
VT_LAST_INV_ITEM = 66,
|
||||
VT_ACTION_QUEUE = 68,
|
||||
VT_SOUNDTRACKS = 70,
|
||||
VT_CD_FLAGS = 72,
|
||||
VT_POSTPROCESS_MODE = 74,
|
||||
VT_POSTPROCESS_STRENGTH = 76,
|
||||
VT_POSTPROCESS_TINT = 78,
|
||||
VT_ROPE = 80,
|
||||
VT_PENDULUM = 82,
|
||||
VT_ALTERNATE_PENDULUM = 84,
|
||||
VT_VOLUMES = 86,
|
||||
VT_GLOBAL_EVENT_SETS = 88,
|
||||
VT_VOLUME_EVENT_SETS = 90,
|
||||
VT_SCRIPT_VARS = 92,
|
||||
VT_CALLBACKS_PRE_START = 94,
|
||||
VT_CALLBACKS_POST_START = 96,
|
||||
VT_CALLBACKS_PRE_END = 98,
|
||||
VT_CALLBACKS_POST_END = 100,
|
||||
VT_CALLBACKS_PRE_SAVE = 102,
|
||||
VT_CALLBACKS_POST_SAVE = 104,
|
||||
VT_CALLBACKS_PRE_LOAD = 106,
|
||||
VT_CALLBACKS_POST_LOAD = 108,
|
||||
VT_CALLBACKS_PRE_LOOP = 110,
|
||||
VT_CALLBACKS_POST_LOOP = 112,
|
||||
VT_CALLBACKS_PRE_USEITEM = 114,
|
||||
VT_CALLBACKS_POST_USEITEM = 116,
|
||||
VT_CALLBACKS_PRE_FREEZE = 118,
|
||||
VT_CALLBACKS_POST_FREEZE = 120
|
||||
};
|
||||
const TEN::Save::SaveGameHeader *header() const {
|
||||
return GetPointer<const TEN::Save::SaveGameHeader *>(VT_HEADER);
|
||||
|
@ -7706,6 +8122,9 @@ struct SaveGame FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
|
|||
const TEN::Save::SaveGameStatistics *level() const {
|
||||
return GetPointer<const TEN::Save::SaveGameStatistics *>(VT_LEVEL);
|
||||
}
|
||||
const TEN::Save::LevelData *level_data() const {
|
||||
return GetPointer<const TEN::Save::LevelData *>(VT_LEVEL_DATA);
|
||||
}
|
||||
int32_t secret_bits() const {
|
||||
return GetField<int32_t>(VT_SECRET_BITS, 0);
|
||||
}
|
||||
|
@ -7879,6 +8298,8 @@ struct SaveGame FLATBUFFERS_FINAL_CLASS : private flatbuffers::Table {
|
|||
verifier.VerifyTable(game()) &&
|
||||
VerifyOffset(verifier, VT_LEVEL) &&
|
||||
verifier.VerifyTable(level()) &&
|
||||
VerifyOffset(verifier, VT_LEVEL_DATA) &&
|
||||
verifier.VerifyTable(level_data()) &&
|
||||
VerifyField<int32_t>(verifier, VT_SECRET_BITS) &&
|
||||
VerifyOffset(verifier, VT_CAMERA) &&
|
||||
verifier.VerifyTable(camera()) &&
|
||||
|
@ -8027,6 +8448,9 @@ struct SaveGameBuilder {
|
|||
void add_level(flatbuffers::Offset<TEN::Save::SaveGameStatistics> level) {
|
||||
fbb_.AddOffset(SaveGame::VT_LEVEL, level);
|
||||
}
|
||||
void add_level_data(flatbuffers::Offset<TEN::Save::LevelData> level_data) {
|
||||
fbb_.AddOffset(SaveGame::VT_LEVEL_DATA, level_data);
|
||||
}
|
||||
void add_secret_bits(int32_t secret_bits) {
|
||||
fbb_.AddElement<int32_t>(SaveGame::VT_SECRET_BITS, secret_bits, 0);
|
||||
}
|
||||
|
@ -8208,6 +8632,7 @@ inline flatbuffers::Offset<SaveGame> CreateSaveGame(
|
|||
flatbuffers::Offset<TEN::Save::SaveGameHeader> header = 0,
|
||||
flatbuffers::Offset<TEN::Save::SaveGameStatistics> game = 0,
|
||||
flatbuffers::Offset<TEN::Save::SaveGameStatistics> level = 0,
|
||||
flatbuffers::Offset<TEN::Save::LevelData> level_data = 0,
|
||||
int32_t secret_bits = 0,
|
||||
flatbuffers::Offset<TEN::Save::Camera> camera = 0,
|
||||
flatbuffers::Offset<TEN::Save::Lara> lara = 0,
|
||||
|
@ -8318,6 +8743,7 @@ inline flatbuffers::Offset<SaveGame> CreateSaveGame(
|
|||
builder_.add_lara(lara);
|
||||
builder_.add_camera(camera);
|
||||
builder_.add_secret_bits(secret_bits);
|
||||
builder_.add_level_data(level_data);
|
||||
builder_.add_level(level);
|
||||
builder_.add_game(game);
|
||||
builder_.add_header(header);
|
||||
|
@ -8335,6 +8761,7 @@ inline flatbuffers::Offset<SaveGame> CreateSaveGameDirect(
|
|||
flatbuffers::Offset<TEN::Save::SaveGameHeader> header = 0,
|
||||
flatbuffers::Offset<TEN::Save::SaveGameStatistics> game = 0,
|
||||
flatbuffers::Offset<TEN::Save::SaveGameStatistics> level = 0,
|
||||
flatbuffers::Offset<TEN::Save::LevelData> level_data = 0,
|
||||
int32_t secret_bits = 0,
|
||||
flatbuffers::Offset<TEN::Save::Camera> camera = 0,
|
||||
flatbuffers::Offset<TEN::Save::Lara> lara = 0,
|
||||
|
@ -8431,6 +8858,7 @@ inline flatbuffers::Offset<SaveGame> CreateSaveGameDirect(
|
|||
header,
|
||||
game,
|
||||
level,
|
||||
level_data,
|
||||
secret_bits,
|
||||
camera,
|
||||
lara,
|
||||
|
@ -8490,6 +8918,128 @@ inline flatbuffers::Offset<SaveGame> CreateSaveGameDirect(
|
|||
|
||||
flatbuffers::Offset<SaveGame> CreateSaveGame(flatbuffers::FlatBufferBuilder &_fbb, const SaveGameT *_o, const flatbuffers::rehasher_function_t *_rehasher = nullptr);
|
||||
|
||||
inline LevelDataT *LevelData::UnPack(const flatbuffers::resolver_function_t *_resolver) const {
|
||||
auto _o = std::make_unique<LevelDataT>();
|
||||
UnPackTo(_o.get(), _resolver);
|
||||
return _o.release();
|
||||
}
|
||||
|
||||
inline void LevelData::UnPackTo(LevelDataT *_o, const flatbuffers::resolver_function_t *_resolver) const {
|
||||
(void)_o;
|
||||
(void)_resolver;
|
||||
{ auto _e = level_far_view(); _o->level_far_view = _e; }
|
||||
{ auto _e = storm_enabled(); _o->storm_enabled = _e; }
|
||||
{ auto _e = rumble_enabled(); _o->rumble_enabled = _e; }
|
||||
{ auto _e = weather_type(); _o->weather_type = _e; }
|
||||
{ auto _e = weather_strength(); _o->weather_strength = _e; }
|
||||
{ auto _e = fog_enabled(); _o->fog_enabled = _e; }
|
||||
{ auto _e = fog_color(); _o->fog_color = _e; }
|
||||
{ auto _e = fog_min_distance(); _o->fog_min_distance = _e; }
|
||||
{ auto _e = fog_max_distance(); _o->fog_max_distance = _e; }
|
||||
{ auto _e = sky_layer_1_enabled(); _o->sky_layer_1_enabled = _e; }
|
||||
{ auto _e = sky_layer_1_color(); _o->sky_layer_1_color = _e; }
|
||||
{ auto _e = sky_layer_1_speed(); _o->sky_layer_1_speed = _e; }
|
||||
{ auto _e = sky_layer_2_enabled(); _o->sky_layer_2_enabled = _e; }
|
||||
{ auto _e = sky_layer_2_color(); _o->sky_layer_2_color = _e; }
|
||||
{ auto _e = sky_layer_2_speed(); _o->sky_layer_2_speed = _e; }
|
||||
{ auto _e = horizon1_enabled(); _o->horizon1_enabled = _e; }
|
||||
{ auto _e = horizon1_object_id(); _o->horizon1_object_id = _e; }
|
||||
{ auto _e = horizon1_position(); if (_e) _o->horizon1_position = std::unique_ptr<TEN::Save::Vector3>(new TEN::Save::Vector3(*_e)); }
|
||||
{ auto _e = horizon1_orientation(); if (_e) _o->horizon1_orientation = std::unique_ptr<TEN::Save::EulerAngles>(new TEN::Save::EulerAngles(*_e)); }
|
||||
{ auto _e = horizon1_transparency(); _o->horizon1_transparency = _e; }
|
||||
{ auto _e = horizon2_enabled(); _o->horizon2_enabled = _e; }
|
||||
{ auto _e = horizon2_object_id(); _o->horizon2_object_id = _e; }
|
||||
{ auto _e = horizon2_position(); if (_e) _o->horizon2_position = std::unique_ptr<TEN::Save::Vector3>(new TEN::Save::Vector3(*_e)); }
|
||||
{ auto _e = horizon2_orientation(); if (_e) _o->horizon2_orientation = std::unique_ptr<TEN::Save::EulerAngles>(new TEN::Save::EulerAngles(*_e)); }
|
||||
{ auto _e = horizon2_transparency(); _o->horizon2_transparency = _e; }
|
||||
{ auto _e = lensflare_sprite_id(); _o->lensflare_sprite_id = _e; }
|
||||
{ auto _e = lensflare_pitch(); _o->lensflare_pitch = _e; }
|
||||
{ auto _e = lensflare_yaw(); _o->lensflare_yaw = _e; }
|
||||
{ auto _e = lensflare_color(); _o->lensflare_color = _e; }
|
||||
{ auto _e = starfield_star_count(); _o->starfield_star_count = _e; }
|
||||
{ auto _e = starfield_meteor_count(); _o->starfield_meteor_count = _e; }
|
||||
{ auto _e = starfield_meteor_spawn_density(); _o->starfield_meteor_spawn_density = _e; }
|
||||
{ auto _e = starfield_meteor_velocity(); _o->starfield_meteor_velocity = _e; }
|
||||
}
|
||||
|
||||
inline flatbuffers::Offset<LevelData> LevelData::Pack(flatbuffers::FlatBufferBuilder &_fbb, const LevelDataT* _o, const flatbuffers::rehasher_function_t *_rehasher) {
|
||||
return CreateLevelData(_fbb, _o, _rehasher);
|
||||
}
|
||||
|
||||
inline flatbuffers::Offset<LevelData> CreateLevelData(flatbuffers::FlatBufferBuilder &_fbb, const LevelDataT *_o, const flatbuffers::rehasher_function_t *_rehasher) {
|
||||
(void)_rehasher;
|
||||
(void)_o;
|
||||
struct _VectorArgs { flatbuffers::FlatBufferBuilder *__fbb; const LevelDataT* __o; const flatbuffers::rehasher_function_t *__rehasher; } _va = { &_fbb, _o, _rehasher}; (void)_va;
|
||||
auto _level_far_view = _o->level_far_view;
|
||||
auto _storm_enabled = _o->storm_enabled;
|
||||
auto _rumble_enabled = _o->rumble_enabled;
|
||||
auto _weather_type = _o->weather_type;
|
||||
auto _weather_strength = _o->weather_strength;
|
||||
auto _fog_enabled = _o->fog_enabled;
|
||||
auto _fog_color = _o->fog_color;
|
||||
auto _fog_min_distance = _o->fog_min_distance;
|
||||
auto _fog_max_distance = _o->fog_max_distance;
|
||||
auto _sky_layer_1_enabled = _o->sky_layer_1_enabled;
|
||||
auto _sky_layer_1_color = _o->sky_layer_1_color;
|
||||
auto _sky_layer_1_speed = _o->sky_layer_1_speed;
|
||||
auto _sky_layer_2_enabled = _o->sky_layer_2_enabled;
|
||||
auto _sky_layer_2_color = _o->sky_layer_2_color;
|
||||
auto _sky_layer_2_speed = _o->sky_layer_2_speed;
|
||||
auto _horizon1_enabled = _o->horizon1_enabled;
|
||||
auto _horizon1_object_id = _o->horizon1_object_id;
|
||||
auto _horizon1_position = _o->horizon1_position ? _o->horizon1_position.get() : 0;
|
||||
auto _horizon1_orientation = _o->horizon1_orientation ? _o->horizon1_orientation.get() : 0;
|
||||
auto _horizon1_transparency = _o->horizon1_transparency;
|
||||
auto _horizon2_enabled = _o->horizon2_enabled;
|
||||
auto _horizon2_object_id = _o->horizon2_object_id;
|
||||
auto _horizon2_position = _o->horizon2_position ? _o->horizon2_position.get() : 0;
|
||||
auto _horizon2_orientation = _o->horizon2_orientation ? _o->horizon2_orientation.get() : 0;
|
||||
auto _horizon2_transparency = _o->horizon2_transparency;
|
||||
auto _lensflare_sprite_id = _o->lensflare_sprite_id;
|
||||
auto _lensflare_pitch = _o->lensflare_pitch;
|
||||
auto _lensflare_yaw = _o->lensflare_yaw;
|
||||
auto _lensflare_color = _o->lensflare_color;
|
||||
auto _starfield_star_count = _o->starfield_star_count;
|
||||
auto _starfield_meteor_count = _o->starfield_meteor_count;
|
||||
auto _starfield_meteor_spawn_density = _o->starfield_meteor_spawn_density;
|
||||
auto _starfield_meteor_velocity = _o->starfield_meteor_velocity;
|
||||
return TEN::Save::CreateLevelData(
|
||||
_fbb,
|
||||
_level_far_view,
|
||||
_storm_enabled,
|
||||
_rumble_enabled,
|
||||
_weather_type,
|
||||
_weather_strength,
|
||||
_fog_enabled,
|
||||
_fog_color,
|
||||
_fog_min_distance,
|
||||
_fog_max_distance,
|
||||
_sky_layer_1_enabled,
|
||||
_sky_layer_1_color,
|
||||
_sky_layer_1_speed,
|
||||
_sky_layer_2_enabled,
|
||||
_sky_layer_2_color,
|
||||
_sky_layer_2_speed,
|
||||
_horizon1_enabled,
|
||||
_horizon1_object_id,
|
||||
_horizon1_position,
|
||||
_horizon1_orientation,
|
||||
_horizon1_transparency,
|
||||
_horizon2_enabled,
|
||||
_horizon2_object_id,
|
||||
_horizon2_position,
|
||||
_horizon2_orientation,
|
||||
_horizon2_transparency,
|
||||
_lensflare_sprite_id,
|
||||
_lensflare_pitch,
|
||||
_lensflare_yaw,
|
||||
_lensflare_color,
|
||||
_starfield_star_count,
|
||||
_starfield_meteor_count,
|
||||
_starfield_meteor_spawn_density,
|
||||
_starfield_meteor_velocity);
|
||||
}
|
||||
|
||||
inline RoomT *Room::UnPack(const flatbuffers::resolver_function_t *_resolver) const {
|
||||
auto _o = std::make_unique<RoomT>();
|
||||
UnPackTo(_o.get(), _resolver);
|
||||
|
@ -10763,6 +11313,7 @@ inline void SaveGame::UnPackTo(SaveGameT *_o, const flatbuffers::resolver_functi
|
|||
{ auto _e = header(); if (_e) _o->header = std::unique_ptr<TEN::Save::SaveGameHeaderT>(_e->UnPack(_resolver)); }
|
||||
{ auto _e = game(); if (_e) _o->game = std::unique_ptr<TEN::Save::SaveGameStatisticsT>(_e->UnPack(_resolver)); }
|
||||
{ auto _e = level(); if (_e) _o->level = std::unique_ptr<TEN::Save::SaveGameStatisticsT>(_e->UnPack(_resolver)); }
|
||||
{ auto _e = level_data(); if (_e) _o->level_data = std::unique_ptr<TEN::Save::LevelDataT>(_e->UnPack(_resolver)); }
|
||||
{ auto _e = secret_bits(); _o->secret_bits = _e; }
|
||||
{ auto _e = camera(); if (_e) _o->camera = std::unique_ptr<TEN::Save::CameraT>(_e->UnPack(_resolver)); }
|
||||
{ auto _e = lara(); if (_e) _o->lara = std::unique_ptr<TEN::Save::LaraT>(_e->UnPack(_resolver)); }
|
||||
|
@ -10831,6 +11382,7 @@ inline flatbuffers::Offset<SaveGame> CreateSaveGame(flatbuffers::FlatBufferBuild
|
|||
auto _header = _o->header ? CreateSaveGameHeader(_fbb, _o->header.get(), _rehasher) : 0;
|
||||
auto _game = _o->game ? CreateSaveGameStatistics(_fbb, _o->game.get(), _rehasher) : 0;
|
||||
auto _level = _o->level ? CreateSaveGameStatistics(_fbb, _o->level.get(), _rehasher) : 0;
|
||||
auto _level_data = _o->level_data ? CreateLevelData(_fbb, _o->level_data.get(), _rehasher) : 0;
|
||||
auto _secret_bits = _o->secret_bits;
|
||||
auto _camera = _o->camera ? CreateCamera(_fbb, _o->camera.get(), _rehasher) : 0;
|
||||
auto _lara = _o->lara ? CreateLara(_fbb, _o->lara.get(), _rehasher) : 0;
|
||||
|
@ -10891,6 +11443,7 @@ inline flatbuffers::Offset<SaveGame> CreateSaveGame(flatbuffers::FlatBufferBuild
|
|||
_header,
|
||||
_game,
|
||||
_level,
|
||||
_level_data,
|
||||
_secret_bits,
|
||||
_camera,
|
||||
_lara,
|
||||
|
|
|
@ -6,6 +6,50 @@ struct RoomVector {
|
|||
y_location: uint32;
|
||||
}
|
||||
|
||||
table LevelData {
|
||||
level_far_view: int32;
|
||||
|
||||
storm_enabled: bool;
|
||||
rumble_enabled: bool;
|
||||
weather_type: int32;
|
||||
weather_strength: float;
|
||||
|
||||
fog_enabled: bool;
|
||||
fog_color: int32;
|
||||
fog_min_distance: int32;
|
||||
fog_max_distance: int32;
|
||||
|
||||
sky_layer_1_enabled: bool;
|
||||
sky_layer_1_color: int32;
|
||||
sky_layer_1_speed: int32;
|
||||
|
||||
sky_layer_2_enabled: bool;
|
||||
sky_layer_2_color: int32;
|
||||
sky_layer_2_speed: int32;
|
||||
|
||||
horizon1_enabled: bool;
|
||||
horizon1_object_id: int32;
|
||||
horizon1_position: Vector3;
|
||||
horizon1_orientation: EulerAngles;
|
||||
horizon1_transparency: float;
|
||||
|
||||
horizon2_enabled: bool;
|
||||
horizon2_object_id: int32;
|
||||
horizon2_position: Vector3;
|
||||
horizon2_orientation: EulerAngles;
|
||||
horizon2_transparency: float;
|
||||
|
||||
lensflare_sprite_id: int32;
|
||||
lensflare_pitch: float;
|
||||
lensflare_yaw: float;
|
||||
lensflare_color: int32;
|
||||
|
||||
starfield_star_count: int32;
|
||||
starfield_meteor_count: int32;
|
||||
starfield_meteor_spawn_density: int32;
|
||||
starfield_meteor_velocity: int32;
|
||||
}
|
||||
|
||||
table Room {
|
||||
index: int32;
|
||||
name: string;
|
||||
|
@ -548,6 +592,7 @@ table SaveGame {
|
|||
header: SaveGameHeader;
|
||||
game: SaveGameStatistics;
|
||||
level: SaveGameStatistics;
|
||||
level_data: LevelData;
|
||||
secret_bits: int32;
|
||||
camera: Camera;
|
||||
lara: Lara;
|
||||
|
@ -579,6 +624,7 @@ table SaveGame {
|
|||
action_queue: [int32];
|
||||
soundtracks: [Soundtrack];
|
||||
cd_flags: [int32];
|
||||
|
||||
postprocess_mode: int32;
|
||||
postprocess_strength: float;
|
||||
postprocess_tint: Vector3;
|
||||
|
|
|
@ -888,6 +888,7 @@ if not exist "%ScriptsDir%\Strings.lua" xcopy /Y "$(SolutionDir)Scripts\Strings.
|
|||
<ClInclude Include="Scripting\Internal\TEN\Effects\ParticleAnimTypes.h" />
|
||||
<ClInclude Include="Scripting\Internal\TEN\Collision\MaterialTypes.h" />
|
||||
<ClInclude Include="Scripting\Internal\TEN\Collision\Probe.h" />
|
||||
<ClInclude Include="Scripting\Internal\TEN\Flow\Horizon\Horizon.h" />
|
||||
<ClInclude Include="Scripting\Internal\TEN\Objects\Lara\HandStatuses.h" />
|
||||
<ClInclude Include="Scripting\Internal\TEN\Objects\Lara\WeaponTypes.h" />
|
||||
<ClInclude Include="Scripting\Internal\TEN\Flow\Enums\ErrorModes.h" />
|
||||
|
@ -1341,6 +1342,7 @@ if not exist "%ScriptsDir%\Strings.lua" xcopy /Y "$(SolutionDir)Scripts\Strings.
|
|||
<ClCompile Include="Scripting\Internal\ScriptInterfaceState.cpp" />
|
||||
<ClCompile Include="Scripting\Internal\ScriptUtil.cpp" />
|
||||
<ClCompile Include="Scripting\Internal\TEN\Collision\Probe.cpp" />
|
||||
<ClCompile Include="Scripting\Internal\TEN\Flow\Horizon\Horizon.cpp" />
|
||||
<ClCompile Include="Scripting\Internal\TEN\Flow\Statistics\Statistics.cpp" />
|
||||
<ClCompile Include="Scripting\Internal\TEN\Types\Color\Color.cpp" />
|
||||
<ClCompile Include="Scripting\Internal\TEN\Types\Time\Time.cpp" />
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue