Customize global hardcoded parameters (#1495)

* Initial commit

* Update CHANGELOG.md

* Tint flare smoke

* Expose GetCustomizations

* Added lensflare and flicker customization options for flare

* Update LensFlare.cpp

* Remove unnecessary code

* Update lara_flare.cpp

* Massive refactor to merge animations, settings and customizations

* Add HUD customization options

* Customize weapons

* Fixed flare, renamed recoil to interval, fixed lensflare default

* Occlude flare lensflares

* Update Settings.cpp

* Use alternate damage for lasersight mode

* Added hair cust

* Fix comment

* Fix another comment

* Fix link

* Fix placeholder table names

* Reorganize types

* Add missing initializers for hair settings

* Added physics cust

* Clarify description

* Update settings.lua

* Update CHANGELOG.md

* Add gun smoke, gun shells and ammo pickup counts

* Fix naming ambiguity

* Remove missing features from documentation

* Fix comment

* Fix parameter name, change default settings file

* Fixed pitch black

* Rollback DoDistanceFogForVertex

* Add camera cust

* Change binocular/lasersight toggle to color

* Update lara_basic.cpp

* Add time and statistics classes and script API for it

* Fix comment

* Use DoDamage on Lara helpers to register with statistics

* Update Time.cpp

* Fix documentation

* Fix default flare timeout

* Update Settings.lua

* Add flare muzzle offset customization

* Remove young Lara limitations

* Fix lasersight color

* Push full settings.lua

* Update RendererCompatibility.cpp

* Allow to customize root meshes, decopypaste hair and joint init code

* Added sol Time operator overloads

* Some changes to docs, add meaningful error for unknown fields

* Use existing new index template, add gunflash color settings, add shotgun muzzle

* Remove excessive usage of GetSettings()

* Cleanups

* Update Settings.lua

* Clarify parameter name

* Fix InitializeWeaponInfo

* PR review code tidying

* Fix bad merge

* Update FlowHandler.cpp

* Remove tabs for LDoc comments

* Use different comment style to preserve formatting

* Update lara_fire.cpp

* Some cleanups

* Fixed GetTimeUnits

* Fix typo

* Update Time.cpp

---------

Co-authored-by: Sezz <sezzary@outlook.com>
This commit is contained in:
Lwmte 2024-12-15 19:24:49 +03:00 committed by GitHub
parent ab7e25aa7a
commit f4763bd4a2
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
223 changed files with 5585 additions and 2080 deletions

View file

@ -40,6 +40,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
### New Features
* Added fast savegame reloading.
* Added ability to customize many hardcoded parameters, such as flare, weapon, and hair settings.
* Added dynamic shadow casting on objects and static meshes.
* Added ricochet sounds and make the effect more prominent.
* Allow camera shake during flybys.
@ -48,12 +49,13 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Allow more than 1000 static mesh slots in a level.
### Lua API changes
* Added Moveable:GetCollidable() and Moveable:SetCollidable() functions.
* Added Flow.Statistics class, Flow.GetStatistics() and Flow.SetStatistics() functions.
* Added Flow.GetFreezeMode() and Flow.SetFreezeMode() functions.
* Added Flow.GetNextLevel() function to get script entry for incoming level, if it's about to start.
* Added Effects.EmitSpotLight() function for directional spotlights.
* Added optional cast shadow and name parameters for Effects.EmitLight() function.
* Added Effects.GetWind() function to get current wind speed vector.
* Added Moveable:GetCollidable() and Moveable:SetCollidable() functions.
* Added Rotation:Direction() method to get directional vector.
* Added support for transparency value in DisplayString class.
* Added extra argument for SetAmbientTrack() function to specify if new ambient track should play from the beginning.

View file

@ -13,7 +13,7 @@ new_type("luautil", "5 Lua utility modules", true)
not_luadoc = true
local version = "1.6"
project = "TombEngine"
project = "&nbsp;TombEngine"
title = "TombEngine " .. version .. " Lua API"
description = "TombEngine " .. version .. " scripting interface"
full_description = [[Welcome to the TombEngine scripting API. This is a work in progress and some information might be wrong or outdated. Please also note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -172,6 +175,14 @@ scripts too.</p>
<td class="summary">Finishes the current level, with optional level index and start position index provided.</td>
</tr>
<tr>
<td class="name" ><a href="#GetStatistics">GetStatistics(game)</a></td>
<td class="summary">Get game or level statistics.</td>
</tr>
<tr>
<td class="name" ><a href="#SetStatistics">SetStatistics(statistics, game)</a></td>
<td class="summary">Set game or level statistics.</td>
</tr>
<tr>
<td class="name" ><a href="#GetGameStatus">GetGameStatus()</a></td>
<td class="summary">Get current game status, such as normal game loop, exiting to title, etc.</td>
</tr>
@ -180,7 +191,7 @@ scripts too.</p>
<td class="summary">Get current freeze mode, such as none, full, spectator or player.</td>
</tr>
<tr>
<td class="name" ><a href="#SetFreezeMode">SetFreezeMode(new)</a></td>
<td class="name" ><a href="#SetFreezeMode">SetFreezeMode(freezeMode)</a></td>
<td class="summary">Set current freeze mode, such as none, full, spectator or player.</td>
</tr>
<tr>
@ -228,15 +239,11 @@ scripts too.</p>
<table class="function_list">
<tr>
<td class="name" ><a href="#SetSettings">SetSettings(settings)</a></td>
<td class="summary">
</td>
<td class="summary">Set provided settings table to an engine.</td>
</tr>
<tr>
<td class="name" ><a href="#SetAnimations">SetAnimations(animations)</a></td>
<td class="summary">
</td>
<td class="name" ><a href="#GetSettings">GetSettings()</a></td>
<td class="summary">Get settings table from an engine.</td>
</tr>
</table>
<h2><a href="#strings_lua">strings.lua </a></h2>
@ -604,6 +611,60 @@ teleported to such object with OCB similar to provided second argument.
</dd>
<dt>
<a name = "GetStatistics"></a>
<strong>GetStatistics(game)</strong>
</dt>
<dd>
Get game or level statistics. For reference about statistics class, see <a href="../3 primitive classes/Flow.Statistics.html#">Flow.Statistics</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">game</span>
<span class="types"><span class="type">bool</span></span>
if true, returns overall game statistics, otherwise returns current level statistics (default: false)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Flow.Statistics.html#">Statistics</a></span>
statistics structure representing game or level statistics
</ol>
</dd>
<dt>
<a name = "SetStatistics"></a>
<strong>SetStatistics(statistics, game)</strong>
</dt>
<dd>
Set game or level statistics. For reference about statistics class, see <a href="../3 primitive classes/Flow.Statistics.html#">Flow.Statistics</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">statistics</span>
<span class="types"><a class="type" href="../3 primitive classes/Flow.Statistics.html#">Statistics</a></span>
statistic object to set
</li>
<li><span class="parameter">game</span>
<span class="types"><span class="type">bool</span></span>
if true, sets overall game statistics, otherwise sets current level statistics (default: false)
</li>
</ul>
</dd>
<dt>
<a name = "GetGameStatus"></a>
@ -649,7 +710,7 @@ teleported to such object with OCB similar to provided second argument.
</dd>
<dt>
<a name = "SetFreezeMode"></a>
<strong>SetFreezeMode(new)</strong>
<strong>SetFreezeMode(freezeMode)</strong>
</dt>
<dd>
Set current freeze mode, such as none, full, spectator or player. <br/>
@ -660,9 +721,9 @@ custom menu creation, photo mode or time freeze.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">new</span>
<li><span class="parameter">freezeMode</span>
<span class="types"><a class="type" href="../4 enums/Flow.FreezeMode.html#">FreezeMode</a></span>
freeze mode to set.
new freeze mode to set.
</li>
</ul>
@ -909,8 +970,7 @@ Must be an integer value (0 means no secrets).
<h2 class="section-header has-description"><a name="settings_lua"></a>settings.lua </h2>
<div class="section-description">
These functions are called in settings.lua, a file which holds your local settings.
settings.lua shouldn't be bundled with any finished levels/games.
These functions are called in settings.lua, a file which holds global settings, such as system settings, flare color or animation movesets.
</div>
<dl class="function">
<dt>
@ -918,9 +978,7 @@ settings.lua shouldn't be bundled with any finished levels/games.
<strong>SetSettings(settings)</strong>
</dt>
<dd>
Set provided settings table to an engine.
@ -928,7 +986,7 @@ settings.lua shouldn't be bundled with any finished levels/games.
<ul>
<li><span class="parameter">settings</span>
<span class="types"><a class="type" href="../2 classes/Flow.Settings.html#">Settings</a></span>
a settings object
a settings table
</li>
</ul>
@ -938,24 +996,21 @@ settings.lua shouldn't be bundled with any finished levels/games.
</dd>
<dt>
<a name = "SetAnimations"></a>
<strong>SetAnimations(animations)</strong>
<a name = "GetSettings"></a>
<strong>GetSettings()</strong>
</dt>
<dd>
Get settings table from an engine.
<h3>Returns:</h3>
<ol>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">animations</span>
<span class="types"><a class="type" href="../2 classes/Flow.Animations.html#">Animations</a></span>
an animations object
</li>
</ul>
<span class="types"><a class="type" href="../2 classes/Flow.Settings.html#">Settings</a></span>
current settings table
</ol>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <here>Flow.Level</here></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -132,23 +135,23 @@
</tr>
<tr>
<td class="name" ><a href="#layer1">layer1</a></td>
<td class="summary">(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer</td>
<td class="summary">(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer</td>
</tr>
<tr>
<td class="name" ><a href="#layer2">layer2</a></td>
<td class="summary">(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer</td>
<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="#starfield">starfield</a></td>
<td class="summary">(<a href="../2 classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield.</td>
<td class="summary">(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield.</td>
</tr>
<tr>
<td class="name" ><a href="#lensFlare">lensFlare</a></td>
<td class="summary">(<a href="../2 classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare .</td>
<td class="summary">(<a href="../3 primitive classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare .</td>
</tr>
<tr>
<td class="name" ><a href="#fog">fog</a></td>
<td class="summary">(<a href="../2 classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.</td>
<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>
@ -176,7 +179,7 @@
</tr>
<tr>
<td class="name" ><a href="#mirror">mirror</a></td>
<td class="summary">(<a href="../2 classes/Flow.Mirror.html#">Flow.Mirror</a>) Location and size of the level's mirror, if present.</td>
<td class="summary">(<a href="../3 primitive classes/Flow.Mirror.html#">Flow.Mirror</a>) Location and size of the level's mirror, if present.</td>
</tr>
<tr>
<td class="name" ><a href="#resetHub">resetHub</a></td>
@ -184,7 +187,7 @@
</tr>
<tr>
<td class="name" ><a href="#objects">objects</a></td>
<td class="summary">(table of <a href="../2 classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides</td>
<td class="summary">(table of <a href="../3 primitive classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides</td>
</tr>
<tr>
<td class="name" ><a href="#secrets">secrets</a></td>
@ -295,7 +298,7 @@
<strong>layer1</strong>
</dt>
<dd>
(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer
(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer
@ -310,7 +313,7 @@
<strong>layer2</strong>
</dt>
<dd>
(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer
(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer
@ -325,7 +328,7 @@
<strong>starfield</strong>
</dt>
<dd>
(<a href="../2 classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield.
(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield.
@ -340,7 +343,7 @@
<strong>lensFlare</strong>
</dt>
<dd>
(<a href="../2 classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare .
(<a href="../3 primitive classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare .
@ -355,7 +358,7 @@
<strong>fog</strong>
</dt>
<dd>
(<a href="../2 classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.
(<a href="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.
As seen in TR4's Desert Railroad.
If not provided, distance fog will be black.
@ -479,7 +482,7 @@ Invisible
<strong>mirror</strong>
</dt>
<dd>
(<a href="../2 classes/Flow.Mirror.html#">Flow.Mirror</a>) Location and size of the level's mirror, if present. </p>
(<a href="../3 primitive classes/Flow.Mirror.html#">Flow.Mirror</a>) Location and size of the level's mirror, if present. </p>
<p> <strong>(not yet implemented)</strong>
@ -512,7 +515,7 @@ Invisible
<strong>objects</strong>
</dt>
<dd>
(table of <a href="../2 classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides
(table of <a href="../3 primitive classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides

File diff suppressed because it is too large Load diff

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <here>Objects.AIObject</here></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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <here>Objects.Camera</here></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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> <here>Objects.LaraObject</here></li>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -529,8 +532,8 @@
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
weapon type 0=None, 1=Pistols, 2=Revolver, 3=Uzi, 4=Shotgun, 5=HK, 6=Crossbow, 7=Flare, 8=Torch, 9=GrenadeLauncher, 10=Harpoon, 11=RocketLauncher.
<span class="types"><a class="type" href="../4 enums/Flow.WeaponType.html#">WeaponType</a></span>
current weapon type.
</ol>
@ -553,23 +556,9 @@
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">weaponType</span>
<span class="types"><span class="type">LaraWeaponType</span></span>
<span class="types"><a class="type" href="../4 enums/Flow.WeaponType.html#">WeaponType</a></span>
<p> Must be one of:</p>
<pre><code>NONE
PISTOLS
REVOLVER
UZI
SHOTGUN
HK
CROSSBOW
FLARE
TORCH
GRENADELAUNCHER
HARPOONGUN
ROCKETLAUNCHER
</code></pre>
</li>
<li><span class="parameter">activate</span>
@ -583,7 +572,7 @@ ROCKETLAUNCHER
<h3>Usage:</h3>
<ul>
<pre class="example">Lara:SetWeaponType(LaraWeaponType.PISTOLS, <span class="keyword">false</span>)</pre>
<pre class="example">Lara:SetWeaponType(WeaponType.PISTOLS, <span class="keyword">false</span>)</pre>
</ul>
</dd>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<li> <here>Objects.Static</here></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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <here>Objects.Volume</here></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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <here>Strings.DisplayString</here></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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <here>View.DisplaySprite</here></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <here>View.DisplaySprite</here></li>
</ul>
<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.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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <here>Color</here></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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <here>Flow.Fog</here></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <here>Flow.Fog</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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -103,7 +106,7 @@
<div id="content">
<h1>Class <code>Flow.Fog</code></h1>
<h1>Primitive Class <code>Flow.Fog</code></h1>
<p>Fog</p>
<p>
@ -233,7 +236,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Flow.Fog.html#Fog">Fog</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Flow.Fog.html#Fog">Fog</a></span>
A fog object.
</ol>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <here>Flow.InventoryItem</here></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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.InventoryItem</here></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -103,7 +106,7 @@
<div id="content">
<h1>Class <code>Flow.InventoryItem</code></h1>
<h1>Primitive Class <code>Flow.InventoryItem</code></h1>
<p>Represents the properties of an object as it appears in the inventory.</p>
<p>
@ -191,7 +194,7 @@ EXAMINE
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Flow.InventoryItem.html#InventoryItem">InventoryItem</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Flow.InventoryItem.html#InventoryItem">InventoryItem</a></span>
an InventoryItem
</ol>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <here>Flow.LensFlare</here></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -103,8 +106,8 @@
<div id="content">
<h1>Class <code>Flow.LensFlare</code></h1>
<p>Represents a lens flare.</p>
<h1>Primitive Class <code>Flow.LensFlare</code></h1>
<p>Represents a global lens flare (not to be confused with lensflare object).</p>
<p>
</p>
@ -191,7 +194,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Flow.LensFlare.html#LensFlare">LensFlare</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Flow.LensFlare.html#LensFlare">LensFlare</a></span>
A new LensFlare object.
</ol>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <here>Flow.Mirror</here></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror</here></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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -103,7 +106,7 @@
<div id="content">
<h1>Class <code>Flow.Mirror</code></h1>
<h1>Primitive Class <code>Flow.Mirror</code></h1>
<p>A mirror effect.</p>
<p>As seen in TR4's Coastal Ruins and Sacred Lake levels.</p>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <here>Flow.SkyLayer</here></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</a></li>
<li> <here>Flow.SkyLayer</here></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -103,7 +106,7 @@
<div id="content">
<h1>Class <code>Flow.SkyLayer</code></h1>
<h1>Primitive Class <code>Flow.SkyLayer</code></h1>
<p>Describes a layer of moving clouds.</p>
<p>As seen in TR4's City of the Dead.</p>
@ -205,7 +208,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Flow.SkyLayer.html#SkyLayer">SkyLayer</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Flow.SkyLayer.html#SkyLayer">SkyLayer</a></span>
A SkyLayer object.
</ol>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <here>Flow.Starfield</here></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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <here>Flow.Starfield</here></li>
<li> <a href="../3 primitive classes/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -103,7 +106,7 @@
<div id="content">
<h1>Class <code>Flow.Starfield</code></h1>
<h1>Primitive Class <code>Flow.Starfield</code></h1>
<p>Represents a starfield.</p>
<p>
@ -189,7 +192,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Flow.Starfield.html#Starfield">Starfield</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Flow.Starfield.html#Starfield">Starfield</a></span>
A new Starfield object.
</ol>
@ -221,7 +224,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Flow.Starfield.html#Starfield">Starfield</a></span>
<span class="types"><a class="type" href="../3 primitive classes/Flow.Starfield.html#Starfield">Starfield</a></span>
A new Starfield object.
</ol>

View file

@ -0,0 +1,335 @@
<!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 1.6 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>&nbsp;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/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</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> <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.Mirror.html">Flow.Mirror</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> <here>Flow.Statistics</here></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/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</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/Flow.WeaponType.html">Flow.WeaponType</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.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/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
</ul>
</div>
<div id="content">
<h1>Primitive Class <code>Flow.Statistics</code></h1>
<p>A set of gameplay statistics.</p>
<p> Can be accessed using <a href="../1 modules/Flow.html#GetStatistics">Flow.GetStatistics</a> and <a href="../1 modules/Flow.html#SetStatistics">Flow.SetStatistics</a> functions.</p>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#ammoHits">ammoHits</a></td>
<td class="summary">Ammo hits.</td>
</tr>
<tr>
<td class="name" ><a href="#ammoUsed">ammoUsed</a></td>
<td class="summary">Ammo used.</td>
</tr>
<tr>
<td class="name" ><a href="#traveledDistance">traveledDistance</a></td>
<td class="summary">Distance traveled.</td>
</tr>
<tr>
<td class="name" ><a href="#healthPacksUsed">healthPacksUsed</a></td>
<td class="summary">Health packs used.</td>
</tr>
<tr>
<td class="name" ><a href="#damageTaken">damageTaken</a></td>
<td class="summary">Damage taken.</td>
</tr>
<tr>
<td class="name" ><a href="#kills">kills</a></td>
<td class="summary">Kills.</td>
</tr>
<tr>
<td class="name" ><a href="#secrets">secrets</a></td>
<td class="summary">Secrets.</td>
</tr>
<tr>
<td class="name" ><a href="#timeTaken">timeTaken</a></td>
<td class="summary">Time taken.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Fields"></a>Fields</h2>
<dl class="function">
<dt>
<a name = "ammoHits"></a>
<strong>ammoHits</strong>
</dt>
<dd>
Ammo hits.
<ul>
<li><span class="parameter">ammoHits</span>
<span class="types"><span class="type">int</span></span>
amount of successful enemy hits.
</li>
</ul>
</dd>
<dt>
<a name = "ammoUsed"></a>
<strong>ammoUsed</strong>
</dt>
<dd>
Ammo used.
<ul>
<li><span class="parameter">ammoUsed</span>
<span class="types"><span class="type">int</span></span>
amount of used ammo.
</li>
</ul>
</dd>
<dt>
<a name = "traveledDistance"></a>
<strong>traveledDistance</strong>
</dt>
<dd>
Distance traveled.
<ul>
<li><span class="parameter">traveledDistance</span>
<span class="types"><span class="type">int</span></span>
amount of traveled distance in world units. One meter is 420 world units.
</li>
</ul>
</dd>
<dt>
<a name = "healthPacksUsed"></a>
<strong>healthPacksUsed</strong>
</dt>
<dd>
Health packs used.
<ul>
<li><span class="parameter">healthPacksUsed</span>
<span class="types"><span class="type">int</span></span>
amount of used medipacks.
</li>
</ul>
</dd>
<dt>
<a name = "damageTaken"></a>
<strong>damageTaken</strong>
</dt>
<dd>
Damage taken.
<ul>
<li><span class="parameter">damageTaken</span>
<span class="types"><span class="type">int</span></span>
overall amount of taken damage.
</li>
</ul>
</dd>
<dt>
<a name = "kills"></a>
<strong>kills</strong>
</dt>
<dd>
Kills.
<ul>
<li><span class="parameter">kills</span>
<span class="types"><span class="type">int</span></span>
amount of killed enemies.
</li>
</ul>
</dd>
<dt>
<a name = "secrets"></a>
<strong>secrets</strong>
</dt>
<dd>
Secrets.
<ul>
<li><span class="parameter">secrets</span>
<span class="types"><span class="type">int</span></span>
amount of found secrets.
</li>
</ul>
</dd>
<dt>
<a name = "timeTaken"></a>
<strong>timeTaken</strong>
</dt>
<dd>
Time taken.
<ul>
<li><span class="parameter">timeTaken</span>
<span class="types"><span class="type">int</span></span>
amount of time passed.
</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>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <here>Rotation</here></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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -0,0 +1,423 @@
<!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 1.6 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>&nbsp;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/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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> <here>Time</here></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/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</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/Flow.WeaponType.html">Flow.WeaponType</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.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/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
</ul>
</div>
<div id="content">
<h1>Primitive Class <code>Time</code></h1>
<p>Represents a time value with support for formatting to hours, minutes, seconds, and centiseconds (1/100th of a second).</p>
<p>
</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#h">h</a></td>
<td class="summary">(int) Hours component.</td>
</tr>
<tr>
<td class="name" ><a href="#m">m</a></td>
<td class="summary">(int) Minutes component.</td>
</tr>
<tr>
<td class="name" ><a href="#s">s</a></td>
<td class="summary">(int) Seconds component.</td>
</tr>
<tr>
<td class="name" ><a href="#c">c</a></td>
<td class="summary">(int) Centiseconds component.</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Time">Time()</a></td>
<td class="summary">Create a Time object.</td>
</tr>
<tr>
<td class="name" ><a href="#Time">Time(gameFrames)</a></td>
<td class="summary">Create a Time object from a total game frame count (1 second = 30 frames).</td>
</tr>
<tr>
<td class="name" ><a href="#Time">Time(formattedTime)</a></td>
<td class="summary">Create a Time object from a formatted string.</td>
</tr>
<tr>
<td class="name" ><a href="#Time">Time(timeUnits)</a></td>
<td class="summary">Create a Time object from a time unit table (hours, minutes, seconds, centiseconds).</td>
</tr>
<tr>
<td class="name" ><a href="#Time:GetFrameCount">Time:GetFrameCount()</a></td>
<td class="summary">Get the total game frame count.</td>
</tr>
<tr>
<td class="name" ><a href="#Time:GetTimeUnits">Time:GetTimeUnits()</a></td>
<td class="summary">Get the time in hours, minutes, seconds, and centiseconds as a table.</td>
</tr>
<tr>
<td class="name" ><a href="#tostring">tostring(this)</a></td>
<td class="summary">Convert this Time object to a formatted string.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "h"></a>
<strong>h</strong>
</dt>
<dd>
(int) Hours component.
</dd>
<dt>
<a name = "m"></a>
<strong>m</strong>
</dt>
<dd>
(int) Minutes component.
</dd>
<dt>
<a name = "s"></a>
<strong>s</strong>
</dt>
<dd>
(int) Seconds component.
</dd>
<dt>
<a name = "c"></a>
<strong>c</strong>
</dt>
<dd>
(int) Centiseconds component.
</dd>
</dl>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Time"></a>
<strong>Time()</strong>
</dt>
<dd>
Create a Time object.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Time.html#">Time</a></span>
A new Time object initialized to zero time.
</ol>
</dd>
<dt>
<a name = "Time"></a>
<strong>Time(gameFrames)</strong>
</dt>
<dd>
Create a Time object from a total game frame count (1 second = 30 frames).
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">gameFrames</span>
<span class="types"><span class="type">int</span></span>
Total game frame count.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Time.html#">Time</a></span>
A new Time object initialized with the given frame count.
</ol>
</dd>
<dt>
<a name = "Time"></a>
<strong>Time(formattedTime)</strong>
</dt>
<dd>
Create a Time object from a formatted string.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">formattedTime</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Time in the format "HH:MM:SS[.CC]", where [.CC] is centiseconds and is optional.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Time.html#">Time</a></span>
A new Time object parsed from the given string.
</ol>
</dd>
<dt>
<a name = "Time"></a>
<strong>Time(timeUnits)</strong>
</dt>
<dd>
Create a Time object from a time unit table (hours, minutes, seconds, centiseconds).
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">timeUnits</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
A time unit table in the format {HH, MM, SS, [CC]}, where [CC] is optional.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Time.html#">Time</a></span>
A new Time object initialized with the given values.
</ol>
</dd>
<dt>
<a name = "Time:GetFrameCount"></a>
<strong>Time:GetFrameCount()</strong>
</dt>
<dd>
Get the total game frame count.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Total number of game frames.
</ol>
</dd>
<dt>
<a name = "Time:GetTimeUnits"></a>
<strong>Time:GetTimeUnits()</strong>
</dt>
<dd>
Get the time in hours, minutes, seconds, and centiseconds as a table.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
A table in the format {HH, MM, SS, CC}.
</ol>
</dd>
<dt>
<a name = "tostring"></a>
<strong>tostring(this)</strong>
</dt>
<dd>
Convert this Time object to a formatted string.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">this</span>
<span class="types"><a class="type" href="../3 primitive classes/Time.html#">Time</a></span>
Time object.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
A string showing time in "HH:MM:SS.CC" format.
</ol>
</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>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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> <here>Vec2</here></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -211,7 +214,7 @@
<strong>Vec2(x, y)</strong>
</dt>
<dd>
Create a Vec2 object. (x, y)
Create a Vec2 object.
@ -243,7 +246,7 @@
<strong>Vec(value)</strong>
</dt>
<dd>
Create a Vec2 object. (value)
Create a Vec2 object.
@ -299,7 +302,7 @@
<strong>Vec2:Normalize()</strong>
</dt>
<dd>
Get a copy of this Vec2 normalized to length 1. ()
Get a copy of this Vec2 normalized to length 1.
@ -320,7 +323,7 @@
<strong>Vec2:Rotate(rot)</strong>
</dt>
<dd>
Get a copy of this Vec2 rotated by the input rotation in degrees. (rot)
Get a copy of this Vec2 rotated by the input rotation in degrees.
@ -348,7 +351,7 @@
<strong>Vec2:Lerp(vector, alpha)</strong>
</dt>
<dd>
Get the linearly interpolated Vec2 between this Vec2 and the input Vec2 according to the input interpolation alpha. (vector)
Get the linearly interpolated Vec2 between this Vec2 and the input Vec2 according to the input interpolation alpha.
@ -380,7 +383,7 @@
<strong>Vec2:Cross(vector)</strong>
</dt>
<dd>
Get the cross product of this Vec2 and the input Vec2. (vector)
Get the cross product of this Vec2 and the input Vec2.
@ -408,7 +411,7 @@
<strong>Vec2:Dot(vector)</strong>
</dt>
<dd>
Get the dot product of this Vec2 and the input Vec2. (vector)
Get the dot product of this Vec2 and the input Vec2.
@ -436,7 +439,7 @@
<strong>Vec2:Distance(vector)</strong>
</dt>
<dd>
Get the distance between this Vec2 and the input Vec2. (vector)
Get the distance between this Vec2 and the input Vec2.
@ -464,7 +467,7 @@
<strong>Vec2:Length()</strong>
</dt>
<dd>
Get the length of this Vec2. ()
Get the length of this Vec2.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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> <here>Vec3</here></li>
</ul>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -230,7 +233,7 @@
<strong>Vec3(x, y, z)</strong>
</dt>
<dd>
Create a Vec3 object. (x, y, z)
Create a Vec3 object.
@ -266,7 +269,7 @@
<strong>Vec3(value)</strong>
</dt>
<dd>
Create a Vec3 object. (value)
Create a Vec3 object.
@ -294,7 +297,7 @@
<strong>Vec3:Normalize()</strong>
</dt>
<dd>
Get a copy of this Vec3 normalized to length 1. ()
Get a copy of this Vec3 normalized to length 1.
@ -315,7 +318,7 @@
<strong>Vec3:Rotate(rot)</strong>
</dt>
<dd>
Get a copy of this Vec3 rotated by the input Rotation object. (rot)
Get a copy of this Vec3 rotated by the input Rotation object.
@ -343,7 +346,7 @@
<strong>Vec3:Lerp(vector, alpha)</strong>
</dt>
<dd>
Get the linearly interpolated Vec3 between this Vec3 and the input Vec3 according to the input interpolation alpha. (vector)
Get the linearly interpolated Vec3 between this Vec3 and the input Vec3 according to the input interpolation alpha.
@ -375,7 +378,7 @@
<strong>Vec3:Cross(vector)</strong>
</dt>
<dd>
Get the cross product of this Vec3 and the input Vec3. (vector)
Get the cross product of this Vec3 and the input Vec3.
@ -403,7 +406,7 @@
<strong>Vec3:Dot(vector)</strong>
</dt>
<dd>
Get the dot product of this Vec3 and the input Vec3. (vector)
Get the dot product of this Vec3 and the input Vec3.
@ -431,7 +434,7 @@
<strong>Vec3:Distance(vector)</strong>
</dt>
<dd>
Get the distance between this Vec3 and the input Vec3. (vector)
Get the distance between this Vec3 and the input Vec3.
@ -459,7 +462,7 @@
<strong>Vec3:Length()</strong>
</dt>
<dd>
Get the length of this Vec3. ()
Get the length of this Vec3.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<li> <here>Effects.BlendID</here></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Effects_BlendID_constants">Effects.BlendID constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#BlendID">BlendID</a></td>
<td class="summary">Table of blend mode constants (for use with particles).</td>
</tr>
</table>
@ -146,8 +149,8 @@ ALPHABLEND
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "BlendID"></a>
<strong>BlendID</strong>
</dt>
<dd>
Table of blend mode constants (for use with particles).

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <here>Effects.EffectID</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>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Effects_EffectID_constants">Effects.EffectID constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#EffectID">EffectID</a></td>
<td class="summary">Table of effect ID constants (for use Moveable:SetEffect / Moveable:GetEffect functions).</td>
</tr>
</table>
@ -144,8 +147,8 @@ CUSTOM
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "EffectID"></a>
<strong>EffectID</strong>
</dt>
<dd>
Table of effect ID constants (for use Moveable:SetEffect / Moveable:GetEffect functions).

View file

@ -0,0 +1,174 @@
<!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 1.6 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>&nbsp;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/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <here>Flow.ErrorMode</here></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/Flow.WeaponType.html">Flow.WeaponType</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.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/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Flow.ErrorMode</code></h1>
<p>Constants for error modes.</p>
<p>
</p>
<h2><a href="#Flow_ErrorMode_constants">Flow.ErrorMode constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#ErrorMode">ErrorMode</a></td>
<td class="summary">Table of error modes.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header has-description"><a name="Flow_ErrorMode_constants"></a>Flow.ErrorMode constants </h2>
<div class="section-description">
The following constants are inside Flow.ErrorMode: <br></p>
<p> <code>ErrorMode.TERMINATE</code> - print to the log file and return to the title level when any script error is hit.
This is the one you will want to go for if you want to know IMMEDIATELY if something has gone wrong.</p>
<p> <code>ErrorMode.WARN</code> - print to the log file and continue running the application when a recoverable script error is hit.
Choose this one if booting to the title level is too much for you.</p>
<p> <code>ErrorMode.SILENT</code> - do nothing when a recoverable script error is hit.
Think <strong>very</strong> carefully before using this setting. These error modes are here to help you to keep your scripts
working properly, but if you opt to ignore errors, you won't be alerted if you've misused a function or passed
an invalid argument.</p>
<p> In all of these modes, an <em>unrecoverable</em> error will boot you to the title level. If the title level itself
has an unrecoverable error, the game will close.
</div>
<dl class="function">
<dt>
<a name = "ErrorMode"></a>
<strong>ErrorMode</strong>
</dt>
<dd>
Table of error modes.
</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>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <here>Flow.FreezeMode</here></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Flow_FreezeMode_constants">Flow.FreezeMode constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#FreezeMode">FreezeMode</a></td>
<td class="summary">Table of freeze modes.</td>
</tr>
</table>
@ -125,23 +128,19 @@
<h2 class="section-header has-description"><a name="Flow_FreezeMode_constants"></a>Flow.FreezeMode constants </h2>
<div class="section-description">
The following constants are inside Flow.FreezeMode.</p>
<p>The following constants are inside Flow.FreezeMode.</p>
<pre><code>NONE - Normal in-game operation.
FULL - Game is completely frozen, as in pause or inventory menus.
SPECTATOR - Game is completely frozen, but with ability to control camera.
PLAYER - Game is completely frozen, but with ability to control player. Experimental.
<pre><code>FreezeMode.NONE - Normal in-game operation.
FreezeMode.FULL - Game is completely frozen, as in pause or inventory menus.
FreezeMode.SPECTATOR - Game is completely frozen, but with ability to control camera.
FreezeMode.PLAYER - Game is completely frozen, but with ability to control player. Experimental.
</code></pre>
<p>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "FreezeMode"></a>
<strong>FreezeMode</strong>
</dt>
<dd>
Table of freeze modes.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <here>Flow.GameStatus</here></li>
<li> <a href="../4 enums/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Flow_GameStatus_constants">Flow.GameStatus constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#GameStatus">GameStatus</a></td>
<td class="summary">Table of game statuses.</td>
</tr>
</table>
@ -125,10 +128,7 @@
<h2 class="section-header has-description"><a name="Flow_GameStatus_constants"></a>Flow.GameStatus constants </h2>
<div class="section-description">
<p>The following constants are inside Flow.GameStatus.</p>
The following constants are inside Flow.GameStatus.</p>
<pre><code>NORMAL
NEW_GAME
@ -138,13 +138,12 @@ EXIT_GAME
LARA_DEAD
LEVEL_COMPLETE
</code></pre>
<p>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "GameStatus"></a>
<strong>GameStatus</strong>
</dt>
<dd>
Table of game statuses.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <here>Flow.Animations</here></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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> <here>Flow.WeaponType</here></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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -103,18 +106,64 @@
<div id="content">
<h1>Class <code>Flow.Animations</code></h1>
<p>New custom animations which Lara can perform.</p>
<h1>Enum <code>Flow.WeaponType</code></h1>
<p>Constants for weapon types.</p>
<p>
</p>
<h2><a href="#Flow_WeaponType_constants">Flow.WeaponType constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#WeaponType">WeaponType</a></td>
<td class="summary">Table of weapon types.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header has-description"><a name="Flow_WeaponType_constants"></a>Flow.WeaponType constants </h2>
<div class="section-description">
The following constants are inside Flow.WeaponType. <br>
Note that this enumeration also contains flare and torch - these are counted as "weapon" internally by the engine, and indicate
an object that is currently in Lara's hands, as seen in <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetWeaponType">Objects.LaraObject.GetWeaponType</a>.</p>
<pre><code>WeaponType.NONE
WeaponType.PISTOLS
WeaponType.UZI
WeaponType.REVOLVER
WeaponType.SHOTGUN
WeaponType.HK
WeaponType.CROSSBOW
WeaponType.FLARE
WeaponType.TORCH
WeaponType.GRENADE_LAUNCHER
WeaponType.HARPOON_GUN
WeaponType.ROCKET_LAUNCHER
</code></pre>
<p>
</div>
<dl class="function">
<dt>
<a name = "WeaponType"></a>
<strong>WeaponType</strong>
</dt>
<dd>
Table of weapon types.
</dd>
</dl>
</div> <!-- id="content" -->

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</a></li>
<li> <here>Input.ActionID</here></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Input_ActionID_constants">Input.ActionID constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#ActionID">ActionID</a></td>
<td class="summary">Table of action ID constants (for use with KeyIsHeld / KeyIsHit / etc commands).</td>
</tr>
</table>
@ -180,8 +183,8 @@ LOAD
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "ActionID"></a>
<strong>ActionID</strong>
</dt>
<dd>
Table of action ID constants (for use with KeyIsHeld / KeyIsHit / etc commands).

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <here>Objects.AmmoType</here></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Objects_AmmoType_constants">Objects.AmmoType constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#AmmoType">AmmoType</a></td>
<td class="summary">AmmoType constants table.</td>
</tr>
</table>
@ -151,8 +154,8 @@ ROCKET
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "AmmoType"></a>
<strong>AmmoType</strong>
</dt>
<dd>
AmmoType constants table.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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> <here>Objects.MoveableStatus</here></li>
@ -113,7 +116,7 @@
<h2><a href="#Objects_MoveableStatus_constants">Objects.MoveableStatus constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#MoveableStatus">MoveableStatus</a></td>
<td class="summary">Table of moveable statuses.</td>
</tr>
</table>
@ -140,8 +143,8 @@ INVISIBLE
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "MoveableStatus"></a>
<strong>MoveableStatus</strong>
</dt>
<dd>
Table of moveable statuses.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Objects_RoomFlagID_constants">Objects.RoomFlagID constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#RoomFlagID">RoomFlagID</a></td>
<td class="summary">Table of room flag ID constants (for use with Room:SetFlag / Room:GetFlag command).</td>
</tr>
</table>
@ -143,8 +146,8 @@ NOLENSFLARE
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "RoomFlagID"></a>
<strong>RoomFlagID</strong>
</dt>
<dd>
Table of room flag ID constants (for use with Room:SetFlag / Room:GetFlag command).

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Objects_RoomReverb_constants">Objects.RoomReverb constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#RoomReverb">RoomReverb</a></td>
<td class="summary">Table of room reverb constants (for use with Room:SetReverb / Room:GetReverb command).</td>
</tr>
</table>
@ -141,8 +144,8 @@ PIPE
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "RoomReverb"></a>
<strong>RoomReverb</strong>
</dt>
<dd>
Table of room reverb constants (for use with Room:SetReverb / Room:GetReverb command).

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Sound_SoundTrackType_constants">Sound.SoundTrackType constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#SoundTrackType">SoundTrackType</a></td>
<td class="summary">Table of sound track type constants (for use with sound track functions).</td>
</tr>
</table>
@ -139,8 +142,8 @@ VOICE
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "SoundTrackType"></a>
<strong>SoundTrackType</strong>
</dt>
<dd>
Table of sound track type constants (for use with sound track functions).

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#Util_LogLevel_constants">Util.LogLevel constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#LogLevel">LogLevel</a></td>
<td class="summary">Table of LogLevel ID constants (for use with PrintLog() command).</td>
</tr>
</table>
@ -138,8 +141,8 @@ ERROR
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "LogLevel"></a>
<strong>LogLevel</strong>
</dt>
<dd>
Table of LogLevel ID constants (for use with PrintLog() command).

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#View_AlignMode_constants">View.AlignMode constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#AlignMode">AlignMode</a></td>
<td class="summary">Table of align modes.</td>
</tr>
</table>
@ -125,12 +128,9 @@
<h2 class="section-header has-description"><a name="View_AlignMode_constants"></a>View.AlignMode constants </h2>
<div class="section-description">
The following constants are inside View.AlignMode.</p>
<pre><code>The following constants are inside View.AlignMode.
CENTER
<pre><code>CENTER
CENTER_TOP
CENTER_BOTTOM
CENTER_LEFT
@ -140,13 +140,12 @@ TOP_RIGHT
BOTTOM_LEFT
BOTTOM_RIGHT
</code></pre>
<p>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "AlignMode"></a>
<strong>AlignMode</strong>
</dt>
<dd>
Table of align modes.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#View_CameraType_constants">View.CameraType constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#CameraType">CameraType</a></td>
<td class="summary">Table of camera type constants (for use with GetCameraType() function).</td>
</tr>
</table>
@ -142,8 +145,8 @@ OBJECT
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "CameraType"></a>
<strong>CameraType</strong>
</dt>
<dd>
Table of camera type constants (for use with GetCameraType() function).

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#View_PostProcessMode_constants">View.PostProcessMode constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#PostProcessMode">PostProcessMode</a></td>
<td class="summary">Table of post-process effect constants (for use with SetPostProcessMode() function).</td>
</tr>
</table>
@ -140,8 +143,8 @@ EXCLUSION
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "PostProcessMode"></a>
<strong>PostProcessMode</strong>
</dt>
<dd>
Table of post-process effect constants (for use with SetPostProcessMode() function).

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -113,7 +116,7 @@
<h2><a href="#View_ScaleMode_constants">View.ScaleMode constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="name" ><a href="#ScaleMode">ScaleMode</a></td>
<td class="summary">Table of display sprite scale modes.</td>
</tr>
</table>
@ -125,22 +128,18 @@
<h2 class="section-header has-description"><a name="View_ScaleMode_constants"></a>View.ScaleMode constants </h2>
<div class="section-description">
The following constants are inside View.ScaleMode.</p>
<pre><code>The following constants are inside View.ScaleMode.
FIT
<pre><code>FIT
FILL
STRETCH
</code></pre>
<p>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
<a name = "ScaleMode"></a>
<strong>ScaleMode</strong>
</dt>
<dd>
Table of display sprite scale modes.

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<h1>&nbsp;TombEngine</h1>
<ul>
<li><here>Index</here></li>
@ -45,16 +45,8 @@
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <a href="2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <a href="2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li> <a href="2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="2 classes/Flow.Starfield.html">Flow.Starfield</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>
@ -65,11 +57,20 @@
<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> <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.Mirror.html">Flow.Mirror</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/Flow.Statistics.html">Flow.Statistics</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>
@ -77,8 +78,10 @@
<ul class="nowrap">
<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/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/Flow.WeaponType.html">Flow.WeaponType</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.MoveableStatus.html">Objects.MoveableStatus</a></li>
@ -171,45 +174,13 @@ local door = GetMoveableByName("door_type4_14")
</table>
<h2>2 Classes</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="2 classes/View.DisplaySprite.html">View.DisplaySprite</a></td>
<td class="summary">Represents a display sprite.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.Animations.html">Flow.Animations</a></td>
<td class="summary">New custom animations which Lara can perform.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.Fog.html">Flow.Fog</a></td>
<td class="summary">Fog</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></td>
<td class="summary">Represents the properties of an object as it appears in the inventory.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.LensFlare.html">Flow.LensFlare</a></td>
<td class="summary">Represents a lens flare.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.Level.html">Flow.Level</a></td>
<td class="summary">Stores level metadata.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.Mirror.html">Flow.Mirror</a></td>
<td class="summary">A mirror effect.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.Settings.html">Flow.Settings</a></td>
<td class="summary">Settings that will be run on game startup.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></td>
<td class="summary">Describes a layer of moving clouds.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.Starfield.html">Flow.Starfield</a></td>
<td class="summary">Represents a starfield.</td>
<td class="summary">Global engine settings which don't fall into particular category or can't be assigned to a specific object.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Objects.AIObject.html">Objects.AIObject</a></td>
@ -251,9 +222,41 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="2 classes/Strings.DisplayString.html">Strings.DisplayString</a></td>
<td class="summary">A string appearing on the screen.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/View.DisplaySprite.html">View.DisplaySprite</a></td>
<td class="summary">Represents a display sprite.</td>
</tr>
</table>
<h2>3 Primitive Classes</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="3 primitive classes/Flow.Fog.html">Flow.Fog</a></td>
<td class="summary">Fog</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>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></td>
<td class="summary">Represents a global lens flare (not to be confused with lensflare object).</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Flow.Mirror.html">Flow.Mirror</a></td>
<td class="summary">A mirror effect.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></td>
<td class="summary">Describes a layer of moving clouds.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></td>
<td class="summary">Represents a starfield.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Flow.Statistics.html">Flow.Statistics</a></td>
<td class="summary">A set of gameplay statistics.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Color.html">Color</a></td>
<td class="summary">Represents an RGBA or RGB color.</td>
@ -262,6 +265,10 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="3 primitive classes/Rotation.html">Rotation</a></td>
<td class="summary">Represents a degree-based 3D rotation.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Time.html">Time</a></td>
<td class="summary">Represents a time value with support for formatting to hours, minutes, seconds, and centiseconds (1/100th of a second).</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Vec2.html">Vec2</a></td>
<td class="summary">Represents a float-based 2D vector.</td>
@ -281,6 +288,10 @@ 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/Flow.ErrorMode.html">Flow.ErrorMode</a></td>
<td class="summary">Constants for error modes.</td>
</tr>
<tr>
<td class="name" ><a href="4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></td>
<td class="summary">Constants for freeze modes.</td>
@ -289,6 +300,10 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="4 enums/Flow.GameStatus.html">Flow.GameStatus</a></td>
<td class="summary">Constants for game statuses.</td>
</tr>
<tr>
<td class="name" ><a href="4 enums/Flow.WeaponType.html">Flow.WeaponType</a></td>
<td class="summary">Constants for weapon types.</td>
</tr>
<tr>
<td class="name" ><a href="4 enums/Input.ActionID.html">Input.ActionID</a></td>
<td class="summary">Constants for action key IDs.</td>

View file

@ -4,17 +4,145 @@
local Flow = TEN.Flow
local settings = Flow.Settings.new()
settings.errorMode = Flow.ErrorMode.WARN
settings.fastReload = true
Flow.SetSettings(settings)
local anims = Flow.Animations.new()
anims.crawlExtended = true
anims.crouchRoll = true
anims.crawlspaceSwandive = true
anims.overhangClimb = false
anims.slideExtended = false
anims.sprintJump = false
anims.pose = false
anims.ledgeJumps = false
Flow.SetAnimations(anims)
settings.Animations.crouchRoll = true
settings.Animations.crawlspaceSwandive = true
settings.Animations.sprintJump = false
settings.Animations.ledgeJumps = false
settings.Animations.poseTimeout = 0
settings.Camera.binocularLightColor = Color(192, 192, 96)
settings.Camera.lasersightLightColor = Color(255, 0, 0)
settings.Camera.objectCollision = true
settings.Flare.color = Color(128, 64, 0)
settings.Flare.offset = Vec3(0, 0, 41)
settings.Flare.range = 9
settings.Flare.timeout = 60
settings.Flare.lensflareBrightness = 0.5
settings.Flare.sparks = true
settings.Flare.smoke = true
settings.Flare.flicker = true
settings.Flare.pickupCount = 12
settings.Hud.statusBars = true
settings.Hud.loadingBar = true
settings.Hud.speedometer = true
settings.Hud.pickupNotifier = true
settings.Physics.gravity = 6
settings.Physics.swimVelocity = 50
settings.System.errorMode = Flow.ErrorMode.WARN
settings.System.fastReload = true
-- Hair[1] is normal player hair. Types [2] and [3] are for left and right young Lara hair.
settings.Hair[1].rootMesh = 14
settings.Hair[1].offset = Vec3(-4, -4, -48)
settings.Hair[1].indices = { 37, 39, 40, 38 }
settings.Hair[2].rootMesh = 14
settings.Hair[2].offset = Vec3(-48, -48, -50)
settings.Hair[2].indices = { 79, 78, 76, 77 }
settings.Hair[3].rootMesh = 14
settings.Hair[3].offset = Vec3(48, -48, -50)
settings.Hair[3].indices = { 68, 69, 70, 71 }
-- Not all weapon settings are applicable to every weapon. Those which are not applicable
-- for a particular weapon type are omitted. See documentation for more details.
settings.Weapons[WeaponType.PISTOLS].accuracy = 8
settings.Weapons[WeaponType.PISTOLS].targetingDistance = 8192
settings.Weapons[WeaponType.PISTOLS].interval = 9
settings.Weapons[WeaponType.PISTOLS].waterLevel = 650
settings.Weapons[WeaponType.PISTOLS].flashDuration = 3
settings.Weapons[WeaponType.PISTOLS].flashRange = 12
settings.Weapons[WeaponType.PISTOLS].flashColor = Color(192, 128, 0)
settings.Weapons[WeaponType.PISTOLS].damage = 1
settings.Weapons[WeaponType.PISTOLS].smoke = true
settings.Weapons[WeaponType.PISTOLS].shell = true
settings.Weapons[WeaponType.PISTOLS].muzzleFlash = true
settings.Weapons[WeaponType.PISTOLS].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.PISTOLS].pickupCount = 30
settings.Weapons[WeaponType.REVOLVER].accuracy = 8
settings.Weapons[WeaponType.REVOLVER].targetingDistance = 8192
settings.Weapons[WeaponType.REVOLVER].interval = 16
settings.Weapons[WeaponType.REVOLVER].waterLevel = 650
settings.Weapons[WeaponType.REVOLVER].flashDuration = 3
settings.Weapons[WeaponType.REVOLVER].flashRange = 12
settings.Weapons[WeaponType.REVOLVER].flashColor = Color(192, 128, 0)
settings.Weapons[WeaponType.REVOLVER].damage = 21
settings.Weapons[WeaponType.REVOLVER].alternateDamage = 21
settings.Weapons[WeaponType.REVOLVER].smoke = true
settings.Weapons[WeaponType.REVOLVER].shell = false
settings.Weapons[WeaponType.REVOLVER].muzzleFlash = true
settings.Weapons[WeaponType.REVOLVER].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.REVOLVER].pickupCount = 6
settings.Weapons[WeaponType.UZI].accuracy = 8
settings.Weapons[WeaponType.UZI].targetingDistance = 8192
settings.Weapons[WeaponType.UZI].interval = 3
settings.Weapons[WeaponType.UZI].waterLevel = 650
settings.Weapons[WeaponType.UZI].flashDuration = 2
settings.Weapons[WeaponType.UZI].flashRange = 12
settings.Weapons[WeaponType.UZI].flashColor = Color(192, 128, 0)
settings.Weapons[WeaponType.UZI].damage = 1
settings.Weapons[WeaponType.UZI].smoke = true
settings.Weapons[WeaponType.UZI].shell = true
settings.Weapons[WeaponType.UZI].muzzleFlash = true
settings.Weapons[WeaponType.UZI].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.UZI].pickupCount = 30
settings.Weapons[WeaponType.SHOTGUN].accuracy = 10
settings.Weapons[WeaponType.SHOTGUN].targetingDistance = 8192
settings.Weapons[WeaponType.SHOTGUN].waterLevel = 500
settings.Weapons[WeaponType.SHOTGUN].flashDuration = 3
settings.Weapons[WeaponType.SHOTGUN].flashRange = 12
settings.Weapons[WeaponType.SHOTGUN].flashColor = Color(192, 128, 0)
settings.Weapons[WeaponType.SHOTGUN].damage = 3
settings.Weapons[WeaponType.SHOTGUN].smoke = true
settings.Weapons[WeaponType.SHOTGUN].shell = true
settings.Weapons[WeaponType.SHOTGUN].muzzleFlash = false
settings.Weapons[WeaponType.SHOTGUN].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.SHOTGUN].pickupCount = 6
settings.Weapons[WeaponType.HK].accuracy = 4
settings.Weapons[WeaponType.HK].targetingDistance = 12288
settings.Weapons[WeaponType.HK].waterLevel = 500
settings.Weapons[WeaponType.HK].flashDuration = 2
settings.Weapons[WeaponType.HK].flashRange = 12
settings.Weapons[WeaponType.HK].flashColor = Color(192, 128, 0)
settings.Weapons[WeaponType.HK].damage = 4
settings.Weapons[WeaponType.HK].alternateDamage = 4
settings.Weapons[WeaponType.HK].smoke = true
settings.Weapons[WeaponType.HK].shell = true
settings.Weapons[WeaponType.HK].muzzleFlash = true
settings.Weapons[WeaponType.HK].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.HK].pickupCount = 30
settings.Weapons[WeaponType.CROSSBOW].targetingDistance = 8192
settings.Weapons[WeaponType.CROSSBOW].waterLevel = 500
settings.Weapons[WeaponType.CROSSBOW].damage = 5
settings.Weapons[WeaponType.CROSSBOW].alternateDamage = 20
settings.Weapons[WeaponType.CROSSBOW].pickupCount = 10
settings.Weapons[WeaponType.GRENADE_LAUNCHER].targetingDistance = 8192
settings.Weapons[WeaponType.GRENADE_LAUNCHER].waterLevel = 500
settings.Weapons[WeaponType.GRENADE_LAUNCHER].damage = 20
settings.Weapons[WeaponType.GRENADE_LAUNCHER].smoke = true
settings.Weapons[WeaponType.GRENADE_LAUNCHER].pickupCount = 10
settings.Weapons[WeaponType.ROCKET_LAUNCHER].targetingDistance = 8192
settings.Weapons[WeaponType.ROCKET_LAUNCHER].waterLevel = 500
settings.Weapons[WeaponType.ROCKET_LAUNCHER].damage = 30
settings.Weapons[WeaponType.ROCKET_LAUNCHER].smoke = true
settings.Weapons[WeaponType.ROCKET_LAUNCHER].pickupCount = 1
settings.Weapons[WeaponType.HARPOON_GUN].targetingDistance = 8192
settings.Weapons[WeaponType.HARPOON_GUN].damage = 6
settings.Weapons[WeaponType.HARPOON_GUN].pickupCount = 10
Flow.SetSettings(settings)

View file

@ -100,7 +100,7 @@ local strings =
reverb = { "Reverb" },
rumble = { "Rumble" },
save_game = { "Save Game" },
savegame_timestamp = { "%02d Days %02d:%02d:%02d" },
savegame_timestamp = { "%02d:%02d:%02d" },
screen_resolution = { "Screen Resolution" },
select_level = { "Select Level" },
separate = { "Separate" },

View file

@ -6,6 +6,7 @@
#include "Game/pickup/pickup_consumable.h"
#include "Math/Math.h"
#include "Renderer/Renderer.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/clock.h"
using namespace TEN::Math;
@ -174,6 +175,9 @@ namespace TEN::Hud
{
//DrawDebug();
if (!g_GameFlow->GetSettings()->Hud.PickupNotifier)
return;
if (_displayPickups.empty())
return;

View file

@ -3,8 +3,9 @@
#include "Game/effects/DisplaySprite.h"
#include "Math/Math.h"
#include "Specific/clock.h"
#include "Renderer/Renderer.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/clock.h"
using namespace TEN::Effects::DisplaySprite;
using namespace TEN::Math;
@ -58,6 +59,9 @@ namespace TEN::Hud
//DrawDebug();
if (!g_GameFlow->GetSettings()->Hud.Speedometer)
return;
if (_life <= 0.0f)
return;

View file

@ -8,6 +8,7 @@
#include "Game/Lara/lara_helpers.h"
#include "Objects/game_object_ids.h"
#include "Renderer/Renderer.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/clock.h"
using namespace TEN::Renderer;
@ -63,7 +64,7 @@ namespace TEN::Hud
constexpr auto FLASH_INTERVAL = 0.2f;
// Update flash.
if ((GameTimer % (int)round(FLASH_INTERVAL * FPS)) == 0)
if ((GlobalCounter % (int)round(FLASH_INTERVAL * FPS)) == 0)
_doFlash = !_doFlash;
// Update bars.
@ -75,6 +76,10 @@ namespace TEN::Hud
void StatusBarsController::Draw(const ItemInfo& item) const
{
// Avoid drawing if HUD is disabled.
if (!g_GameFlow->GetSettings()->Hud.StatusBars)
return;
// Avoid drawing in title level and during cutscenes.
if (CurrentLevel == 0 || CinematicBarsHeight > 0)
return;

View file

@ -95,7 +95,7 @@ namespace TEN::Entities::Player
const auto& player = GetLaraInfo(item);
// 1) Check if AFK posing is enabled.
if (!g_GameFlow->HasAFKPose())
if (!g_GameFlow->GetSettings()->Animations.PoseTimeout)
return false;
// 2) Test player hand and water status.
@ -417,7 +417,7 @@ namespace TEN::Entities::Player
bool CanSteerOnSlide(const ItemInfo& item, const CollisionInfo& coll)
{
return g_GameFlow->HasSlideExtended();
return g_GameFlow->GetSettings()->Animations.SlideExtended;
}
bool IsInLowSpace(const ItemInfo& item, const CollisionInfo& coll)
@ -519,7 +519,7 @@ namespace TEN::Entities::Player
const auto& player = GetLaraInfo(item);
// 1) Check if crouch roll is enabled.
if (!g_GameFlow->HasCrouchRoll())
if (!g_GameFlow->GetSettings()->Animations.CrouchRoll)
return false;
// 2) Test water depth.
@ -609,7 +609,7 @@ namespace TEN::Entities::Player
auto pointColl = GetPointCollision(item);
// 2) Test for slippery ceiling slope and check if overhang climb is disabled.
if (pointColl.IsSteepCeiling() && !g_GameFlow->HasOverhangClimb())
if (pointColl.IsSteepCeiling() && !g_GameFlow->GetSettings()->Animations.OverhangClimb)
return true;
// 3) Assess point collision.
@ -963,7 +963,7 @@ namespace TEN::Entities::Player
const auto& player = GetLaraInfo(item);
// 1) Check if sprint jump is enabled.
if (!g_GameFlow->HasSprintJump())
if (!g_GameFlow->GetSettings()->Animations.SprintJump)
return false;
// 2) Check for jump state dispatch.
@ -990,7 +990,7 @@ namespace TEN::Entities::Player
return true;
// Check whether extended slide mechanics are enabled.
if (!g_GameFlow->HasSlideExtended())
if (!g_GameFlow->GetSettings()->Animations.SlideExtended)
return true;
// TODO: Broken on diagonal slides?
@ -1013,7 +1013,7 @@ namespace TEN::Entities::Player
constexpr auto LEDGE_HEIGHT_MIN = CLICK(2);
// 1) Check if ledge jumps are enabled.
if (!g_GameFlow->HasLedgeJumps())
if (!g_GameFlow->GetSettings()->Animations.LedgeJumps)
return false;
// Ray collision setup at minimum ledge height.

View file

@ -331,7 +331,9 @@ void LaraControl(ItemInfo* item, CollisionInfo* coll)
break;
}
SaveGame::Statistics.Game.Distance += (int)round(Vector3i::Distance(prevPos, item->Pose.Position));
int deltaDist = (int)round(Vector3i::Distance(prevPos, item->Pose.Position));
SaveGame::Statistics.Game.Distance += deltaDist;
SaveGame::Statistics.Level.Distance += deltaDist;
if (DebugMode)
{

View file

@ -59,14 +59,12 @@ constexpr auto LARA_DEATH_VELOCITY = 155.0f;
constexpr auto LARA_DIVE_DEATH_VELOCITY = 134.0f;
constexpr auto LARA_TERMINAL_VELOCITY = CLICK(10);
constexpr auto LARA_SWIM_VELOCITY_ACCEL = 2.0f;
constexpr auto LARA_SWIM_VELOCITY_DECEL = 1.5f;
constexpr auto LARA_TREAD_VELOCITY_MAX = 17.5f;
constexpr auto LARA_SWIM_VELOCITY_MAX = 50.0f;
constexpr auto LARA_SWIM_INTERTIA_VELOCITY_MIN = 33.5f;
constexpr auto LARA_SWIM_VELOCITY_ACCEL_COEFF = 0.04f;
constexpr auto LARA_SWIM_VELOCITY_DECEL_COEFF = 0.03f;
constexpr auto LARA_TREAD_VELOCITY_MAX_COEFF = 0.35f;
constexpr auto LARA_SWIM_INTERTIA_VELOCITY_MIN_COEFF = 0.67f;
constexpr auto PLAYER_POSITION_ADJUST_MAX_TIME = 3 * FPS; // 3 seconds allowed for position adjustment.
constexpr auto PLAYER_POSE_TIME = 20 * FPS; // 20 seconds to AFK pose.
constexpr auto PLAYER_RUN_JUMP_TIME = 22; // Frames to count before a running jump is possible.
constexpr auto PLAYER_SPRINT_JUMP_TIME = 46; // Frames to count before a sprint jump is possible.
@ -92,6 +90,7 @@ constexpr auto SHALLOW_WATER_DEPTH = (int)CLICK(0.5f);
constexpr auto WADE_WATER_DEPTH = STEPUP_HEIGHT;
constexpr auto SWIM_WATER_DEPTH = CLICK(2.75f);
constexpr auto SLOPE_DIFFERENCE = 60;
constexpr auto SWAMP_GRAVITY_COEFF = 3.0f;
extern LaraInfo Lara;
extern ItemInfo* LaraItem;

View file

@ -594,7 +594,7 @@ void lara_as_idle(ItemInfo* item, CollisionInfo* coll)
}
// TODO: Without animation blending, the AFK state's movement lock interferes with responsiveness. -- Sezz 2021.10.31
if (CanStrikeAfkPose(*item, *coll) && player.Control.Count.Pose >= PLAYER_POSE_TIME)
if (CanStrikeAfkPose(*item, *coll) && player.Control.Count.Pose >= (g_GameFlow->GetSettings()->Animations.PoseTimeout * FPS))
{
item->Animation.TargetState = LS_POSE;
return;
@ -1694,7 +1694,7 @@ void lara_as_sprint(ItemInfo* item, CollisionInfo* coll)
if (IsHeld(In::Jump) || player.Control.IsRunJumpQueued)
{
// TODO: CanSprintJumpForward() should handle HasSprintJump() check.
if (IsHeld(In::Walk) || !g_GameFlow->HasSprintJump())
if (IsHeld(In::Walk) || !g_GameFlow->GetSettings()->Animations.SprintJump)
{
item->Animation.TargetState = LS_SPRINT_DIVE;
return;

View file

@ -8,6 +8,7 @@
#include "Game/Lara/lara_swim.h"
#include "Game/Setup.h"
#include "Sound/sound.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/Input/Input.h"
using namespace TEN::Input;
@ -16,6 +17,8 @@ namespace TEN::Entities::Player
{
void lara_as_fly_cheat(ItemInfo* item, CollisionInfo* coll)
{
float baseVel = g_GameFlow->GetSettings()->Physics.SwimVelocity;
if (IsHeld(In::Forward))
{
item->Pose.Orientation.x -= ANGLE(3.0f);
@ -41,13 +44,13 @@ namespace TEN::Entities::Player
{
float velCoeff = IsHeld(In::Sprint) ? 2.5f : 1.0f;
item->Animation.Velocity.y += (LARA_SWIM_VELOCITY_ACCEL * 4) * velCoeff;
if (item->Animation.Velocity.y > (LARA_SWIM_VELOCITY_MAX * 2) * velCoeff)
item->Animation.Velocity.y = (LARA_SWIM_VELOCITY_MAX * 2) * velCoeff;
item->Animation.Velocity.y += ((baseVel * LARA_SWIM_VELOCITY_ACCEL_COEFF) * 4) * velCoeff;
if (item->Animation.Velocity.y > (baseVel * 2) * velCoeff)
item->Animation.Velocity.y = (baseVel * 2) * velCoeff;
}
else
{
if (item->Animation.Velocity.y >= LARA_SWIM_VELOCITY_ACCEL)
if (item->Animation.Velocity.y >= (baseVel * LARA_SWIM_VELOCITY_ACCEL_COEFF))
{
item->Animation.Velocity.y -= item->Animation.Velocity.y / 8;
}

View file

@ -436,7 +436,7 @@ void LaraResetGravityStatus(ItemInfo* item, CollisionInfo* coll)
void LaraSnapToHeight(ItemInfo* item, CollisionInfo* coll)
{
if (TestEnvironment(ENV_FLAG_SWAMP, item) && coll->Middle.Floor > 0)
item->Pose.Position.y += SWAMP_GRAVITY;
item->Pose.Position.y += g_GameFlow->GetSettings()->Physics.Gravity / SWAMP_GRAVITY_COEFF;
else if (coll->Middle.Floor != NO_HEIGHT)
item->Pose.Position.y += coll->Middle.Floor;
}

View file

@ -25,6 +25,7 @@
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
#include "Scripting/Include/ScriptInterfaceGame.h"
#include "Scripting/Include/ScriptInterfaceLevel.h"
#include "Scripting/Internal/TEN/Flow/Enums/WeaponTypes.h"
#include "Sound/sound.h"
#include "Specific/configuration.h"
#include "Specific/Input/Input.h"
@ -147,7 +148,7 @@ WeaponInfo Weapons[(int)LaraWeaponType::NumWeapons] =
std::pair(EulerAngles(ANGLE(-70.0f), ANGLE(-80.0f), 0), EulerAngles(ANGLE(65.0f), ANGLE(80.0f), 0)),
std::pair(EulerAngles(ANGLE(-70.0f), ANGLE(-80.0f), 0), EulerAngles(ANGLE(65.0f), ANGLE(80.0f), 0)),
ANGLE(10.0f),
0,
ANGLE(10.0f),
500,
BLOCK(8),
3,
@ -304,6 +305,26 @@ const WeaponInfo& GetWeaponInfo(LaraWeaponType weaponType)
return (Weapons[(int)weaponType]);
}
void InitializeWeaponInfo(const Settings& settings)
{
for (const auto& [name, weaponType] : WEAPON_TYPES)
{
if ((int)weaponType <= 0 || (int)weaponType >= (int)LaraWeaponType::NumWeapons)
continue;
auto& weapon = Weapons[(int)weaponType];
const auto& weaponSettings = settings.Weapons[(int)weaponType - 1]; // Lua counts from 1.
weapon.Damage = weaponSettings.Damage;
weapon.AlternateDamage = weaponSettings.AlternateDamage;
weapon.FlashTime = weaponSettings.FlashDuration;
weapon.GunHeight = weaponSettings.WaterLevel;
weapon.ShotAccuracy = ANGLE(weaponSettings.Accuracy);
weapon.TargetDist = weaponSettings.Distance;
weapon.RecoilFrame = weaponSettings.Interval;
}
}
void InitializeNewWeapon(ItemInfo& laraItem)
{
auto& player = *GetLaraInfo(&laraItem);
@ -539,7 +560,7 @@ void HandleWeapon(ItemInfo& laraItem)
player.Control.Weapon.RequestGunType = player.Control.Weapon.LastGunType;
}
// Draw flare.
else if (IsHeld(In::Flare) && (g_GameFlow->GetLevel(CurrentLevel)->GetLaraType() != LaraType::Young))
else if (IsHeld(In::Flare))
{
if (player.Control.Weapon.GunType == LaraWeaponType::Flare)
{
@ -882,7 +903,6 @@ FireWeaponType FireWeapon(LaraWeaponType weaponType, ItemInfo& targetEntity, Ite
}
else
{
SaveGame::Statistics.Game.AmmoHits++;
target = origin + (directionNorm * closestDist);
auto vTarget = GameVector(target);

View file

@ -4,6 +4,9 @@
class EulerAngles;
struct CollisionInfo;
struct ItemInfo;
namespace TEN::Scripting { struct Settings; };
using namespace TEN::Scripting;
enum class FireWeaponType
{
@ -40,13 +43,14 @@ struct WeaponInfo
int FlashTime = 0;
int DrawFrame = 0;
int SampleNum = 0;
int ExplosiveDamage = 0;
int AlternateDamage = 0;
};
extern int FlashGrenadeAftershockTimer;
extern WeaponInfo Weapons[(int)LaraWeaponType::NumWeapons];
void InitializeNewWeapon(ItemInfo& laraItem);
void InitializeWeaponInfo(const Settings& settings);
const WeaponInfo& GetWeaponInfo(LaraWeaponType weaponType);
Ammo& GetAmmo(LaraInfo& lara, LaraWeaponType weaponType);

View file

@ -15,14 +15,16 @@
#include "Game/Lara/lara_tests.h"
#include "Game/Setup.h"
#include "Math/Math.h"
#include "Objects/Effects/LensFlare.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Sound/sound.h"
#include "Specific/clock.h"
#include "Specific/level.h"
using namespace TEN::Collision::Point;
using namespace TEN::Entities::Effects;
using namespace TEN::Math;
constexpr auto FLARE_LIFE_MAX = 60.0f * FPS;
constexpr auto FLARE_DEATH_DELAY = 1.0f * FPS;
void FlareControl(short itemNumber)
@ -62,15 +64,17 @@ void FlareControl(short itemNumber)
}
else
{
flareItem.Animation.Velocity.y += 6;
flareItem.Animation.Velocity.y += g_GameFlow->GetSettings()->Physics.Gravity;
}
flareItem.Pose.Position.y += flareItem.Animation.Velocity.y;
DoProjectileDynamics(itemNumber, prevPos.x, prevPos.y, prevPos.z, vel.x, vel.y, vel.z);
const auto& settings = g_GameFlow->GetSettings()->Flare;
int& life = flareItem.Data;
life &= 0x7FFF;
if (life >= FLARE_LIFE_MAX)
if (life >= (settings.Timeout * FPS))
{
if (flareItem.Animation.Velocity.y == 0.0f &&
flareItem.Animation.Velocity.z == 0.0f)
@ -84,7 +88,9 @@ void FlareControl(short itemNumber)
life++;
}
if (DoFlareLight(flareItem.Pose.Position, life))
auto offset = settings.Offset.ToVector3i() + Vector3i(-6, 6, 0);
auto lightPos = GetJointPosition(flareItem, 0, offset);
if (DoFlareLight(flareItem, lightPos, life))
{
TriggerChaffEffects(flareItem, life);
life |= 0x8000;
@ -376,10 +382,14 @@ void CreateFlare(ItemInfo& laraItem, GAME_OBJECT_ID objectID, bool isThrown)
flareItem.Data = (int)0;
int& life = flareItem.Data;
if (DoFlareLight(flareItem.Pose.Position, lara.Flare.Life))
if (DoFlareLight(flareItem, flareItem.Pose.Position, lara.Flare.Life))
{
life = lara.Flare.Life | 0x8000;
}
else
{
life = lara.Flare.Life & 0x7FFF;
}
}
else
{
@ -392,14 +402,16 @@ void CreateFlare(ItemInfo& laraItem, GAME_OBJECT_ID objectID, bool isThrown)
void DoFlareInHand(ItemInfo& laraItem, int flareLife)
{
auto& lara = *GetLaraInfo(&laraItem);
auto& player = *GetLaraInfo(&laraItem);
const auto& settings = g_GameFlow->GetSettings()->Flare;
auto offset = settings.Offset.ToVector3i() + Vector3i(11, 32, 0);
auto lightPos = GetJointPosition(&laraItem, LM_LHAND, offset);
auto pos = GetJointPosition(&laraItem, LM_LHAND, Vector3i(11, 32, 41));
if (DoFlareLight(laraItem, lightPos, flareLife))
TriggerChaffEffects(player.Control.Look.IsUsingBinoculars ? 0 : flareLife);
if (DoFlareLight(pos, flareLife))
TriggerChaffEffects(lara.Control.Look.IsUsingBinoculars ? 0 : flareLife);
if (lara.Flare.Life >= FLARE_LIFE_MAX - (FLARE_DEATH_DELAY / 2))
if (player.Flare.Life >= ((settings.Timeout * FPS) - (FLARE_DEATH_DELAY / 2)))
{
// Prevent player from intercepting reach/jump states with flare throws.
if (laraItem.Animation.IsAirborne ||
@ -409,16 +421,16 @@ void DoFlareInHand(ItemInfo& laraItem, int flareLife)
return;
}
if (lara.Control.HandStatus == HandStatus::Free)
lara.Control.HandStatus = HandStatus::WeaponUndraw;
if (player.Control.HandStatus == HandStatus::Free)
player.Control.HandStatus = HandStatus::WeaponUndraw;
}
else if (lara.Flare.Life != 0)
else if (player.Flare.Life != 0)
{
lara.Flare.Life++;
player.Flare.Life++;
}
}
bool DoFlareLight(const Vector3i& pos, int flareLife)
bool DoFlareLight(ItemInfo& item, const Vector3i& pos, int flareLife)
{
constexpr auto START_DELAY = 0.25f * FPS;
constexpr auto END_DELAY = 3.0f * FPS;
@ -427,18 +439,22 @@ bool DoFlareLight(const Vector3i& pos, int flareLife)
constexpr auto CHAFF_SPAWN_CHANCE = 4 / 10.0f;
constexpr auto CHAFF_SPAWN_ENDING_CHANCE = CHAFF_SPAWN_CHANCE / 2;
constexpr auto CHAFF_SPAWN_DYING_CHANCE = CHAFF_SPAWN_CHANCE / 4;
constexpr auto LIGHT_RADIUS = 9.0f;
constexpr auto LIGHT_SPHERE_RADIUS = BLOCK(1 / 16.0f);
constexpr auto LIGHT_POS_OFFSET = Vector3(0.0f, -BLOCK(1 / 8.0f), 0.0f);
constexpr auto LIGHT_COLOR = Vector3(0.9f, 0.5f, 0.3f);
if (flareLife >= FLARE_LIFE_MAX || flareLife == 0)
auto& settings = g_GameFlow->GetSettings()->Flare;
float flareRange = settings.Range * BLOCK(0.25f);
auto flareColor = Vector3(settings.Color);
int flareTimeout = settings.Timeout * FPS;
if (flareLife >= flareTimeout || flareLife == 0)
return false;
// Determine flare progress.
bool isStarting = (flareLife <= START_DELAY);
bool isEnding = (flareLife > (FLARE_LIFE_MAX - END_DELAY));
bool isDying = (flareLife > (FLARE_LIFE_MAX - FLARE_DEATH_DELAY));
bool isEnding = (flareLife > (flareTimeout - END_DELAY));
bool isDying = (flareLife > (flareTimeout - FLARE_DEATH_DELAY));
bool spawnChaff = false;
float mult = 1.0f;
@ -450,7 +466,7 @@ bool DoFlareLight(const Vector3i& pos, int flareLife)
}
else if (isDying)
{
mult = (FLARE_LIFE_MAX - (float)flareLife) / FLARE_DEATH_DELAY;
mult = (flareTimeout - (float)flareLife) / FLARE_DEATH_DELAY;
spawnChaff = Random::TestProbability(CHAFF_SPAWN_DYING_CHANCE);
}
else if (isEnding)
@ -464,15 +480,38 @@ bool DoFlareLight(const Vector3i& pos, int flareLife)
}
// Determine light position.
auto sphere = BoundingSphere(pos.ToVector3() + LIGHT_POS_OFFSET, LIGHT_SPHERE_RADIUS);
auto lightPos = Random::GeneratePointInSphere(sphere);
auto lightPos = pos.ToVector3();
float intensity = 1.0f;
// Handle flicker effect if specified.
if (settings.Flicker)
{
auto sphere = BoundingSphere(pos.ToVector3() + LIGHT_POS_OFFSET, LIGHT_SPHERE_RADIUS);
lightPos = Random::GeneratePointInSphere(sphere);
intensity = Random::GenerateFloat(INTENSITY_MIN, INTENSITY_MAX);
}
// Calculate color.
float intensity = Random::GenerateFloat(INTENSITY_MIN, INTENSITY_MAX);
float falloff = intensity * mult * LIGHT_RADIUS;
auto color = (LIGHT_COLOR * intensity * std::clamp(mult, 0.0f, 1.0f)) * UCHAR_MAX;
float falloff = intensity * mult * flareRange;
auto color = (flareColor * intensity * std::clamp(mult, 0.0f, 1.0f));
TriggerDynamicLight(lightPos.x, lightPos.y, lightPos.z, (int)falloff, color.x, color.y, color.z);
// Spawn dynamic light.
TriggerDynamicPointLight(lightPos, Color(color), falloff, false);
// Spawn lensflare if brightness is not 0.
if (settings.LensflareBrightness > EPSILON)
{
if (item.ObjectNumber == GAME_OBJECT_ID::ID_FLARE_ITEM)
{
float currentIntensity = (float)item.ItemFlags[0] / LENSFLARE_ITEMFLAG_BRIGHTNESS_SCALE;
SetupLensFlare(pos.ToVector3(), item.RoomNumber, Color(color) * settings.LensflareBrightness, &currentIntensity, 0);
item.ItemFlags[0] = short(currentIntensity * LENSFLARE_ITEMFLAG_BRIGHTNESS_SCALE);
}
else
{
SetupLensFlare(pos.ToVector3(), item.RoomNumber, Color(color) * settings.LensflareBrightness, nullptr, 0);
}
}
// Return chaff spawn status.
return ((isDying || isEnding) ? spawnChaff : true);

View file

@ -18,4 +18,4 @@ void SetFlareArm(ItemInfo& laraItem, int armFrame);
void CreateFlare(ItemInfo& laraItem, GAME_OBJECT_ID objectID, bool isThrown);
void DoFlareInHand(ItemInfo& laraItem, int flareLife);
bool DoFlareLight(const Vector3i& pos, int flareLife);
bool DoFlareLight(ItemInfo& item, const Vector3i& pos, int flareLife);

View file

@ -56,9 +56,8 @@ void HandleLaraMovementParameters(ItemInfo* item, CollisionInfo* coll)
auto* lara = GetLaraInfo(item);
// Update AFK pose timer.
if (lara->Control.Count.Pose < PLAYER_POSE_TIME &&
!(IsHeld(In::Look) || IsOpticActionHeld()) &&
g_GameFlow->HasAFKPose())
if (lara->Control.Count.Pose < (g_GameFlow->GetSettings()->Animations.PoseTimeout * FPS) &&
!(IsHeld(In::Look) || IsOpticActionHeld()))
{
lara->Control.Count.Pose++;
}
@ -113,7 +112,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
player.Status.Poison = LARA_POISON_MAX;
if (!(Wibble & 0xFF))
item.HitPoints -= player.Status.Poison;
DoDamage(&item, player.Status.Poison, true);
}
// Update stamina status.
@ -135,7 +134,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Air < 0)
{
player.Status.Air = -1;
item.HitPoints -= 10;
DoDamage(&item, 10, true);
}
}
}
@ -169,7 +168,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Exposure <= 0)
{
player.Status.Exposure = 0;
item.HitPoints -= 10;
DoDamage(&item, 10, true);
}
}
}
@ -189,7 +188,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Exposure <= 0)
{
player.Status.Exposure = 0;
item.HitPoints -= 10;
DoDamage(&item, 10, true);
}
}
else
@ -212,8 +211,8 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Air < 0)
{
item.HitPoints -= 5;
player.Status.Air = -1;
DoDamage(&item, 5, true);
}
if (water.IsCold)
@ -222,7 +221,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Exposure <= 0)
{
player.Status.Exposure = 0;
item.HitPoints -= 10;
DoDamage(&item, 10, true);
}
}
else
@ -248,7 +247,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Exposure <= 0)
{
player.Status.Exposure = 0;
item.HitPoints -= 10;
DoDamage(&item, 10, true);
}
}
}
@ -1028,7 +1027,7 @@ void EasePlayerElevation(ItemInfo* item, int relHeight)
// Handle swamp case.
if (TestEnvironment(ENV_FLAG_SWAMP, item) && relHeight > 0)
{
item->Pose.Position.y += SWAMP_GRAVITY;
item->Pose.Position.y += g_GameFlow->GetSettings()->Physics.Gravity / SWAMP_GRAVITY_COEFF;
return;
}
@ -1172,7 +1171,7 @@ void DoLaraFallDamage(ItemInfo* item)
else
{
float base = item->Animation.Velocity.y - (LARA_DAMAGE_VELOCITY - 1.0f);
item->HitPoints -= LARA_HEALTH_MAX * (SQUARE(base) / 196.0f);
DoDamage(item, LARA_HEALTH_MAX * (SQUARE(base) / 196.0f));
}
float rumblePower = (item->Animation.Velocity.y / LARA_DEATH_VELOCITY) * RUMBLE_POWER_COEFF;
@ -1296,7 +1295,7 @@ short GetPlayerSlideHeadingAngle(ItemInfo* item, CollisionInfo* coll)
return coll->Setup.ForwardAngle;
// Return slide heading angle.
if (g_GameFlow->HasSlideExtended())
if (g_GameFlow->GetSettings()->Animations.SlideExtended)
{
return Geometry::GetSurfaceAspectAngle(pointColl.GetFloorNormal());
}
@ -1489,7 +1488,7 @@ void ModulateLaraSlideVelocity(ItemInfo* item, CollisionInfo* coll)
constexpr int minVelocity = 50;
constexpr int maxVelocity = LARA_TERMINAL_VELOCITY;
if (g_GameFlow->HasSlideExtended())
if (g_GameFlow->GetSettings()->Animations.SlideExtended)
{
auto probe = GetPointCollision(*item);
short minSlideAngle = ANGLE(33.75f);
@ -1639,7 +1638,7 @@ void newSetLaraSlideAnimation(ItemInfo* item, CollisionInfo* coll)
short headinAngle = GetPlayerSlideHeadingAngle(item, coll);
short deltaAngle = headinAngle - item->Pose.Orientation.y;
if (!g_GameFlow->HasSlideExtended())
if (!g_GameFlow->GetSettings()->Animations.SlideExtended)
item->Pose.Orientation.y = headinAngle;
// Snap to height upon slide entrance.
@ -1702,7 +1701,7 @@ void SetLaraSwimDiveAnimation(ItemInfo* item)
SetAnimation(item, LA_ONWATER_DIVE);
item->Animation.TargetState = LS_UNDERWATER_SWIM_FORWARD;
item->Animation.Velocity.y = LARA_SWIM_VELOCITY_MAX * 0.4f;
item->Animation.Velocity.y = g_GameFlow->GetSettings()->Physics.SwimVelocity * 0.4f;
item->Pose.Orientation.x = -ANGLE(45.0f);
lara->Control.WaterStatus = WaterStatus::Underwater;
}

View file

@ -744,7 +744,7 @@ void lara_as_swan_dive(ItemInfo* item, CollisionInfo* coll)
if (item->HitPoints <= 0)
item->Animation.TargetState = LS_DEATH;
else if ((IsHeld(In::Crouch) || CanCrawlspaceDive(*item, *coll)) &&
g_GameFlow->HasCrawlspaceDive())
g_GameFlow->GetSettings()->Animations.CrawlspaceDive)
{
item->Animation.TargetState = LS_CROUCH_IDLE;
TranslateItem(item, coll->Setup.ForwardAngle, CLICK(0.5f)); // HACK: Move forward to avoid standing up or falling out on an edge.
@ -773,7 +773,7 @@ void lara_col_swan_dive(ItemInfo* item, CollisionInfo* coll)
auto& player = GetLaraInfo(*item);
auto bounds = GameBoundingBox(item);
int realHeight = g_GameFlow->HasCrawlspaceDive() ? (bounds.GetHeight() * 0.7f) : LARA_HEIGHT;
int realHeight = g_GameFlow->GetSettings()->Animations.CrawlspaceDive ? (bounds.GetHeight() * 0.7f) : LARA_HEIGHT;
player.Control.MoveAngle = item->Pose.Orientation.y;
coll->Setup.Height = std::max(LARA_HEIGHT_CRAWL, realHeight);

View file

@ -63,9 +63,7 @@ constexpr auto HK_BURST_MODE_SHOT_COUNT = 5;
constexpr auto HK_BURST_AND_SNIPER_MODE_SHOT_INTERVAL = 12.0f;
constexpr auto HK_RAPID_MODE_SHOT_INTERVAL = 3.0f;
constexpr auto SHOTGUN_PELLET_COUNT = 6;
constexpr auto SHOTGUN_NORMAL_PELLET_SCATTER = 10.0f;
constexpr auto SHOTGUN_WIDESHOT_PELLET_SCATTER = 30.0f;
constexpr auto SHOTGUN_PELLET_COUNT = 6;
static Vector3i GetWeaponSmokeRelOffset(LaraWeaponType weaponType)
{
@ -223,7 +221,7 @@ void AnimateShotgun(ItemInfo& laraItem, LaraWeaponType weaponType)
}
else
{
FireHK(laraItem, 0);
FireHK(laraItem, false);
player.Control.Weapon.Timer = 1.0f;
item.Animation.TargetState = WEAPON_STATE_RECOIL;
@ -304,7 +302,7 @@ void AnimateShotgun(ItemInfo& laraItem, LaraWeaponType weaponType)
}
else
{
FireHK(laraItem, 1);
FireHK(laraItem, true);
player.Control.Weapon.Timer = 1.0f;
item.Animation.TargetState = WEAPON_STATE_UNDERWATER_RECOIL;
@ -387,8 +385,8 @@ void FireShotgun(ItemInfo& laraItem)
armOrient += EulerAngles(player.ExtraTorsoRot.x, player.ExtraTorsoRot.y, 0);
bool hasFired = false;
int scatter = ((player.Weapons[(int)LaraWeaponType::Shotgun].SelectedAmmo == WeaponAmmoType::Ammo1) ?
ANGLE(SHOTGUN_NORMAL_PELLET_SCATTER) : ANGLE(SHOTGUN_WIDESHOT_PELLET_SCATTER));
int scatter = Weapons[(int)LaraWeaponType::Shotgun].ShotAccuracy *
(player.Weapons[(int)LaraWeaponType::Shotgun].SelectedAmmo == WeaponAmmoType::Ammo1) ? 1 : 3;
for (int i = 0; i < SHOTGUN_PELLET_COUNT; i++)
{
@ -433,6 +431,7 @@ void FireShotgun(ItemInfo& laraItem)
Rumble(0.5f, 0.2f);
SaveGame::Statistics.Level.AmmoUsed++;
SaveGame::Statistics.Game.AmmoUsed++;
}
}
@ -851,7 +850,7 @@ void GrenadeControl(short itemNumber)
grenadeItem.Pose.Orientation.y = sYOrient;
}
HandleProjectile(grenadeItem, *LaraItem, prevPos, (ProjectileType)grenadeItem.ItemFlags[0], Weapons[(int)LaraWeaponType::GrenadeLauncher].ExplosiveDamage);
HandleProjectile(grenadeItem, *LaraItem, prevPos, (ProjectileType)grenadeItem.ItemFlags[0], Weapons[(int)LaraWeaponType::GrenadeLauncher].Damage);
}
void FireRocket(ItemInfo& laraItem)
@ -990,7 +989,7 @@ void RocketControl(short itemNumber)
auto prevPos = rocketItem.Pose.Position;
TranslateItem(&rocketItem, rocketItem.Pose.Orientation, rocketItem.Animation.Velocity.z);
HandleProjectile(rocketItem, *LaraItem, prevPos, ProjectileType::Explosive, Weapons[(int)LaraWeaponType::RocketLauncher].ExplosiveDamage);
HandleProjectile(rocketItem, *LaraItem, prevPos, ProjectileType::Explosive, Weapons[(int)LaraWeaponType::RocketLauncher].Damage);
}
void FireCrossbow(ItemInfo& laraItem, const std::optional<Pose>& pose)
@ -1106,12 +1105,12 @@ void CrossbowBoltControl(short itemNumber)
TranslateItem(&boltItem, boltItem.Pose.Orientation, boltItem.Animation.Velocity.z);
int damage = (boltItem.ItemFlags[0] == (int)ProjectileType::Explosive) ?
Weapons[(int)LaraWeaponType::Crossbow].ExplosiveDamage : Weapons[(int)LaraWeaponType::Crossbow].Damage;
Weapons[(int)LaraWeaponType::Crossbow].AlternateDamage : Weapons[(int)LaraWeaponType::Crossbow].Damage;
HandleProjectile(boltItem, *LaraItem, prevPos, (ProjectileType)boltItem.ItemFlags[0], damage);
}
void FireHK(ItemInfo& laraItem, int mode)
void FireHK(ItemInfo& laraItem, bool inaccurateMode)
{
auto& player = *GetLaraInfo(&laraItem);
const auto& weapon = player.Weapons[(int)LaraWeaponType::HK];
@ -1142,16 +1141,15 @@ void FireHK(ItemInfo& laraItem, int mode)
player.ExtraTorsoRot.y + player.LeftArm.Orientation.y + laraItem.Pose.Orientation.y,
0);
}
// HACK: Backup unmodified accuracy/damage values.
short accuracy = Weapons[(int)LaraWeaponType::HK].ShotAccuracy;
int damage = Weapons[(int)LaraWeaponType::HK].Damage;
if (mode)
if (inaccurateMode)
{
Weapons[(int)LaraWeaponType::HK].ShotAccuracy = ANGLE(12.0f);
Weapons[(int)LaraWeaponType::HK].Damage = 1;
}
else
{
Weapons[(int)LaraWeaponType::HK].ShotAccuracy = ANGLE(4.0f);
Weapons[(int)LaraWeaponType::HK].Damage = 3;
Weapons[(int)LaraWeaponType::HK].ShotAccuracy = accuracy * 3;
Weapons[(int)LaraWeaponType::HK].Damage = damage / 3;
}
if (FireWeapon(LaraWeaponType::HK, *player.TargetEntity, laraItem, angles) != FireWeaponType::NoAmmo)
@ -1163,6 +1161,10 @@ void FireHK(ItemInfo& laraItem, int mode)
Rumble(0.2f, 0.1f);
}
// HACK: Restore accuracy/damage values.
Weapons[(int)LaraWeaponType::HK].ShotAccuracy = accuracy;
Weapons[(int)LaraWeaponType::HK].Damage = damage;
}
void LasersightWeaponHandler(ItemInfo& item, LaraWeaponType weaponType)
@ -1195,6 +1197,7 @@ void LasersightWeaponHandler(ItemInfo& item, LaraWeaponType weaponType)
if (player.Control.Weapon.GunType == LaraWeaponType::Revolver)
{
player.Control.Weapon.Interval = 16.0f;
SaveGame::Statistics.Level.AmmoUsed++;
SaveGame::Statistics.Game.AmmoUsed++;
isFiring = true;
@ -1294,20 +1297,20 @@ void RifleHandler(ItemInfo& laraItem, LaraWeaponType weaponType)
if (player.RightArm.GunFlash)
{
auto& settings = g_GameFlow->GetSettings()->Weapons[(int)weaponType - 1];
auto color = Color(settings.FlashColor);
color += Color(Random::GenerateFloat(-0.2f, 0.2f));
if (weaponType == LaraWeaponType::Shotgun || weaponType == LaraWeaponType::HK)
{
auto pos = GetJointPosition(&laraItem, LM_RHAND, Vector3i(0, -64, 0));
TriggerDynamicLight(
pos.x, pos.y, pos.z,
12,
(GetRandomControl() & 0x3F) + 192,
(GetRandomControl() & 0x1F) + 128,
GetRandomControl() & 0x3F);
TriggerDynamicPointLight(pos.ToVector3(), color, CLICK(settings.FlashRange));
}
else if (weaponType == LaraWeaponType::Revolver)
{
auto pos = GetJointPosition(&laraItem, LM_RHAND, Vector3i(0, -32, 0));
TriggerDynamicLight(pos.x, pos.y, pos.z, 12, (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 128, (GetRandomControl() & 0x3F));
TriggerDynamicPointLight(pos.ToVector3(), color, CLICK(settings.FlashRange));
}
}
}
@ -1331,9 +1334,11 @@ void DoExplosiveDamage(ItemInfo& emitter, ItemInfo& target, ItemInfo& projectile
if (&target != &emitter)
{
SaveGame::Statistics.Game.AmmoHits++;
SaveGame::Statistics.Level.AmmoHits++;
if (target.HitPoints <= 0)
{
SaveGame::Statistics.Level.Kills++;
SaveGame::Statistics.Game.Kills++;
CreatureDie(target.Index, true);
}
}

View file

@ -45,7 +45,7 @@ void FireCrossbow(ItemInfo& laraItem, const std::optional<Pose>& pose = std::nul
void FireCrossBowFromLaserSight(ItemInfo& laraItem, GameVector* origin, GameVector* target);
void CrossbowBoltControl(short itemNumber);
void FireHK(ItemInfo& laraItem, int mode);
void FireHK(ItemInfo& laraItem, bool inaccurateMode);
void RifleHandler(ItemInfo& laraItem, LaraWeaponType weaponType);
void LasersightWeaponHandler(ItemInfo& item, LaraWeaponType weaponType);

View file

@ -832,7 +832,7 @@ void lara_as_sclimbend(ItemInfo* item, CollisionInfo* coll)
// Extends LS_HANG (10)
void SlopeHangExtra(ItemInfo* item, CollisionInfo* coll)
{
if (!g_GameFlow->HasOverhangClimb())
if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return;
auto slopeData = GetSlopeData(item);
@ -877,7 +877,7 @@ void SlopeHangExtra(ItemInfo* item, CollisionInfo* coll)
// Extends LS_REACH (11)
void SlopeReachExtra(ItemInfo* item, CollisionInfo* coll)
{
if (!g_GameFlow->HasOverhangClimb())
if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return;
auto slopeData = GetSlopeData(item);
@ -911,7 +911,7 @@ void SlopeReachExtra(ItemInfo* item, CollisionInfo* coll)
// Extends LS_CLIMB_IDLE (56)
void SlopeClimbExtra(ItemInfo* item, CollisionInfo* coll)
{
if (!g_GameFlow->HasOverhangClimb())
if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return;
auto slopeData = GetSlopeData(item);
@ -987,7 +987,7 @@ bool LadderMonkeyExtra(ItemInfo* item, CollisionInfo* coll)
// Extends LS_LADDER_DOWN (61)
void SlopeClimbDownExtra(ItemInfo* item, CollisionInfo* coll)
{
if (!g_GameFlow->HasOverhangClimb())
if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return;
auto slopeData = GetSlopeData(item);
@ -1049,7 +1049,7 @@ void SlopeMonkeyExtra(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
if (!g_GameFlow->HasOverhangClimb())
if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return;
auto slopeData = GetSlopeData(item);

View file

@ -10,6 +10,7 @@
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara_tests.h"
#include "Sound/sound.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/Input/Input.h"
#include "Specific/level.h"
@ -40,7 +41,7 @@ void lara_as_slide_forward(ItemInfo* item, CollisionInfo* coll)
{
/*short direction = GetPlayerSlideHeadingAngle(item, coll);
if (g_GameFlow->Animations.HasSlideExtended)
if (g_GameFlow->GetSettings()->Animations.SlideExtended)
{
ApproachLaraTargetOrientation(item, direction, 12);
ModulateLaraSlideVelocity(item, coll);
@ -147,7 +148,7 @@ void lara_as_slide_back(ItemInfo* item, CollisionInfo* coll)
{
/*short direction = GetPlayerSlideHeadingAngle(item, coll) + ANGLE(180.0f);
if (g_GameFlow->Animations.HasSlideExtended)
if (g_GameFlow->GetSettings()->Animations.SlideExtended)
{
ApproachLaraTargetOrientation(item, direction, 12);
ModulateLaraSlideVelocity(item, coll);

View file

@ -10,6 +10,7 @@
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara_swim.h"
#include "Game/Lara/lara_tests.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/level.h"
#include "Specific/Input/Input.h"
@ -43,7 +44,7 @@ void lara_as_surface_idle(ItemInfo* item, CollisionInfo* coll)
lara->Control.Look.Mode = LookMode::Free;
item->Animation.Velocity.y -= LARA_SWIM_VELOCITY_DECEL;
item->Animation.Velocity.y -= g_GameFlow->GetSettings()->Physics.SwimVelocity * LARA_SWIM_VELOCITY_DECEL_COEFF;
if (item->Animation.Velocity.y < 0)
item->Animation.Velocity.y = 0;
@ -126,9 +127,11 @@ void lara_as_surface_swim_forward(ItemInfo* item, CollisionInfo* coll)
if (IsClicked(In::Jump))
SetLaraSwimDiveAnimation(item);
item->Animation.Velocity.y += LARA_SWIM_VELOCITY_ACCEL;
if (item->Animation.Velocity.y > LARA_TREAD_VELOCITY_MAX)
item->Animation.Velocity.y = LARA_TREAD_VELOCITY_MAX;
float baseVel = g_GameFlow->GetSettings()->Physics.SwimVelocity;
item->Animation.Velocity.y += baseVel * LARA_SWIM_VELOCITY_ACCEL_COEFF;
if (item->Animation.Velocity.y > baseVel * LARA_TREAD_VELOCITY_MAX_COEFF)
item->Animation.Velocity.y = baseVel * LARA_TREAD_VELOCITY_MAX_COEFF;
}
// State: LS_ONWATER_FORWARD (34)
@ -170,9 +173,11 @@ void lara_as_surface_swim_left(ItemInfo* item, CollisionInfo* coll)
if (IsClicked(In::Jump))
SetLaraSwimDiveAnimation(item);
item->Animation.Velocity.y += LARA_SWIM_VELOCITY_ACCEL;
if (item->Animation.Velocity.y > LARA_TREAD_VELOCITY_MAX)
item->Animation.Velocity.y = LARA_TREAD_VELOCITY_MAX;
float baseVel = g_GameFlow->GetSettings()->Physics.SwimVelocity;
item->Animation.Velocity.y += baseVel * LARA_SWIM_VELOCITY_ACCEL_COEFF;
if (item->Animation.Velocity.y > baseVel * LARA_TREAD_VELOCITY_MAX_COEFF)
item->Animation.Velocity.y = baseVel * LARA_TREAD_VELOCITY_MAX_COEFF;
}
// State: LS_ONWATER_LEFT (48)
@ -211,9 +216,11 @@ void lara_as_surface_swim_right(ItemInfo* item, CollisionInfo* coll)
if (IsClicked(In::Jump))
SetLaraSwimDiveAnimation(item);
item->Animation.Velocity.y += LARA_SWIM_VELOCITY_ACCEL;
if (item->Animation.Velocity.y > LARA_TREAD_VELOCITY_MAX)
item->Animation.Velocity.y = LARA_TREAD_VELOCITY_MAX;
float baseVel = g_GameFlow->GetSettings()->Physics.SwimVelocity;
item->Animation.Velocity.y += baseVel * LARA_SWIM_VELOCITY_ACCEL_COEFF;
if (item->Animation.Velocity.y > baseVel * LARA_TREAD_VELOCITY_MAX_COEFF)
item->Animation.Velocity.y = baseVel * LARA_TREAD_VELOCITY_MAX_COEFF;
}
// State: LS_ONWATER_RIGHT (49)
@ -249,9 +256,11 @@ void lara_as_surface_swim_back(ItemInfo* item, CollisionInfo* coll)
if (!IsHeld(In::Back))
item->Animation.TargetState = LS_ONWATER_IDLE;
item->Animation.Velocity.y += LARA_SWIM_VELOCITY_ACCEL;
if (item->Animation.Velocity.y > LARA_TREAD_VELOCITY_MAX)
item->Animation.Velocity.y = LARA_TREAD_VELOCITY_MAX;
float baseVel = g_GameFlow->GetSettings()->Physics.SwimVelocity;
item->Animation.Velocity.y += baseVel * LARA_SWIM_VELOCITY_ACCEL_COEFF;
if (item->Animation.Velocity.y > baseVel * LARA_TREAD_VELOCITY_MAX_COEFF)
item->Animation.Velocity.y = baseVel * LARA_TREAD_VELOCITY_MAX_COEFF;
}
// State: LS_ONWATER_BACK (47)

View file

@ -54,7 +54,7 @@ void lara_as_underwater_idle(ItemInfo* item, CollisionInfo* coll)
if (IsHeld(In::Jump))
item->Animation.TargetState = LS_UNDERWATER_SWIM_FORWARD;
item->Animation.Velocity.y -= LARA_SWIM_VELOCITY_DECEL;
item->Animation.Velocity.y -= g_GameFlow->GetSettings()->Physics.SwimVelocity * LARA_SWIM_VELOCITY_DECEL_COEFF;
if (item->Animation.Velocity.y < 0.0f)
item->Animation.Velocity.y = 0.0f;
@ -96,9 +96,11 @@ void lara_as_underwater_swim_forward(ItemInfo* item, CollisionInfo* coll)
else
ModulateLaraSubsuitSwimTurnRates(item);
item->Animation.Velocity.y += LARA_SWIM_VELOCITY_ACCEL;
if (item->Animation.Velocity.y > LARA_SWIM_VELOCITY_MAX)
item->Animation.Velocity.y = LARA_SWIM_VELOCITY_MAX;
float baseVel = g_GameFlow->GetSettings()->Physics.SwimVelocity;
item->Animation.Velocity.y += baseVel * LARA_SWIM_VELOCITY_ACCEL_COEFF;
if (item->Animation.Velocity.y > baseVel)
item->Animation.Velocity.y = baseVel;
if (!IsHeld(In::Jump))
item->Animation.TargetState = LS_UNDERWATER_INERTIA;
@ -141,11 +143,13 @@ void lara_as_underwater_inertia(ItemInfo* item, CollisionInfo* coll)
if (IsHeld(In::Jump))
item->Animation.TargetState = LS_UNDERWATER_SWIM_FORWARD;
item->Animation.Velocity.y -= LARA_SWIM_VELOCITY_DECEL;
const auto& settings = g_GameFlow->GetSettings()->Physics;
item->Animation.Velocity.y -= settings.SwimVelocity * LARA_SWIM_VELOCITY_DECEL_COEFF;
if (item->Animation.Velocity.y < 0.0f)
item->Animation.Velocity.y = 0.0f;
if (item->Animation.Velocity.y < LARA_SWIM_INTERTIA_VELOCITY_MIN)
if (item->Animation.Velocity.y < (settings.SwimVelocity * LARA_SWIM_INTERTIA_VELOCITY_MIN_COEFF))
item->Animation.TargetState = LS_UNDERWATER_IDLE;
}
@ -164,7 +168,7 @@ void lara_as_underwater_death(ItemInfo* item, CollisionInfo* coll)
lara->Control.Look.Mode = LookMode::None;
item->Animation.Velocity.y -= LARA_SWIM_VELOCITY_DECEL;
item->Animation.Velocity.y -= g_GameFlow->GetSettings()->Physics.SwimVelocity * LARA_SWIM_VELOCITY_DECEL_COEFF;
if (item->Animation.Velocity.y < 0.0f)
item->Animation.Velocity.y = 0.0f;

View file

@ -914,6 +914,7 @@ bool TestPlayerWaterStepOut(ItemInfo* item, CollisionInfo* coll)
bool TestLaraWaterClimbOut(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
const auto& settings = g_GameFlow->GetSettings()->Animations;
if (coll->CollisionType != CollisionType::Front || !IsHeld(In::Action))
return false;
@ -964,7 +965,7 @@ bool TestLaraWaterClimbOut(ItemInfo* item, CollisionInfo* coll)
{
if (headroom < LARA_HEIGHT)
{
if (g_GameFlow->HasCrawlExtended())
if (settings.CrawlExtended)
SetAnimation(item, LA_ONWATER_TO_CROUCH_1_STEP);
else
return false;
@ -976,7 +977,7 @@ bool TestLaraWaterClimbOut(ItemInfo* item, CollisionInfo* coll)
{
if (headroom < LARA_HEIGHT)
{
if (g_GameFlow->HasCrawlExtended())
if (settings.CrawlExtended)
SetAnimation(item, LA_ONWATER_TO_CROUCH_M1_STEP);
else
return false;
@ -989,7 +990,7 @@ bool TestLaraWaterClimbOut(ItemInfo* item, CollisionInfo* coll)
{
if (headroom < LARA_HEIGHT)
{
if (g_GameFlow->HasCrawlExtended())
if (settings.CrawlExtended)
SetAnimation(item, LA_ONWATER_TO_CROUCH_0_STEP);
else
return false;
@ -1449,6 +1450,7 @@ std::optional<VaultTestResult> TestLaraAutoMonkeySwingJump(ItemInfo* item, Colli
std::optional<VaultTestResult> TestLaraVault(ItemInfo* item, CollisionInfo* coll)
{
auto* lara = GetLaraInfo(item);
auto& settings = g_GameFlow->GetSettings()->Animations;
if (lara->Control.HandStatus != HandStatus::Free)
return std::nullopt;
@ -1485,7 +1487,7 @@ std::optional<VaultTestResult> TestLaraVault(ItemInfo* item, CollisionInfo* coll
// Vault to crouch up two steps.
vaultResult = TestLaraVault2StepsToCrouch(item, coll);
if (vaultResult.has_value() && g_GameFlow->HasCrawlExtended())
if (vaultResult.has_value() && settings.CrawlExtended)
{
vaultResult->TargetState = LS_VAULT_2_STEPS_CROUCH;
if (!HasStateDispatch(item, vaultResult->TargetState))
@ -1507,7 +1509,7 @@ std::optional<VaultTestResult> TestLaraVault(ItemInfo* item, CollisionInfo* coll
// Vault to crouch up three steps.
vaultResult = TestLaraVault3StepsToCrouch(item, coll);
if (vaultResult.has_value() && g_GameFlow->HasCrawlExtended())
if (vaultResult.has_value() && settings.CrawlExtended)
{
vaultResult->TargetState = LS_VAULT_3_STEPS_CROUCH;
if (!HasStateDispatch(item, vaultResult->TargetState))

View file

@ -171,6 +171,7 @@ static void AnimateWeapon(ItemInfo& laraItem, LaraWeaponType weaponType, bool& h
}
SaveGame::Statistics.Game.AmmoUsed++;
SaveGame::Statistics.Level.AmmoUsed++;
}
}
@ -310,14 +311,16 @@ void HandlePistols(ItemInfo& laraItem, LaraWeaponType weaponType)
if (lara.LeftArm.GunFlash || lara.RightArm.GunFlash)
{
const auto& settings = g_GameFlow->GetSettings()->Weapons[(int)weaponType - 1];
auto color = Color(settings.FlashColor);
color += Color(Random::GenerateFloat(-0.2f, 0.2f));
auto basePos = GetJointPosition(&laraItem, (lara.LeftArm.GunFlash != 0) ? LM_LHAND : LM_RHAND).ToVector3();
auto sphere = BoundingSphere(basePos, BLOCK(1 / 8.0f));
auto lightPos = Random::GeneratePointInSphere(sphere);
TriggerDynamicLight(
lightPos.x, lightPos.y, lightPos.z,
Random::GenerateFloat(8.0f, 11.0f),
(GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 128, GetRandomControl() & 0x3F);
TriggerDynamicPointLight(lightPos, color, CLICK(settings.FlashRange));
}
}

View file

@ -9,8 +9,6 @@ struct CollisionInfo;
struct ItemInfo;
constexpr auto DEFAULT_RADIUS = 10;
constexpr auto GRAVITY = 6.0f;
constexpr auto SWAMP_GRAVITY = GRAVITY / 3.0f;
enum JointRotationFlags
{

View file

@ -13,6 +13,7 @@
#include "Math/Math.h"
#include "Objects/Generic/Object/rope.h"
#include "Renderer/Renderer.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Sound/sound.h"
#include "Specific/level.h"
@ -565,7 +566,7 @@ const AnimFrame& GetBestFrame(const ItemInfo& item)
float GetEffectiveGravity(float verticalVel)
{
return ((verticalVel >= VERTICAL_VELOCITY_GRAVITY_THRESHOLD) ? 1.0f : GRAVITY);
return ((verticalVel >= VERTICAL_VELOCITY_GRAVITY_THRESHOLD) ? 1.0f : g_GameFlow->GetSettings()->Physics.Gravity);
}
int GetAnimNumber(const ItemInfo& item)

View file

@ -970,7 +970,7 @@ void BinocularCamera(ItemInfo* item)
auto origin = Camera.pos.ToVector3i();
auto target = Camera.target.ToVector3i();
LaraTorch(&origin, &target, player.ExtraHeadRot.y, 192);
LaraTorch(&origin, &target);
}
}
@ -1489,6 +1489,9 @@ std::vector<MESH_INFO*> FillCollideableStaticsList()
void ItemsCollideCamera()
{
if (!g_GameFlow->GetSettings()->Camera.ObjectCollision)
return;
constexpr auto RADIUS = CLICK(0.5f);
auto itemList = FillCollideableItemList();

View file

@ -93,7 +93,6 @@ using namespace TEN::Entities::Effects;
constexpr auto DEATH_NO_INPUT_TIMEOUT = 10 * FPS;
constexpr auto DEATH_INPUT_TIMEOUT = 3 * FPS;
int GameTimer = 0;
int GlobalCounter = 0;
bool InitializeGame = false;
@ -258,7 +257,8 @@ GameStatus GamePhase(bool insideMenu)
JustLoaded = false;
// Update timers.
GameTimer++;
SaveGame::Statistics.Game.TimeTaken++;
SaveGame::Statistics.Level.TimeTaken++;
GlobalCounter++;
auto time2 = std::chrono::high_resolution_clock::now();
@ -616,7 +616,6 @@ void InitializeOrLoadGame(bool loadGame)
{
// Clear all game info as well.
SaveGame::Statistics.Game = {};
GameTimer = 0;
InitializeGame = false;
SaveGame::ResetHub();

View file

@ -53,7 +53,6 @@ constexpr int MAX_ROOMS = 1024;
constexpr auto LOOP_FRAME_COUNT = 2;
extern int GameTimer;
extern int RumbleTimer;
extern int GlobalCounter;

View file

@ -14,6 +14,7 @@
#include "Objects/Generic/Object/objects.h"
#include "Objects/Generic/Switches/switch.h"
#include "Renderer/Renderer.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
#include "Scripting/Include/ScriptInterfaceGame.h"
#include "Sound/sound.h"
@ -345,7 +346,7 @@ bool GetTargetOnLOS(GameVector* origin, GameVector* target, bool drawTarget, boo
}
}
HitTarget(LaraItem, item, &target2, Weapons[(int)Lara.Control.Weapon.GunType].Damage, false, bestJointIndex);
HitTarget(LaraItem, item, &target2, Weapons[(int)Lara.Control.Weapon.GunType].AlternateDamage, false, bestJointIndex);
hitProcessed = true;
}
else
@ -443,11 +444,8 @@ bool GetTargetOnLOS(GameVector* origin, GameVector* target, bool drawTarget, boo
if (drawTarget && (hasHit || !result))
{
TriggerDynamicLight(target2.x, target2.y, target2.z, 64, 255, 0, 0);
LaserSightActive = 1;
LaserSightX = target2.x;
LaserSightY = target2.y;
LaserSightZ = target2.z;
auto& color = g_GameFlow->GetSettings()->Camera.LasersightLightColor;
TriggerDynamicLight(target2.x, target2.y, target2.z, 64, color.GetR(), color.GetG(), color.GetB());
}
return hitProcessed;

View file

@ -778,10 +778,11 @@ void TestTriggers(int x, int y, int z, FloorInfo* floor, Activator activator, bo
if (switchOff)
break;
if (!(SaveGame::Statistics.Level.Secrets & (1 << value)))
if (!(SaveGame::Statistics.SecretBits & (1 << value)))
{
PlaySecretTrack();
SaveGame::Statistics.Level.Secrets |= (1 << value);
SaveGame::Statistics.SecretBits |= (1 << value);
SaveGame::Statistics.Level.Secrets++;
SaveGame::Statistics.Game.Secrets++;
}
break;

View file

@ -168,7 +168,7 @@ namespace TEN::Control::Volumes
if (candidate.Status == VolumeStateStatus::Leaving)
{
if ((GameTimer - candidate.Timestamp) > VOLUME_BUSY_TIMEOUT)
if ((GlobalCounter - candidate.Timestamp) > VOLUME_BUSY_TIMEOUT)
candidate.Status = VolumeStateStatus::Outside;
}
else if (candidate.Status != VolumeStateStatus::Outside)
@ -191,7 +191,7 @@ namespace TEN::Control::Volumes
{
VolumeStateStatus::Entering,
activator,
GameTimer
GlobalCounter
});
HandleEvent(set.Events[(int)EventType::Enter], activator);
@ -199,7 +199,7 @@ namespace TEN::Control::Volumes
else
{
entryPtr->Status = VolumeStateStatus::Inside;
entryPtr->Timestamp = GameTimer;
entryPtr->Timestamp = GlobalCounter;
HandleEvent(set.Events[(int)EventType::Inside], activator);
}
@ -209,10 +209,10 @@ namespace TEN::Control::Volumes
// Only fire leave event when a certain timeout has passed.
// This helps to filter out borderline cases when moving around volumes.
if ((GameTimer - entryPtr->Timestamp) > VOLUME_LEAVE_TIMEOUT)
if ((GlobalCounter - entryPtr->Timestamp) > VOLUME_LEAVE_TIMEOUT)
{
entryPtr->Status = VolumeStateStatus::Leaving;
entryPtr->Timestamp = GameTimer;
entryPtr->Timestamp = GlobalCounter;
HandleEvent(set.Events[(int)EventType::Leave], activator);
}

View file

@ -14,6 +14,7 @@
#include "Math/Math.h"
#include "Specific/level.h"
#include "Renderer/RendererEnums.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Sound/sound.h"
using namespace TEN::Effects::Bubble;
@ -23,18 +24,20 @@ constexpr auto MAX_TRIGGER_RANGE = BLOCK(16);
void TriggerChaffEffects(int flareLife)
{
auto pos = GetJointPosition(LaraItem, LM_LHAND, Vector3i(8, 36, 32));
auto vect = GetJointPosition(LaraItem, LM_LHAND, Vector3i(8, 36, 1024 + Random::GenerateInt(0, 256)));
auto vel = vect - pos;
auto offset = g_GameFlow->GetSettings()->Flare.Offset.ToVector3i() + Vector3i(11, 32, -4);
auto pos = GetJointPosition(LaraItem, LM_LHAND, offset);
auto vec = GetJointPosition(LaraItem, LM_LHAND, Vector3i(11, 32, BLOCK(1) + Random::GenerateInt(0, 256)));
auto vel = vec - pos;
TriggerChaffEffects(*LaraItem, pos, vel, LaraItem->Animation.Velocity.z, TestEnvironment(ENV_FLAG_WATER, LaraItem->RoomNumber), flareLife);
}
void TriggerChaffEffects(ItemInfo& item, int age)
{
auto world = Matrix::CreateTranslation(-6, 6, 32) * item.Pose.Orientation.ToRotationMatrix();
auto offset = g_GameFlow->GetSettings()->Flare.Offset.ToVector3() + Vector3(0, 0, -4);
auto world = Matrix::CreateTranslation(offset) * item.Pose.Orientation.ToRotationMatrix();
auto pos = item.Pose.Position + Vector3i(world.Translation());
world = Matrix::CreateTranslation(-6, 6, 32) *
world = Matrix::CreateTranslation(offset) *
Matrix::CreateTranslation((GetRandomDraw() & 127) - 64, (GetRandomDraw() & 127) - 64, (GetRandomDraw() & 511) + 512) *
item.Pose.Orientation.ToRotationMatrix();
@ -70,12 +73,13 @@ void TriggerChaffEffects(ItemInfo& item, const Vector3i& pos, const Vector3i& ve
if (dx < -MAX_TRIGGER_RANGE || dx > MAX_TRIGGER_RANGE || dz < -MAX_TRIGGER_RANGE || dz > MAX_TRIGGER_RANGE)
return;
auto color = Color();
color.x = 1.0f;
color.y = Random::GenerateFloat(0.25f, 0.75f);
color.z = 0.75f - color.G();
const auto& settings = g_GameFlow->GetSettings()->Flare;
TriggerChaffSparkles(pos, vel, color, age, item);
if (settings.Sparks)
TriggerChaffSparkles(pos, vel, settings.Color, age, item);
if (!settings.Smoke)
continue;
if (isUnderwater)
{

View file

@ -5,8 +5,9 @@
#include "Game/collision/Sphere.h"
#include "Game/effects/tomb4fx.h"
#include "Game/Setup.h"
#include "Specific/level.h"
#include "Math/Math.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/level.h"
using namespace TEN::Collision::Sphere;
using namespace TEN::Math;
@ -172,7 +173,7 @@ void ShatterObject(SHATTER_ITEM* item, MESH_INFO* mesh, int num, short roomNumbe
fragment->isStatic = isStatic;
fragment->active = true;
fragment->terminalVelocity = 1024;
fragment->gravity = Vector3(0, 7, 0);
fragment->gravity = Vector3(0, g_GameFlow->GetSettings()->Physics.Gravity, 0);
fragment->restitution = 0.6f;
fragment->friction = 0.6f;
fragment->linearDrag = .99f;

View file

@ -10,6 +10,7 @@
#include "Game/room.h"
#include "Game/Setup.h"
#include "Math/Math.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/clock.h"
#include "Specific/level.h"
@ -50,10 +51,6 @@ namespace TEN::Effects::Drip
constexpr auto VERTICAL_VELOCITY_HIGH_MIN = 32.0f;
constexpr auto VERTICAL_VELOCITY_LOW_MAX = 24.0f;
constexpr auto VERTICAL_VELOCITY_LOW_MIN = 16.0f;
constexpr auto GRAVITY_HIGH_MAX = 6.0f;
constexpr auto GRAVITY_HIGH_MIN = 3.0f;
constexpr auto GRAVITY_LOW_MAX = 3.0f;
constexpr auto GRAVITY_LOW_MIN = 2.0f;
constexpr auto SPAWN_RADIUS_LARGE = BLOCK(1 / 8.0f);
constexpr auto SPAWN_RADIUS_SMALL = BLOCK(1 / 64.0f);
@ -71,9 +68,11 @@ namespace TEN::Effects::Drip
Random::GenerateFloat(VERTICAL_VELOCITY_HIGH_MIN, VERTICAL_VELOCITY_HIGH_MAX);
auto vel = (direction * VELOCITY_BASE) + Vector3(0.0f, -verticalVel, 0.0f);
float systemGravity = g_GameFlow->GetSettings()->Physics.Gravity;
float gravity = isSmallSplash ?
Random::GenerateFloat(GRAVITY_LOW_MIN, GRAVITY_LOW_MAX) :
Random::GenerateFloat(GRAVITY_HIGH_MIN, GRAVITY_HIGH_MAX);
Random::GenerateFloat(systemGravity / 3, systemGravity / 2) :
Random::GenerateFloat(systemGravity / 2, systemGravity);
SpawnDrip(dripPos, roomNumber, vel, LIFE_MAX, gravity);
}
@ -82,13 +81,12 @@ namespace TEN::Effects::Drip
void SpawnWetnessDrip(const Vector3& pos, int roomNumber)
{
constexpr auto LIFE_MAX = 1.0f;
constexpr auto GRAVITY_MAX = 6.0f;
constexpr auto GRAVITY_MIN = 3.0f;
constexpr auto SPAWN_RADIUS = BLOCK(1 / 32.0f);
auto gravity = g_GameFlow->GetSettings()->Physics.Gravity;
auto sphere = BoundingSphere(pos, SPAWN_RADIUS);
auto dripPos = Random::GeneratePointInSphere(sphere);
SpawnDrip(dripPos, roomNumber, Vector3::Zero, LIFE_MAX, Random::GenerateFloat(GRAVITY_MIN, GRAVITY_MAX));
SpawnDrip(dripPos, roomNumber, Vector3::Zero, LIFE_MAX, Random::GenerateFloat(gravity / 2, gravity));
}
void UpdateDrips()

View file

@ -22,6 +22,20 @@ namespace TEN::Effects::Hair
{
HairEffectController HairEffect = {};
int HairUnit::GetRootMeshID(int hairUnitID)
{
bool isYoung = (g_GameFlow->GetLevel(CurrentLevel)->GetLaraType() == LaraType::Young);
int meshID = g_GameFlow->GetSettings()->Hair[GetHairTypeIndex(hairUnitID, isYoung)].RootMesh;
if (meshID >= LARA_MESHES::NUM_LARA_MESHES)
{
TENLog("Incorrect root mesh index specified for hair object. Check settings file.", LogLevel::Warning);
return LARA_MESHES::LM_HEAD;
}
return meshID;
}
void HairUnit::Update(const ItemInfo& item, int hairUnitID)
{
for (auto& segment : Segments)
@ -33,7 +47,7 @@ namespace TEN::Effects::Hair
// Get world matrix from head bone.
auto worldMatrix = Matrix::Identity;
g_Renderer.GetBoneMatrix(item.Index, LM_HEAD, &worldMatrix);
g_Renderer.GetBoneMatrix(item.Index, GetRootMeshID(hairUnitID), &worldMatrix);
// Apply base offset to world matrix.
auto relOffset = GetRelBaseOffset(hairUnitID, isYoung);
@ -108,31 +122,37 @@ namespace TEN::Effects::Hair
}
}
Vector3 HairUnit::GetRelBaseOffset(int hairUnitID, bool isYoung)
int HairUnit::GetHairTypeIndex(int hairUnitID, bool isYoung)
{
auto relOffset = Vector3::Zero;
int hairType = (int)PlayerHairType::Normal;
if (isYoung)
{
switch (hairUnitID)
{
// Left pigtail offset.
// Left offset.
case 0:
relOffset = Vector3(-48.0f, -48.0f, -50.0f);
hairType = (int)PlayerHairType::YoungLeft;
break;
// Right pigtail offset.
// Right offset.
case 1:
relOffset = Vector3(48.0f, -48.0f, -50.0f);
hairType = (int)PlayerHairType::YoungRight;
break;
}
}
else
{
// Center braid offset.
relOffset = Vector3(-4.0f, -4.0f, -48.0f);
// Center offset.
hairType = (int)PlayerHairType::Normal;
}
return relOffset;
return hairType;
}
Vector3 HairUnit::GetRelBaseOffset(int hairUnitID, bool isYoung)
{
return g_GameFlow->GetSettings()->Hair[GetHairTypeIndex(hairUnitID, isYoung)].Offset;
}
Vector3 HairUnit::GetWaterProbeOffset(const ItemInfo& item)
@ -272,7 +292,7 @@ namespace TEN::Effects::Hair
segment.Position += Weather.Wind() * 2;
// Apply gravity.
segment.Position.y += HAIR_GRAVITY;
segment.Position.y += g_GameFlow->GetSettings()->Physics.Gravity * HAIR_GRAVITY_COEFF;
// Float on water surface.
if (waterHeight != NO_HEIGHT && segment.Position.y > waterHeight)

View file

@ -6,12 +6,19 @@ struct ItemInfo;
namespace TEN::Effects::Hair
{
enum class PlayerHairType
{
Normal,
YoungLeft,
YoungRight
};
class HairUnit
{
private:
// Constants
static constexpr auto HAIR_GRAVITY = 10.0f;
static constexpr auto HAIR_GRAVITY_COEFF = 1.66f;
struct HairSegment
{
@ -38,6 +45,10 @@ namespace TEN::Effects::Hair
GAME_OBJECT_ID ObjectID = GAME_OBJECT_ID::ID_NO_OBJECT;
std::vector<HairSegment> Segments = {};
// Getters
static int GetRootMeshID(int hairUnitID);
// Utilities
void Update(const ItemInfo& item, int hairUnitID);
@ -45,6 +56,8 @@ namespace TEN::Effects::Hair
private:
// Helpers
static int GetHairTypeIndex(int hairUnitID, bool isYoung);
Vector3 GetRelBaseOffset(int hairUnitID, bool isYoung);
Vector3 GetWaterProbeOffset(const ItemInfo& item);
Quaternion GetSegmentOrientation(const Vector3& origin, const Vector3& target, const Quaternion& baseOrient);

View file

@ -10,7 +10,7 @@
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
#include "Scripting/Internal/TEN/Color/Color.h"
#include "Scripting/Internal/TEN/Types/Color/Color.h"
#include "Specific/clock.h"
#include "Specific/level.h"

View file

@ -1,5 +1,6 @@
#pragma once
#include "Scripting/Internal/TEN/Color/Color.h"
#include "Scripting/Internal/TEN/Types/Color/Color.h"
struct ItemInfo;

View file

@ -10,6 +10,7 @@
#include "Game/room.h"
#include "Game/Setup.h"
#include "Math/Math.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/level.h"
using namespace TEN::Effects::Environment;
@ -100,7 +101,7 @@ namespace TEN::Effects::Smoke
s.velocity = direction2 * Random::GenerateFloat(7, 9);
s.gravity = -0.2f;
s.friction = Random::GenerateFloat(0.7f, 0.85f);
s.sourceColor = Vector4(1, 131 / 255.0f, 100 / 255.0f, 1);
s.sourceColor = g_GameFlow->GetSettings()->Flare.Color * Vector4(0.5f);
s.destinationColor = Vector4(1, 1, 1, 0);
s.life = Random::GenerateFloat(25, 35);
s.angularVelocity = Random::GenerateFloat(-0.3f, 0.3f);
@ -121,6 +122,9 @@ namespace TEN::Effects::Smoke
void SpawnGunSmokeParticles(const Vector3& pos, const Vector3& direction, int roomNumber, byte initial, LaraWeaponType weaponType, int count)
{
if (!g_GameFlow->GetSettings()->Weapons[(int)weaponType - 1].Smoke)
return;
auto& s = GetFreeSmokeParticle();
s = {};
s.active = true;

Some files were not shown because too many files have changed in this diff Show more