Merge branch 'MontyTRC89:develop' into develop

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davidmarr 2024-12-16 18:45:13 +01:00 committed by GitHub
commit f557f00815
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GPG key ID: B5690EEEBB952194
237 changed files with 6050 additions and 2766 deletions

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@ -16,6 +16,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fixed incorrect slide directions for sub-click geometry. * Fixed incorrect slide directions for sub-click geometry.
* Fixed stutter during jumps between cameras in a flyby sequence. * Fixed stutter during jumps between cameras in a flyby sequence.
* Fixed uzi targeting issues after using flycheat. * Fixed uzi targeting issues after using flycheat.
* Fixed hair object vertices not always linking properly.
* Fixed snow particles not always melting on the ground. * Fixed snow particles not always melting on the ground.
* Fixed enemies not damaging Lara if she is staying on the sector where enemies were triggered. * Fixed enemies not damaging Lara if she is staying on the sector where enemies were triggered.
* Fixed enemy pickups dropping on death sectors. * Fixed enemy pickups dropping on death sectors.
@ -39,6 +40,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
### New Features ### New Features
* Added fast savegame reloading. * 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 dynamic shadow casting on objects and static meshes.
* Added ricochet sounds and make the effect more prominent. * Added ricochet sounds and make the effect more prominent.
* Allow camera shake during flybys. * Allow camera shake during flybys.
@ -47,24 +49,28 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Allow more than 1000 static mesh slots in a level. * Allow more than 1000 static mesh slots in a level.
### Lua API changes ### 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.GetFreezeMode() and Flow.SetFreezeMode() functions.
* Added Flow.GetNextLevel() function to get script entry for incoming level, if it's about to start. * 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 Effects.EmitSpotLight() function for directional spotlights.
* Added optional cast shadow and name parameters for Effects.EmitLight() function. * Added optional cast shadow and name parameters for Effects.EmitLight() function.
* Added Effects.GetWind() function to get current wind speed vector. * 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 Rotation:Direction() method to get directional vector.
* Added support for transparency value in DisplayString class. * Added support for transparency value in Strings.DisplayString class.
* Added extra argument for SetAmbientTrack() function to specify if new ambient track should play from the beginning. * Added extra argument for Sound.SetAmbientTrack() function to specify if new ambient track should play from the beginning.
* Use load camera instead of load screen by playing fixed camera from OnEnd() event and removing loadScreenFile field from level's gameflow entry. * Added new View.CameraType enum entries and return it by View.GetCameraType(), when flyby camera or binoculars/lasersight is active.
* Fixed DisplayString class not supporting some Unicode characters and empty lines in multiline strings. * Allow to use TR4-like load cameras by playing fixed camera from OnEnd() event and removing loadScreenFile field from level's gameflow entry.
* Fixed DisplayString not being deallocated after showing. * Renamed Flow.WeaponType enumeration to Objects.WeaponType, and removed similar Objects.LaraWeaponType enumeration for consistency.
* Renamed Objects.PlayerAmmoType to Objects.AmmoType for consistency.
* Fixed Strings.DisplayString class not supporting some Unicode characters and empty lines in multiline strings.
* Fixed Strings.DisplayString not being deallocated after showing.
* Fixed GameVars not transferring between levels in hub mode. * Fixed GameVars not transferring between levels in hub mode.
* Fixed incorrect behaviour of Moveable:GetJointRotation() function. * Fixed incorrect behaviour of Moveable:GetJointRotation() function.
* Fixed incorrect behaviour of Logic.EnableEvent() and Logic.DisableEvent() functions. * Fixed incorrect behaviour of Logic.EnableEvent() and Logic.DisableEvent() functions.
* Fixed Util.HasLineOfSight() not taking static meshes into consideration. * Fixed Util.HasLineOfSight() not taking static meshes into consideration.
* Fixed collision callbacks not properly clearing after leveljump. * Fixed collision callbacks not properly clearing after leveljump.
* Fixed SetIntroImagePath() not using the correct path * Fixed Flow.SetIntroImagePath() not using the correct path
## [Version 1.5](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.2) - 2024-11-03 ## [Version 1.5](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.2) - 2024-11-03

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@ -13,7 +13,7 @@ new_type("luautil", "5 Lua utility modules", true)
not_luadoc = true not_luadoc = true
local version = "1.6" local version = "1.6"
project = "TombEngine" project = " TombEngine"
title = "TombEngine " .. version .. " Lua API" title = "TombEngine " .. version .. " Lua API"
description = "TombEngine " .. version .. " scripting interface" 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. 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"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -172,6 +174,14 @@ scripts too.</p>
<td class="summary">Finishes the current level, with optional level index and start position index provided.</td> <td class="summary">Finishes the current level, with optional level index and start position index provided.</td>
</tr> </tr>
<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="name" ><a href="#GetGameStatus">GetGameStatus()</a></td>
<td class="summary">Get current game status, such as normal game loop, exiting to title, etc.</td> <td class="summary">Get current game status, such as normal game loop, exiting to title, etc.</td>
</tr> </tr>
@ -180,7 +190,7 @@ scripts too.</p>
<td class="summary">Get current freeze mode, such as none, full, spectator or player.</td> <td class="summary">Get current freeze mode, such as none, full, spectator or player.</td>
</tr> </tr>
<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> <td class="summary">Set current freeze mode, such as none, full, spectator or player.</td>
</tr> </tr>
<tr> <tr>
@ -228,15 +238,11 @@ scripts too.</p>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#SetSettings">SetSettings(settings)</a></td> <td class="name" ><a href="#SetSettings">SetSettings(settings)</a></td>
<td class="summary"> <td class="summary">Set provided settings table to an engine.</td>
</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#SetAnimations">SetAnimations(animations)</a></td> <td class="name" ><a href="#GetSettings">GetSettings()</a></td>
<td class="summary"> <td class="summary">Get settings table from an engine.</td>
</td>
</tr> </tr>
</table> </table>
<h2><a href="#strings_lua">strings.lua </a></h2> <h2><a href="#strings_lua">strings.lua </a></h2>
@ -604,6 +610,60 @@ 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="../2 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="../2 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="../2 classes/Flow.Statistics.html#">Flow.Statistics</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">statistics</span>
<span class="types"><a class="type" href="../2 classes/Flow.Statistics.html#">Statistics</a></span>
statistic object to set
</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> </dd>
<dt> <dt>
<a name = "GetGameStatus"></a> <a name = "GetGameStatus"></a>
@ -649,7 +709,7 @@ teleported to such object with OCB similar to provided second argument.
</dd> </dd>
<dt> <dt>
<a name = "SetFreezeMode"></a> <a name = "SetFreezeMode"></a>
<strong>SetFreezeMode(new)</strong> <strong>SetFreezeMode(freezeMode)</strong>
</dt> </dt>
<dd> <dd>
Set current freeze mode, such as none, full, spectator or player. <br/> Set current freeze mode, such as none, full, spectator or player. <br/>
@ -660,9 +720,9 @@ custom menu creation, photo mode or time freeze.
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <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> <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> </li>
</ul> </ul>
@ -909,8 +969,7 @@ Must be an integer value (0 means no secrets).
<h2 class="section-header has-description"><a name="settings_lua"></a>settings.lua </h2> <h2 class="section-header has-description"><a name="settings_lua"></a>settings.lua </h2>
<div class="section-description"> <div class="section-description">
These functions are called in settings.lua, a file which holds your local settings. These functions are called in settings.lua, a file which holds global settings, such as system settings, flare color or animation movesets.
settings.lua shouldn't be bundled with any finished levels/games.
</div> </div>
<dl class="function"> <dl class="function">
<dt> <dt>
@ -918,9 +977,7 @@ settings.lua shouldn't be bundled with any finished levels/games.
<strong>SetSettings(settings)</strong> <strong>SetSettings(settings)</strong>
</dt> </dt>
<dd> <dd>
Set provided settings table to an engine.
@ -928,7 +985,7 @@ settings.lua shouldn't be bundled with any finished levels/games.
<ul> <ul>
<li><span class="parameter">settings</span> <li><span class="parameter">settings</span>
<span class="types"><a class="type" href="../2 classes/Flow.Settings.html#">Settings</a></span> <span class="types"><a class="type" href="../2 classes/Flow.Settings.html#">Settings</a></span>
a settings object a settings table
</li> </li>
</ul> </ul>
@ -938,24 +995,21 @@ settings.lua shouldn't be bundled with any finished levels/games.
</dd> </dd>
<dt> <dt>
<a name = "SetAnimations"></a> <a name = "GetSettings"></a>
<strong>SetAnimations(animations)</strong> <strong>GetSettings()</strong>
</dt> </dt>
<dd> <dd>
Get settings table from an engine.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Flow.Settings.html#">Settings</a></span>
<h3>Parameters:</h3> current settings table
<ul> </ol>
<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>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -458,7 +460,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
to be displayed within the Log to be displayed within the Log
</li> </li>
<li><span class="parameter">logLevel</span> <li><span class="parameter">logLevel</span>
<span class="types"><span class="type">Misc.LogLevel</span></span> <span class="types"><a class="type" href="../4 enums/Util.LogLevel.html#">LogLevel</a></span>
log level to be displayed log level to be displayed
</li> </li>
<li><span class="parameter">allowSpam</span> <li><span class="parameter">allowSpam</span>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -137,6 +139,14 @@
<td class="summary">Shows the mode of the game camera.</td> <td class="summary">Shows the mode of the game camera.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#GetCameraPosition">GetCameraPosition()</a></td>
<td class="summary">Gets current camera position.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCameraTarget">GetCameraTarget()</a></td>
<td class="summary">Gets current camera target.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCameraRoom">GetCameraRoom()</a></td> <td class="name" ><a href="#GetCameraRoom">GetCameraRoom()</a></td>
<td class="summary">Gets current room where camera is positioned.</td> <td class="summary">Gets current room where camera is positioned.</td>
</tr> </tr>
@ -153,14 +163,6 @@
<td class="summary">Sets the post-process tint.</td> <td class="summary">Sets the post-process tint.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#GetCameraPosition">GetCameraPosition()</a></td>
<td class="summary">Gets current camera position.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCameraTarget">GetCameraTarget()</a></td>
<td class="summary">Gets current camera target.</td>
</tr>
<tr>
<td class="name" ><a href="#PlayFlyBy">PlayFlyBy(flyby)</a></td> <td class="name" ><a href="#PlayFlyBy">PlayFlyBy(flyby)</a></td>
<td class="summary">Enable FlyBy with specific ID</td> <td class="summary">Enable FlyBy with specific ID</td>
</tr> </tr>
@ -320,12 +322,54 @@
<h3>Usage:</h3> <h3>Usage:</h3>
<ul> <ul>
<pre class="example">LevelFuncs.OnLoop = <span class="keyword">function</span>() <pre class="example">LevelFuncs.OnLoop = <span class="keyword">function</span>()
<span class="keyword">if</span> (View.GetCameraType() == CameraType.Combat) <span class="keyword">then</span> <span class="keyword">if</span> (View.GetCameraType() == CameraType.COMBAT) <span class="keyword">then</span>
<span class="comment">--Do your Actions here. <span class="comment">--Do your Actions here.
</span> <span class="keyword">end</span> </span> <span class="keyword">end</span>
<span class="keyword">end</span></pre> <span class="keyword">end</span></pre>
</ul> </ul>
</dd>
<dt>
<a name = "GetCameraPosition"></a>
<strong>GetCameraPosition()</strong>
</dt>
<dd>
Gets current camera position.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
current camera position
</ol>
</dd>
<dt>
<a name = "GetCameraTarget"></a>
<strong>GetCameraTarget()</strong>
</dt>
<dd>
Gets current camera target.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
current camera target
</ol>
</dd> </dd>
<dt> <dt>
<a name = "GetCameraRoom"></a> <a name = "GetCameraRoom"></a>
@ -413,48 +457,6 @@
</dd>
<dt>
<a name = "GetCameraPosition"></a>
<strong>GetCameraPosition()</strong>
</dt>
<dd>
Gets current camera position.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
current camera position
</ol>
</dd>
<dt>
<a name = "GetCameraTarget"></a>
<strong>GetCameraTarget()</strong>
</dt>
<dd>
Gets current camera target.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
current camera target
</ol>
</dd> </dd>
<dt> <dt>
<a name = "PlayFlyBy"></a> <a name = "PlayFlyBy"></a>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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> <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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -132,23 +134,23 @@
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#layer1">layer1</a></td> <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>
<tr> <tr>
<td class="name" ><a href="#layer2">layer2</a></td> <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>
<tr> <tr>
<td class="name" ><a href="#starfield">starfield</a></td> <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>
<tr> <tr>
<td class="name" ><a href="#lensFlare">lensFlare</a></td> <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>
<tr> <tr>
<td class="name" ><a href="#fog">fog</a></td> <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>
<tr> <tr>
<td class="name" ><a href="#horizon">horizon</a></td> <td class="name" ><a href="#horizon">horizon</a></td>
@ -175,16 +177,12 @@
<td class="summary">(bool) Enable occasional screen shake effect.</td> <td class="summary">(bool) Enable occasional screen shake effect.</td>
</tr> </tr>
<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>
</tr>
<tr>
<td class="name" ><a href="#resetHub">resetHub</a></td> <td class="name" ><a href="#resetHub">resetHub</a></td>
<td class="summary">(bool) Reset hub data.</td> <td class="summary">(bool) Reset hub data.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#objects">objects</a></td> <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>
<tr> <tr>
<td class="name" ><a href="#secrets">secrets</a></td> <td class="name" ><a href="#secrets">secrets</a></td>
@ -295,7 +293,7 @@
<strong>layer1</strong> <strong>layer1</strong>
</dt> </dt>
<dd> <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 +308,7 @@
<strong>layer2</strong> <strong>layer2</strong>
</dt> </dt>
<dd> <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 +323,7 @@
<strong>starfield</strong> <strong>starfield</strong>
</dt> </dt>
<dd> <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 +338,7 @@
<strong>lensFlare</strong> <strong>lensFlare</strong>
</dt> </dt>
<dd> <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 +353,7 @@
<strong>fog</strong> <strong>fog</strong>
</dt> </dt>
<dd> <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. As seen in TR4's Desert Railroad.
If not provided, distance fog will be black. If not provided, distance fog will be black.
@ -473,23 +471,6 @@ Invisible
</dd>
<dt>
<a name = "mirror"></a>
<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>
<p> <strong>(not yet implemented)</strong>
</dd> </dd>
<dt> <dt>
<a name = "resetHub"></a> <a name = "resetHub"></a>
@ -512,7 +493,7 @@ Invisible
<strong>objects</strong> <strong>objects</strong>
</dt> </dt>
<dd> <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

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@ -0,0 +1,334 @@
<!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> <here>Flow.Statistics</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>
<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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/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/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.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
</ul>
</div>
<div id="content">
<h1>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"><a class="type" href="../3 primitive classes/Time.html#">Time</a></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"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <here>Objects.AIObject</here></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.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li> <li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <here>Objects.Camera</here></li> <li> <here>Objects.Camera</here></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li> <li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li> <li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <here>Objects.LaraObject</here></li> <li> <here>Objects.LaraObject</here></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -529,8 +531,8 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">Flow.WeaponType</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. current weapon type.
</ol> </ol>
@ -553,28 +555,14 @@
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">weaponType</span> <li><span class="parameter">weaponType</span>
<span class="types"><span class="type">LaraWeaponType</span></span> <span class="types"><span class="type">Flow.WeaponType</span></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>
<li><span class="parameter">activate</span> <li><span class="parameter">activate</span>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">bool</span></span>
true = let her also draw the weapons, set torch lit. false = let Laras new weapons remain holstered until she draws them, set torch unlit. if <code>true</code>, also draw the weapons or set torch lit. If <code>false</code>, keep weapons holstered or leave torch unlit.
</li> </li>
</ul> </ul>
@ -583,7 +571,7 @@ ROCKETLAUNCHER
<h3>Usage:</h3> <h3>Usage:</h3>
<ul> <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> </ul>
</dd> </dd>
@ -600,7 +588,7 @@ ROCKETLAUNCHER
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">Flow.AmmoType</span></span>
player weapon ammo type player weapon ammo type
</ol> </ol>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <here>Objects.Static</here></li> <li> <here>Objects.Static</here></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</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/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li> <li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <here>Objects.Volume</here></li> <li> <here>Objects.Volume</here></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <here>Strings.DisplayString</here></li> <li> <here>Strings.DisplayString</here></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li> <li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <here>View.DisplaySprite</here></li>
</ul> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <here>Color</here></li> <li> <here>Color</here></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -103,8 +105,8 @@
<div id="content"> <div id="content">
<h1>Class <code>Flow.Fog</code></h1> <h1>Primitive Class <code>Flow.Fog</code></h1>
<p>Fog</p> <p>Distance fog.</p>
<p> <p>
</p> </p>
@ -162,13 +164,8 @@
<strong>minDistance</strong> <strong>minDistance</strong>
</dt> </dt>
<dd> <dd>
(int) min distance.
<p>(int) min distance. </p> This is the distance at which the fog starts.*
<pre><code> This is the distance at which the fog starts
</code></pre>
@ -183,13 +180,8 @@
<strong>maxDistance</strong> <strong>maxDistance</strong>
</dt> </dt>
<dd> <dd>
(int) max distance.
<p>(int) max distance. </p> This is the distance at which the fog reaches the maximum strength.
<pre><code> This is the distance at which the fog reaches the maximum strength
</code></pre>
@ -233,7 +225,7 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <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. A fog object.
</ol> </ol>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -103,7 +105,7 @@
<div id="content"> <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>Represents the properties of an object as it appears in the inventory.</p>
<p> <p>
@ -191,7 +193,7 @@ EXAMINE
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <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 an InventoryItem
</ol> </ol>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -103,8 +105,8 @@
<div id="content"> <div id="content">
<h1>Class <code>Flow.LensFlare</code></h1> <h1>Primitive Class <code>Flow.LensFlare</code></h1>
<p>Represents a lens flare.</p> <p>Represents a global lens flare (not to be confused with lensflare object).</p>
<p> <p>
</p> </p>
@ -191,7 +193,7 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <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. A new LensFlare object.
</ol> </ol>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <here>Flow.SkyLayer</here></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer</here></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -103,7 +105,7 @@
<div id="content"> <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>Describes a layer of moving clouds.</p>
<p>As seen in TR4's City of the Dead.</p> <p>As seen in TR4's City of the Dead.</p>
@ -205,7 +207,7 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <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. A SkyLayer object.
</ol> </ol>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <here>Flow.Starfield</here></li>
<li> <a href="../3 primitive classes/Color.html">Color</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/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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -103,7 +105,7 @@
<div id="content"> <div id="content">
<h1>Class <code>Flow.Starfield</code></h1> <h1>Primitive Class <code>Flow.Starfield</code></h1>
<p>Represents a starfield.</p> <p>Represents a starfield.</p>
<p> <p>
@ -189,7 +191,7 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <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. A new Starfield object.
</ol> </ol>
@ -221,7 +223,7 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <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. A new Starfield object.
</ol> </ol>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <here>Rotation</here></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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -0,0 +1,422 @@
<!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/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <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/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.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/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 in game frames, 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>
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View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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> <here>Vec2</here></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -211,7 +213,7 @@
<strong>Vec2(x, y)</strong> <strong>Vec2(x, y)</strong>
</dt> </dt>
<dd> <dd>
Create a Vec2 object. (x, y) Create a Vec2 object.
@ -243,7 +245,7 @@
<strong>Vec(value)</strong> <strong>Vec(value)</strong>
</dt> </dt>
<dd> <dd>
Create a Vec2 object. (value) Create a Vec2 object.
@ -299,7 +301,7 @@
<strong>Vec2:Normalize()</strong> <strong>Vec2:Normalize()</strong>
</dt> </dt>
<dd> <dd>
Get a copy of this Vec2 normalized to length 1. () Get a copy of this Vec2 normalized to length 1.
@ -320,7 +322,7 @@
<strong>Vec2:Rotate(rot)</strong> <strong>Vec2:Rotate(rot)</strong>
</dt> </dt>
<dd> <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 +350,7 @@
<strong>Vec2:Lerp(vector, alpha)</strong> <strong>Vec2:Lerp(vector, alpha)</strong>
</dt> </dt>
<dd> <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 +382,7 @@
<strong>Vec2:Cross(vector)</strong> <strong>Vec2:Cross(vector)</strong>
</dt> </dt>
<dd> <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 +410,7 @@
<strong>Vec2:Dot(vector)</strong> <strong>Vec2:Dot(vector)</strong>
</dt> </dt>
<dd> <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 +438,7 @@
<strong>Vec2:Distance(vector)</strong> <strong>Vec2:Distance(vector)</strong>
</dt> </dt>
<dd> <dd>
Get the distance between this Vec2 and the input Vec2. (vector) Get the distance between this Vec2 and the input Vec2.
@ -464,7 +466,7 @@
<strong>Vec2:Length()</strong> <strong>Vec2:Length()</strong>
</dt> </dt>
<dd> <dd>
Get the length of this Vec2. () Get the length of this Vec2.

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <here>Vec3</here></li> <li> <here>Vec3</here></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -230,7 +232,7 @@
<strong>Vec3(x, y, z)</strong> <strong>Vec3(x, y, z)</strong>
</dt> </dt>
<dd> <dd>
Create a Vec3 object. (x, y, z) Create a Vec3 object.
@ -266,7 +268,7 @@
<strong>Vec3(value)</strong> <strong>Vec3(value)</strong>
</dt> </dt>
<dd> <dd>
Create a Vec3 object. (value) Create a Vec3 object.
@ -294,7 +296,7 @@
<strong>Vec3:Normalize()</strong> <strong>Vec3:Normalize()</strong>
</dt> </dt>
<dd> <dd>
Get a copy of this Vec3 normalized to length 1. () Get a copy of this Vec3 normalized to length 1.
@ -315,7 +317,7 @@
<strong>Vec3:Rotate(rot)</strong> <strong>Vec3:Rotate(rot)</strong>
</dt> </dt>
<dd> <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 +345,7 @@
<strong>Vec3:Lerp(vector, alpha)</strong> <strong>Vec3:Lerp(vector, alpha)</strong>
</dt> </dt>
<dd> <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 +377,7 @@
<strong>Vec3:Cross(vector)</strong> <strong>Vec3:Cross(vector)</strong>
</dt> </dt>
<dd> <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 +405,7 @@
<strong>Vec3:Dot(vector)</strong> <strong>Vec3:Dot(vector)</strong>
</dt> </dt>
<dd> <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 +433,7 @@
<strong>Vec3:Distance(vector)</strong> <strong>Vec3:Distance(vector)</strong>
</dt> </dt>
<dd> <dd>
Get the distance between this Vec3 and the input Vec3. (vector) Get the distance between this Vec3 and the input Vec3.
@ -459,7 +461,7 @@
<strong>Vec3:Length()</strong> <strong>Vec3:Length()</strong>
</dt> </dt>
<dd> <dd>
Get the length of this Vec3. () Get the length of this Vec3.

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <here>Effects.BlendID</here></li> <li> <here>Effects.BlendID</here></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Effects_BlendID_constants">Effects.BlendID constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Effects.BlendID">Effects.BlendID</a></td>
<td class="summary">Table of blend mode constants (for use with particles).</td> <td class="summary">Table of Effects.BlendID constants (for use with particles).</td>
</tr> </tr>
</table> </table>
@ -122,35 +124,29 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Effects_BlendID_constants"></a>Effects.BlendID constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<p>The following constants are inside BlendID.</p>
<pre><code>OPAQUE
ALPHATEST
ADDITIVE
NOZTEST
SUBTRACTIVE
WIREFRAME
EXCLUDE
SCREEN
LIGHTEN
ALPHABLEND
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "Effects.BlendID"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>Effects.BlendID</strong>
</dt> </dt>
<dd> <dd>
Table of blend mode constants (for use with particles).
<p>Table of Effects.BlendID constants (for use with particles). </p>
<ul>
<li><code>OPAQUE</code></li>
<li><code>ALPHATEST</code></li>
<li><code>ADDITIVE</code></li>
<li><code>SUBTRACTIVE</code></li>
<li><code>EXCLUDE</code></li>
<li><code>SCREEN</code></li>
<li><code>LIGHTEN</code></li>
<li><code>ALPHABLEND</code></li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <here>Effects.EffectID</here></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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Effects_EffectID_constants">Effects.EffectID constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Effects.EffectID">Effects.EffectID</a></td>
<td class="summary">Table of effect ID constants (for use Moveable:SetEffect / Moveable:GetEffect functions).</td> <td class="summary">Table of Effects.EffectID constants.</td>
</tr> </tr>
</table> </table>
@ -122,33 +124,30 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Effects_EffectID_constants"></a>Effects.EffectID constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<p>The following constants are inside EffectID.</p>
<pre><code>NONE
FIRE
SPARKS
SMOKE
ELECTRICIGNITE
REDIGNITE
CADAVER
CUSTOM
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "Effects.EffectID"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>Effects.EffectID</strong>
</dt> </dt>
<dd> <dd>
Table of effect ID constants (for use Moveable:SetEffect / Moveable:GetEffect functions).
<p>Table of Effects.EffectID constants.
To be used with <a href="../2 classes/Objects.Moveable.html#Moveable:SetEffect">Objects.Moveable.SetEffect</a> and <a href="../2 classes/Objects.Moveable.html#Moveable:GetEffect">Objects.Moveable.GetEffect</a> functions.</p>
<ul>
<li><code>NONE</code></li>
<li><code>FIRE</code></li>
<li><code>SPARKS</code></li>
<li><code>SMOKE</code></li>
<li><code>ELECTRICIGNITE</code></li>
<li><code>REDIGNITE</code></li>
<li><code>CADAVER</code></li>
<li><code>CUSTOM</code></li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -103,18 +105,61 @@
<div id="content"> <div id="content">
<h1>Class <code>Flow.Mirror</code></h1> <h1>Enum <code>Flow.ErrorMode</code></h1>
<p>A mirror effect.</p> <p>Constants for error modes.</p>
<p>As seen in TR4's Coastal Ruins and Sacred Lake levels.</p> <p>
<p><strong>Not currently implemented.</strong> </p> </p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Flow.ErrorMode">Flow.ErrorMode</a></td>
<td class="summary">Table of Flow.ErrorMode constants.</td>
</tr>
</table>
<br/> <br/>
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Flow.ErrorMode"></a>
<strong>Flow.ErrorMode</strong>
</dt>
<dd>
Table of Flow.ErrorMode constants. To be used in <a href="../2 classes/Flow.Settings.html#errorMode">errorMode</a> setting.</p>
<p> The following constants are inside Flow.ErrorMode: <br></p>
<ul>
<li><p><code>TERMINATE</code> - print to the log file and return to the title level when any script error is hit.
This is the one you will want to go for if you want to know IMMEDIATELY if something has gone wrong.</p></li>
<li><p><code>WARN</code> - print to the log file and continue running the application when a recoverable script error is hit.
Choose this one if booting to the title level is too much for you.</p></li>
<li><p><code>SILENT</code> - do nothing when a recoverable script error is hit.
Think <strong>very</strong> carefully before using this setting. These error modes are here to help you to keep your scripts
working properly, but if you opt to ignore errors, you won't be alerted if you've misused a function or passed
an invalid argument.</p></li>
</ul>
<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.
</dd>
</dl>
</div> <!-- id="content" --> </div> <!-- id="content" -->

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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> <here>Flow.FreezeMode</here></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Flow_FreezeMode_constants">Flow.FreezeMode constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <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> <td class="summary">Table of Flow.FreezeMode constants.</td>
</tr> </tr>
</table> </table>
@ -122,29 +124,25 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Flow_FreezeMode_constants"></a>Flow.FreezeMode constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<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.
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "FreezeMode"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>FreezeMode</strong>
</dt> </dt>
<dd> <dd>
Table of freeze modes.
<p>Table of Flow.FreezeMode constants.
To be used with <a href="../1 modules/Flow.html#GetFreezeMode">Flow.GetFreezeMode</a> and <a href="../1 modules/Flow.html#SetFreezeMode">Flow.SetFreezeMode</a> functions.</p>
<ul>
<li><code>NONE</code> - Normal in-game operation.</li>
<li><code>FULL</code> - Game is completely frozen, as in pause or inventory menus.</li>
<li><code>SPECTATOR</code> - Game is completely frozen, but with ability to control camera.</li>
<li><code>PLAYER</code> - Game is completely frozen, but with ability to control player. Experimental.</li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <here>Flow.GameStatus</here></li> <li> <here>Flow.GameStatus</here></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Flow_GameStatus_constants">Flow.GameStatus constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Flow.GameStatus">Flow.GameStatus</a></td>
<td class="summary">Table of game statuses.</td> <td class="summary">Table of Flow.GameStatus constants.</td>
</tr> </tr>
</table> </table>
@ -122,33 +124,32 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Flow_GameStatus_constants"></a>Flow.GameStatus constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<dl class="function">
<dt>
<a name = "Flow.GameStatus"></a>
<strong>Flow.GameStatus</strong>
</dt>
<dd>
<p>Table of Flow.GameStatus constants.
To be used with <a href="../1 modules/Flow.html#GetGameStatus">Flow.GetGameStatus</a> function.</p>
<p> The following constants are inside Flow.GameStatus.</p> <p> The following constants are inside Flow.GameStatus.</p>
<pre><code>NORMAL <ul>
NEW_GAME <li><code>NORMAL</code></li>
LOAD_GAME <li><code>NEW_GAME</code></li>
EXIT_TO_TITLE <li><code>LOAD_GAME</code></li>
EXIT_GAME <li><code>EXIT_TO_TITLE</code></li>
LARA_DEAD <li><code>EXIT_GAME</code></li>
LEVEL_COMPLETE <li><code>LARA_DEAD</code></li>
</code></pre> <li><code>LEVEL_COMPLETE</code>
</li>
</ul>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
</dt>
<dd>
Table of game statuses.

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <here>Input.ActionID</here></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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Input_ActionID_constants">Input.ActionID constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Input.ActionID">Input.ActionID</a></td>
<td class="summary">Table of action ID constants (for use with KeyIsHeld / KeyIsHit / etc commands).</td> <td class="summary">Table of Input.ActionID constants.</td>
</tr> </tr>
</table> </table>
@ -122,13 +124,17 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Input_ActionID_constants"></a>Input.ActionID constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description"> <dl class="function">
<dt>
<a name = "Input.ActionID"></a>
<strong>Input.ActionID</strong>
</dt>
<dd>
<p>Table of Input.ActionID constants.
To be used with <a href="../1 modules/Input.html#KeyIsHit">Input.KeyIsHit</a>, <a href="../1 modules/Input.html#KeyIsHeld">Input.KeyIsHeld</a>, and similar functions.</p>
<p>The following constants are inside ActionID.</p>
<pre><code>FORWARD <pre><code>FORWARD
BACK BACK
@ -177,14 +183,6 @@ LOAD
</code></pre> </code></pre>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
</dt>
<dd>
Table of action ID constants (for use with KeyIsHeld / KeyIsHit / etc commands).

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <here>Objects.AmmoType</here></li> <li> <here>Objects.AmmoType</here></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Objects_AmmoType_constants">Objects.AmmoType constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Objects.AmmoType">Objects.AmmoType</a></td>
<td class="summary">AmmoType constants table.</td> <td class="summary">Table of Objects.AmmoType constants.</td>
</tr> </tr>
</table> </table>
@ -122,40 +124,37 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Objects_AmmoType_constants"></a>Objects.AmmoType constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<p>The following constants are inside AmmoType.</p>
<pre><code>NONE
PISTOLS
REVOLVER
UZI
SHOTGUN_NORMAL
SHOTGUN_WIDE
HK
CROSSBOW_BOLT_NORMAL
CROSSBOW_BOLT_POISON
CROSSBOW_BOLT_EXPLOSIVE
GRENADE_NORMAL
GRENADE_FRAG
GRENADE_FLASH
HARPOON
ROCKET
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "Objects.AmmoType"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>Objects.AmmoType</strong>
</dt> </dt>
<dd> <dd>
AmmoType constants table.
<p>Table of Objects.AmmoType constants.
To be used with <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetAmmoType">Objects.LaraObject.GetAmmoType</a> function.</p>
<ul>
<li><code>NONE</code></li>
<li><code>PISTOLS</code></li>
<li><code>REVOLVER</code></li>
<li><code>UZI</code></li>
<li><code>SHOTGUN_NORMAL</code></li>
<li><code>SHOTGUN_WIDE</code></li>
<li><code>HK</code></li>
<li><code>CROSSBOW_BOLT_NORMAL</code></li>
<li><code>CROSSBOW_BOLT_POISON</code></li>
<li><code>CROSSBOW_BOLT_EXPLOSIVE</code></li>
<li><code>GRENADE_NORMAL</code></li>
<li><code>GRENADE_FRAG</code></li>
<li><code>GRENADE_FLASH</code></li>
<li><code>HARPOON</code></li>
<li><code>ROCKET</code></li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <here>Objects.MoveableStatus</here></li> <li> <here>Objects.MoveableStatus</here></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Objects_MoveableStatus_constants">Objects.MoveableStatus constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Objects.MoveableStatus">Objects.MoveableStatus</a></td>
<td class="summary">Table of moveable statuses.</td> <td class="summary">Table of Objects.MoveableStatus constants.</td>
</tr> </tr>
</table> </table>
@ -122,29 +124,27 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Objects_MoveableStatus_constants"></a>Objects.MoveableStatus constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<p>The following constants are inside Objects.MoveableStatus.</p>
<pre><code>INACTIVE
ACTIVE
DEACTIVATED
INVISIBLE
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "Objects.MoveableStatus"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>Objects.MoveableStatus</strong>
</dt> </dt>
<dd> <dd>
Table of moveable statuses.
<p>Table of Objects.MoveableStatus constants. </p>
<p>To be used with <a href="../2 classes/Objects.Moveable.html#Moveable:GetStatus">Objects.Moveable.GetStatus</a> and <a href="../2 classes/Objects.Moveable.html#Moveable:SetStatus">Objects.Moveable.SetStatus</a> functions.</p>
<ul>
<li><code>INACTIVE</code> - object was never activated.</li>
<li><code>ACTIVE</code> - object is active.</li>
<li><code>DEACTIVATED</code> - object was active before and was deactivated.</li>
<li><code>INVISIBLE</code> - object is invisible.</li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
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<ul> <ul>
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@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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>
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<li> <a href="../2 classes/Flow.Level.html">Flow.Level</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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <here>Objects.ObjID</here></li> <li> <here>Objects.ObjID</here></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li> <li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
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@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li> <li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <here>Objects.RoomFlagID</here></li> <li> <here>Objects.RoomFlagID</here></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Objects_RoomFlagID_constants">Objects.RoomFlagID constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Objects.RoomFlagID">Objects.RoomFlagID</a></td>
<td class="summary">Table of room flag ID constants (for use with Room:SetFlag / Room:GetFlag command).</td> <td class="summary">Table of Objects.RoomFlagID constants.</td>
</tr> </tr>
</table> </table>
@ -122,32 +124,31 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Objects_RoomFlagID_constants"></a>Objects.RoomFlagID constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<dl class="function">
<dt>
<a name = "Objects.RoomFlagID"></a>
<strong>Objects.RoomFlagID</strong>
</dt>
<dd>
<p>Table of Objects.RoomFlagID constants.
To be used with <a href="../2 classes/Objects.Room.html#Room:SetFlag">Objects.Room.SetFlag</a> and <a href="../2 classes/Objects.Room.html#Room:GetFlag">Objects.Room.GetFlag</a> functions.</p>
<p>The following constants are inside RoomFlagID.</p> <p>The following constants are inside RoomFlagID.</p>
<pre><code>WATER <ul>
QUICKSAND <li><code>WATER</code></li>
SKYBOX <li><code>QUICKSAND</code></li>
WIND <li><code>SKYBOX</code></li>
COLD <li><code>WIND</code></li>
DAMAGE <li><code>COLD</code></li>
NOLENSFLARE <li><code>DAMAGE</code></li>
</code></pre> <li><code>NOLENSFLARE</code></li>
</ul>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</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"> <div id="navigation">
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<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
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<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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>
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<li> <a href="../2 classes/Flow.Level.html">Flow.Level</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.Settings.html">Flow.Settings</a></li>
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<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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</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/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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Objects_RoomReverb_constants">Objects.RoomReverb constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Objects.RoomReverb">Objects.RoomReverb</a></td>
<td class="summary">Table of room reverb constants (for use with Room:SetReverb / Room:GetReverb command).</td> <td class="summary">Table of Objects.RoomReverb constants.</td>
</tr> </tr>
</table> </table>
@ -122,30 +124,29 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Objects_RoomReverb_constants"></a>Objects.RoomReverb constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<dl class="function">
<dt>
<a name = "Objects.RoomReverb"></a>
<strong>Objects.RoomReverb</strong>
</dt>
<dd>
<p>Table of Objects.RoomReverb constants.
To be used with <a href="../2 classes/Objects.Room.html#Room:GetReverbType">Objects.Room.GetReverbType</a> and <a href="../2 classes/Objects.Room.html#Room:SetReverbType">Objects.Room.SetReverbType</a> functions.</p>
<p>The following constants are inside RoomReverb.</p> <p>The following constants are inside RoomReverb.</p>
<pre><code>OUTSIDE <ul>
SMALL <li>OUTSIDE</li>
MEDIUM <li>SMALL</li>
LARGE <li>MEDIUM</li>
PIPE <li>LARGE</li>
</code></pre> <li>PIPE</li>
</ul>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
</dt>
<dd>
Table of room reverb constants (for use with Room:SetReverb / Room:GetReverb command).

View file

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@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
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<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li> <li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <here>Objects.WeaponType</here></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</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.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li> <li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
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<div id="content"> <div id="content">
<h1>Class <code>Flow.Animations</code></h1> <h1>Enum <code>Objects.WeaponType</code></h1>
<p>New custom animations which Lara can perform.</p> <p>Constants for weapon types.</p>
<p> <p>
</p> </p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Objects.WeaponType">Objects.WeaponType</a></td>
<td class="summary">Objects.WeaponType constants.</td>
</tr>
</table>
<br/> <br/>
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Objects.WeaponType"></a>
<strong>Objects.WeaponType</strong>
</dt>
<dd>
<p>Objects.WeaponType constants. To be used with <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetWeaponType">Objects.LaraObject.GetWeaponType</a> and <a href="../2 classes/Objects.LaraObject.html#LaraObject:SetWeaponType">Objects.LaraObject.SetWeaponType</a> functions.</p>
<p> 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.</p>
<ul>
<li><code>NONE</code></li>
<li><code>PISTOLS</code></li>
<li><code>UZIS</code></li>
<li><code>REVOLVER</code></li>
<li><code>SHOTGUN</code></li>
<li><code>HK</code></li>
<li><code>CROSSBOW</code></li>
<li><code>FLARE</code></li>
<li><code>TORCH</code></li>
<li><code>GRENADE_LAUNCHER</code></li>
<li><code>HARPOON_GUN</code></li>
<li><code>ROCKET_LAUNCHER</code>
</li>
</ul>
</dd>
</dl>
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@ -65,11 +58,18 @@
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</ul> </ul>
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</p> </p>
<h2><a href="#Sound_SoundTrackType_constants">Sound.SoundTrackType constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Sound.SoundTrackType">Sound.SoundTrackType</a></td>
<td class="summary">Table of sound track type constants (for use with sound track functions).</td> <td class="summary">Table of Sound.SoundTrackType constants.</td>
</tr> </tr>
</table> </table>
@ -122,28 +124,26 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Sound_SoundTrackType_constants"></a>Sound.SoundTrackType constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<p>The following constants are inside SoundTrackType.</p>
<pre><code>ONESHOT
LOOPED
VOICE
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "Sound.SoundTrackType"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>Sound.SoundTrackType</strong>
</dt> </dt>
<dd> <dd>
Table of sound track type constants (for use with sound track functions).
<p>Table of Sound.SoundTrackType constants. </p>
<p>To be used with sound track functions, such as <a href="../1 modules/Sound.html#PlayAudioTrack">Sound.PlayAudioTrack</a> and <a href="../1 modules/Sound.html#StopAudioTrack">Sound.StopAudioTrack</a>.</p>
<ul>
<li><code>ONESHOT</code> - used for one-time music tracks.</li>
<li><code>LOOPED</code> - used for looped ambience or music.</li>
<li><code>VOICE</code> - used for dialogs. Also supports subtitles, set by <a href="../1 modules/Sound.html#GetCurrentSubtitle">Sound.GetCurrentSubtitle</a> function.</li>
</ul>

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@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li> <li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
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<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -131,12 +133,14 @@
</dt> </dt>
<dd> <dd>
<p>Strings.DisplayStringOption constants. </p> <p>Strings.DisplayStringOption constants. To be used with <a href="../2 classes/Strings.DisplayString.html#">Strings.DisplayString</a> class.</p>
<pre><code>CENTER -- set the horizontal origin point to the center of the string.
RIGHT -- set the horizontal origin point to right of the string. <ul>
SHADOW -- gives the string a small drop shadow. <li><code>CENTER</code> - set the horizontal origin point to the center of the string.</li>
BLINK -- blinks the string <li><code>RIGHT</code> - set the horizontal origin point to right of the string.</li>
</code></pre> <li><code>SHADOW</code> - gives the string a small drop shadow.</li>
<li><code>BLINK</code> - blinks the string</li>
</ul>

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@ -65,11 +58,18 @@
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<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#Util_LogLevel_constants">Util.LogLevel constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#Util.LogLevel">Util.LogLevel</a></td>
<td class="summary">Table of LogLevel ID constants (for use with PrintLog() command).</td> <td class="summary">Table of Util.LogLevel constants.</td>
</tr> </tr>
</table> </table>
@ -122,27 +124,24 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="Util_LogLevel_constants"></a>Util.LogLevel constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<p>The following constants are inside LogLevel.</p>
<pre><code>INFO
WARNING
ERROR
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "Util.LogLevel"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>Util.LogLevel</strong>
</dt> </dt>
<dd> <dd>
Table of LogLevel ID constants (for use with PrintLog() command).
<p>Table of Util.LogLevel constants. To be used with <a href="../1 modules/Util.html#PrintLog">Util.PrintLog</a> function.</p>
<ul>
<li><code>INFO</code></li>
<li><code>WARNING</code></li>
<li><code>ERROR</code></li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#View_AlignMode_constants">View.AlignMode constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#View.AlignMode">View.AlignMode</a></td>
<td class="summary">Table of align modes.</td> <td class="summary">Table of View.AlignMode constants.</td>
</tr> </tr>
</table> </table>
@ -122,34 +124,32 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="View_AlignMode_constants"></a>View.AlignMode constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<pre><code>The following constants are inside View.AlignMode.
CENTER
CENTER_TOP
CENTER_BOTTOM
CENTER_LEFT
CENTER_RIGHT
TOP_LEFT
TOP_RIGHT
BOTTOM_LEFT
BOTTOM_RIGHT
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "View.AlignMode"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>View.AlignMode</strong>
</dt> </dt>
<dd> <dd>
Table of align modes.
<p>Table of View.AlignMode constants. </p>
<p> The following constants are inside View.AlignMode. To be used with <a href="../2 classes/Strings.DisplayString.html#">Strings.DisplayString</a> class.</p>
<ul>
<li><code>CENTER</code></li>
<li><code>CENTER_TOP</code></li>
<li><code>CENTER_BOTTOM</code></li>
<li><code>CENTER_LEFT</code></li>
<li><code>CENTER_RIGHT</code></li>
<li><code>TOP_LEFT</code></li>
<li><code>TOP_RIGHT</code></li>
<li><code>BOTTOM_LEFT</code></li>
<li><code>BOTTOM_RIGHT</code>
</li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#View_CameraType_constants">View.CameraType constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <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> <td class="summary">Table of View.CameraType constants.</td>
</tr> </tr>
</table> </table>
@ -122,31 +124,27 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="View_CameraType_constants"></a>View.CameraType constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<p>The following constants are inside CameraType.</p>
<pre><code>CHASE
FIXED
LOOK
COMBAT
HEAVY
OBJECT
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "CameraType"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>CameraType</strong>
</dt> </dt>
<dd> <dd>
Table of camera type constants (for use with GetCameraType() function).
<p>Table of View.CameraType constants. To be used with <a href="../1 modules/View.html#GetCameraType">View.GetCameraType</a> function.</p>
<ul>
<li><code>NORMAL</code> - standard in-game camera when weapons are holstered.</li>
<li><code>COMBAT</code> - in-game camera when weapons are unholstered.</li>
<li><code>FIXED</code> - classic fixed camera.</li>
<li><code>LOOK</code> - look camera.</li>
<li><code>FLYBY</code> - flyby or tracking camera.</li>
<li><code>BINOCULARS</code> - binoculars is active.</li>
<li><code>LASERSIGHT</code> - lasersight is active.</li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -110,11 +112,11 @@
</p> </p>
<h2><a href="#View_PostProcessMode_constants">View.PostProcessMode constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#View.PostProcessMode">View.PostProcessMode</a></td>
<td class="summary">Table of post-process effect constants (for use with SetPostProcessMode() function).</td> <td class="summary">Table of View.PostProcessMode effect constants.</td>
</tr> </tr>
</table> </table>
@ -122,29 +124,25 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="View_PostProcessMode_constants"></a>View.PostProcessMode constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<p>The following constants are inside PostProcessMode.</p>
<pre><code>NONE
MONOCHROME
NEGATIVE
EXCLUSION
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "View.PostProcessMode"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>View.PostProcessMode</strong>
</dt> </dt>
<dd> <dd>
Table of post-process effect constants (for use with SetPostProcessMode() function).
<p>Table of View.PostProcessMode effect constants. To be used with <a href="../1 modules/View.html#SetPostProcessMode">View.SetPostProcessMode</a> function.</p>
<ul>
<li><code>NONE</code> - No postprocess effect.</li>
<li><code>MONOCHROME</code> - Black &amp; white effect.</li>
<li><code>NEGATIVE</code> - Negative image effect.</li>
<li><code>EXCLUSION</code> - Similar to negative effect, but with different color operation.</li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -104,17 +106,17 @@
<div id="content"> <div id="content">
<h1>Enum <code>View.ScaleMode</code></h1> <h1>Enum <code>View.ScaleMode</code></h1>
<p>Constants for scale modes.</p> <p>Constants for display sprite scale modes.</p>
<p> <p>
</p> </p>
<h2><a href="#View_ScaleMode_constants">View.ScaleMode constants </a></h2> <h2><a href="#Tables">Tables</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td> <td class="name" ><a href="#View.ScaleMode">View.ScaleMode</a></td>
<td class="summary">Table of display sprite scale modes.</td> <td class="summary">Table of View.ScaleMode constants.</td>
</tr> </tr>
</table> </table>
@ -122,28 +124,24 @@
<br/> <br/>
<h2 class="section-header has-description"><a name="View_ScaleMode_constants"></a>View.ScaleMode constants </h2> <h2 class="section-header "><a name="Tables"></a>Tables</h2>
<div class="section-description">
<pre><code>The following constants are inside View.ScaleMode.
FIT
FILL
STRETCH
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "CONSTANT_STRING_HERE"></a> <a name = "View.ScaleMode"></a>
<strong>CONSTANT_STRING_HERE</strong> <strong>View.ScaleMode</strong>
</dt> </dt>
<dd> <dd>
Table of display sprite scale modes.
<p>Table of View.ScaleMode constants. To be used with <a href="../2 classes/View.DisplaySprite.html#">View.DisplaySprite</a> class.</p>
<ul>
<li><code>FIT</code></li>
<li><code>FILL</code></li>
<li><code>STRETCH</code>
</li>
</ul>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li> <li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="../4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="../4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>

View file

@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>TombEngine</h1> <h1>&nbsp;TombEngine</h1>
<ul> <ul>
<li><here>Index</here></li> <li><here>Index</here></li>
@ -45,16 +45,9 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <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.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.Settings.html">Flow.Settings</a></li>
<li> <a href="2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li> <li> <a href="2 classes/Flow.Statistics.html">Flow.Statistics</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.AIObject.html">Objects.AIObject</a></li>
<li> <a href="2 classes/Objects.Camera.html">Objects.Camera</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.LaraObject.html">Objects.LaraObject</a></li>
@ -65,11 +58,18 @@
<li> <a href="2 classes/Objects.Static.html">Objects.Static</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/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="2 classes/Strings.DisplayString.html">Strings.DisplayString</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> </ul>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<ul class="nowrap"> <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.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="3 primitive classes/Color.html">Color</a></li> <li> <a href="3 primitive classes/Color.html">Color</a></li>
<li> <a href="3 primitive classes/Rotation.html">Rotation</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/Vec2.html">Vec2</a></li>
<li> <a href="3 primitive classes/Vec3.html">Vec3</a></li> <li> <a href="3 primitive classes/Vec3.html">Vec3</a></li>
</ul> </ul>
@ -77,10 +77,12 @@
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></li> <li> <a href="4 enums/Effects.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.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="4 enums/Input.ActionID.html">Input.ActionID</a></li> <li> <a href="4 enums/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.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="4 enums/Objects.ObjID.html">Objects.ObjID</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.RoomFlagID.html">Objects.RoomFlagID</a></li>
@ -171,45 +173,17 @@ local door = GetMoveableByName("door_type4_14")
</table> </table>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<table class="module_list"> <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> <tr>
<td class="name" ><a href="2 classes/Flow.Level.html">Flow.Level</a></td> <td class="name" ><a href="2 classes/Flow.Level.html">Flow.Level</a></td>
<td class="summary">Stores level metadata.</td> <td class="summary">Stores level metadata.</td>
</tr> </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> <tr>
<td class="name" ><a href="2 classes/Flow.Settings.html">Flow.Settings</a></td> <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> <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>
<tr> <tr>
<td class="name" ><a href="2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></td> <td class="name" ><a href="2 classes/Flow.Statistics.html">Flow.Statistics</a></td>
<td class="summary">Describes a layer of moving clouds.</td> <td class="summary">A set of gameplay statistics.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.Starfield.html">Flow.Starfield</a></td>
<td class="summary">Represents a starfield.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Objects.AIObject.html">Objects.AIObject</a></td> <td class="name" ><a href="2 classes/Objects.AIObject.html">Objects.AIObject</a></td>
@ -251,9 +225,33 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="2 classes/Strings.DisplayString.html">Strings.DisplayString</a></td> <td class="name" ><a href="2 classes/Strings.DisplayString.html">Strings.DisplayString</a></td>
<td class="summary">A string appearing on the screen.</td> <td class="summary">A string appearing on the screen.</td>
</tr> </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> </table>
<h2>3 Primitive Classes</h2> <h2>3 Primitive Classes</h2>
<table class="module_list"> <table class="module_list">
<tr>
<td class="name" ><a href="3 primitive classes/Flow.Fog.html">Flow.Fog</a></td>
<td class="summary">Distance fog.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Flow.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.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> <tr>
<td class="name" ><a href="3 primitive classes/Color.html">Color</a></td> <td class="name" ><a href="3 primitive classes/Color.html">Color</a></td>
<td class="summary">Represents an RGBA or RGB color.</td> <td class="summary">Represents an RGBA or RGB color.</td>
@ -262,6 +260,10 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="3 primitive classes/Rotation.html">Rotation</a></td> <td class="name" ><a href="3 primitive classes/Rotation.html">Rotation</a></td>
<td class="summary">Represents a degree-based 3D rotation.</td> <td class="summary">Represents a degree-based 3D rotation.</td>
</tr> </tr>
<tr>
<td class="name" ><a href="3 primitive classes/Time.html">Time</a></td>
<td class="summary">Represents a time value in game frames, with support for formatting to hours, minutes, seconds, and centiseconds (1/100th of a second).</td>
</tr>
<tr> <tr>
<td class="name" ><a href="3 primitive classes/Vec2.html">Vec2</a></td> <td class="name" ><a href="3 primitive classes/Vec2.html">Vec2</a></td>
<td class="summary">Represents a float-based 2D vector.</td> <td class="summary">Represents a float-based 2D vector.</td>
@ -281,6 +283,10 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></td> <td class="name" ><a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></td>
<td class="summary">Constants for effect IDs.</td> <td class="summary">Constants for effect IDs.</td>
</tr> </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> <tr>
<td class="name" ><a href="4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></td> <td class="name" ><a href="4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></td>
<td class="summary">Constants for freeze modes.</td> <td class="summary">Constants for freeze modes.</td>
@ -297,6 +303,10 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="4 enums/Objects.AmmoType.html">Objects.AmmoType</a></td> <td class="name" ><a href="4 enums/Objects.AmmoType.html">Objects.AmmoType</a></td>
<td class="summary">Constants for player weapon ammo types.</td> <td class="summary">Constants for player weapon ammo types.</td>
</tr> </tr>
<tr>
<td class="name" ><a href="4 enums/Objects.WeaponType.html">Objects.WeaponType</a></td>
<td class="summary">Constants for weapon types.</td>
</tr>
<tr> <tr>
<td class="name" ><a href="4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></td> <td class="name" ><a href="4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></td>
<td class="summary">Constants for moveable statuses.</td> <td class="summary">Constants for moveable statuses.</td>
@ -339,7 +349,7 @@ local door = GetMoveableByName("door_type4_14")
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="4 enums/View.ScaleMode.html">View.ScaleMode</a></td> <td class="name" ><a href="4 enums/View.ScaleMode.html">View.ScaleMode</a></td>
<td class="summary">Constants for scale modes.</td> <td class="summary">Constants for display sprite scale modes.</td>
</tr> </tr>
</table> </table>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>

View file

@ -4,17 +4,145 @@
local Flow = TEN.Flow local Flow = TEN.Flow
local settings = Flow.Settings.new() local settings = Flow.Settings.new()
settings.errorMode = Flow.ErrorMode.WARN
settings.fastReload = true
Flow.SetSettings(settings)
local anims = Flow.Animations.new() settings.Animations.crouchRoll = true
anims.crawlExtended = true settings.Animations.crawlspaceSwandive = true
anims.crouchRoll = true settings.Animations.sprintJump = false
anims.crawlspaceSwandive = true settings.Animations.ledgeJumps = false
anims.overhangClimb = false settings.Animations.poseTimeout = 0
anims.slideExtended = false
anims.sprintJump = false settings.Camera.binocularLightColor = Color(192, 192, 96)
anims.pose = false settings.Camera.lasersightLightColor = Color(255, 0, 0)
anims.ledgeJumps = false settings.Camera.objectCollision = true
Flow.SetAnimations(anims)
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 = 9
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 = 9
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 = 9
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" }, reverb = { "Reverb" },
rumble = { "Rumble" }, rumble = { "Rumble" },
save_game = { "Save Game" }, save_game = { "Save Game" },
savegame_timestamp = { "%02d Days %02d:%02d:%02d" }, savegame_timestamp = { "%02d:%02d:%02d" },
screen_resolution = { "Screen Resolution" }, screen_resolution = { "Screen Resolution" },
select_level = { "Select Level" }, select_level = { "Select Level" },
separate = { "Separate" }, separate = { "Separate" },

View file

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

View file

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

View file

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

View file

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

View file

@ -331,7 +331,9 @@ void LaraControl(ItemInfo* item, CollisionInfo* coll)
break; 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) 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_DIVE_DEATH_VELOCITY = 134.0f;
constexpr auto LARA_TERMINAL_VELOCITY = CLICK(10); constexpr auto LARA_TERMINAL_VELOCITY = CLICK(10);
constexpr auto LARA_SWIM_VELOCITY_ACCEL = 2.0f; constexpr auto LARA_SWIM_VELOCITY_ACCEL_COEFF = 0.04f;
constexpr auto LARA_SWIM_VELOCITY_DECEL = 1.5f; constexpr auto LARA_SWIM_VELOCITY_DECEL_COEFF = 0.03f;
constexpr auto LARA_TREAD_VELOCITY_MAX = 17.5f; constexpr auto LARA_TREAD_VELOCITY_MAX_COEFF = 0.35f;
constexpr auto LARA_SWIM_VELOCITY_MAX = 50.0f; constexpr auto LARA_SWIM_INTERTIA_VELOCITY_MIN_COEFF = 0.67f;
constexpr auto LARA_SWIM_INTERTIA_VELOCITY_MIN = 33.5f;
constexpr auto PLAYER_POSITION_ADJUST_MAX_TIME = 3 * FPS; // 3 seconds allowed for position adjustment. 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_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. 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 WADE_WATER_DEPTH = STEPUP_HEIGHT;
constexpr auto SWIM_WATER_DEPTH = CLICK(2.75f); constexpr auto SWIM_WATER_DEPTH = CLICK(2.75f);
constexpr auto SLOPE_DIFFERENCE = 60; constexpr auto SLOPE_DIFFERENCE = 60;
constexpr auto SWAMP_GRAVITY_COEFF = 3.0f;
extern LaraInfo Lara; extern LaraInfo Lara;
extern ItemInfo* LaraItem; 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 // 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; item->Animation.TargetState = LS_POSE;
return; return;
@ -1694,7 +1694,7 @@ void lara_as_sprint(ItemInfo* item, CollisionInfo* coll)
if (IsHeld(In::Jump) || player.Control.IsRunJumpQueued) if (IsHeld(In::Jump) || player.Control.IsRunJumpQueued)
{ {
// TODO: CanSprintJumpForward() should handle HasSprintJump() check. // 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; item->Animation.TargetState = LS_SPRINT_DIVE;
return; return;

View file

@ -8,6 +8,7 @@
#include "Game/Lara/lara_swim.h" #include "Game/Lara/lara_swim.h"
#include "Game/Setup.h" #include "Game/Setup.h"
#include "Sound/sound.h" #include "Sound/sound.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Specific/Input/Input.h" #include "Specific/Input/Input.h"
using namespace TEN::Input; using namespace TEN::Input;
@ -16,6 +17,8 @@ namespace TEN::Entities::Player
{ {
void lara_as_fly_cheat(ItemInfo* item, CollisionInfo* coll) void lara_as_fly_cheat(ItemInfo* item, CollisionInfo* coll)
{ {
float baseVel = g_GameFlow->GetSettings()->Physics.SwimVelocity;
if (IsHeld(In::Forward)) if (IsHeld(In::Forward))
{ {
item->Pose.Orientation.x -= ANGLE(3.0f); item->Pose.Orientation.x -= ANGLE(3.0f);
@ -41,13 +44,13 @@ namespace TEN::Entities::Player
{ {
float velCoeff = IsHeld(In::Sprint) ? 2.5f : 1.0f; float velCoeff = IsHeld(In::Sprint) ? 2.5f : 1.0f;
item->Animation.Velocity.y += (LARA_SWIM_VELOCITY_ACCEL * 4) * velCoeff; item->Animation.Velocity.y += ((baseVel * LARA_SWIM_VELOCITY_ACCEL_COEFF) * 4) * velCoeff;
if (item->Animation.Velocity.y > (LARA_SWIM_VELOCITY_MAX * 2) * velCoeff) if (item->Animation.Velocity.y > (baseVel * 2) * velCoeff)
item->Animation.Velocity.y = (LARA_SWIM_VELOCITY_MAX * 2) * velCoeff; item->Animation.Velocity.y = (baseVel * 2) * velCoeff;
} }
else 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; 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) void LaraSnapToHeight(ItemInfo* item, CollisionInfo* coll)
{ {
if (TestEnvironment(ENV_FLAG_SWAMP, item) && coll->Middle.Floor > 0) 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) else if (coll->Middle.Floor != NO_HEIGHT)
item->Pose.Position.y += coll->Middle.Floor; item->Pose.Position.y += coll->Middle.Floor;
} }

View file

@ -25,6 +25,7 @@
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h" #include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
#include "Scripting/Include/ScriptInterfaceGame.h" #include "Scripting/Include/ScriptInterfaceGame.h"
#include "Scripting/Include/ScriptInterfaceLevel.h" #include "Scripting/Include/ScriptInterfaceLevel.h"
#include "Scripting/Internal/TEN/Objects/Lara/WeaponTypes.h"
#include "Sound/sound.h" #include "Sound/sound.h"
#include "Specific/configuration.h" #include "Specific/configuration.h"
#include "Specific/Input/Input.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)),
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), ANGLE(10.0f),
0, ANGLE(10.0f),
500, 500,
BLOCK(8), BLOCK(8),
3, 3,
@ -304,6 +305,26 @@ const WeaponInfo& GetWeaponInfo(LaraWeaponType weaponType)
return (Weapons[(int)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) void InitializeNewWeapon(ItemInfo& laraItem)
{ {
auto& player = *GetLaraInfo(&laraItem); auto& player = *GetLaraInfo(&laraItem);
@ -539,7 +560,7 @@ void HandleWeapon(ItemInfo& laraItem)
player.Control.Weapon.RequestGunType = player.Control.Weapon.LastGunType; player.Control.Weapon.RequestGunType = player.Control.Weapon.LastGunType;
} }
// Draw flare. // 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) if (player.Control.Weapon.GunType == LaraWeaponType::Flare)
{ {
@ -882,7 +903,6 @@ FireWeaponType FireWeapon(LaraWeaponType weaponType, ItemInfo& targetEntity, Ite
} }
else else
{ {
SaveGame::Statistics.Game.AmmoHits++;
target = origin + (directionNorm * closestDist); target = origin + (directionNorm * closestDist);
auto vTarget = GameVector(target); auto vTarget = GameVector(target);

View file

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

View file

@ -15,14 +15,16 @@
#include "Game/Lara/lara_tests.h" #include "Game/Lara/lara_tests.h"
#include "Game/Setup.h" #include "Game/Setup.h"
#include "Math/Math.h" #include "Math/Math.h"
#include "Objects/Effects/LensFlare.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Sound/sound.h" #include "Sound/sound.h"
#include "Specific/clock.h" #include "Specific/clock.h"
#include "Specific/level.h" #include "Specific/level.h"
using namespace TEN::Collision::Point; using namespace TEN::Collision::Point;
using namespace TEN::Entities::Effects;
using namespace TEN::Math; using namespace TEN::Math;
constexpr auto FLARE_LIFE_MAX = 60.0f * FPS;
constexpr auto FLARE_DEATH_DELAY = 1.0f * FPS; constexpr auto FLARE_DEATH_DELAY = 1.0f * FPS;
void FlareControl(short itemNumber) void FlareControl(short itemNumber)
@ -62,15 +64,17 @@ void FlareControl(short itemNumber)
} }
else else
{ {
flareItem.Animation.Velocity.y += 6; flareItem.Animation.Velocity.y += g_GameFlow->GetSettings()->Physics.Gravity;
} }
flareItem.Pose.Position.y += flareItem.Animation.Velocity.y; flareItem.Pose.Position.y += flareItem.Animation.Velocity.y;
DoProjectileDynamics(itemNumber, prevPos.x, prevPos.y, prevPos.z, vel.x, vel.y, vel.z); 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; int& life = flareItem.Data;
life &= 0x7FFF; life &= 0x7FFF;
if (life >= FLARE_LIFE_MAX) if (life >= (settings.Timeout * FPS))
{ {
if (flareItem.Animation.Velocity.y == 0.0f && if (flareItem.Animation.Velocity.y == 0.0f &&
flareItem.Animation.Velocity.z == 0.0f) flareItem.Animation.Velocity.z == 0.0f)
@ -84,7 +88,9 @@ void FlareControl(short itemNumber)
life++; 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); TriggerChaffEffects(flareItem, life);
life |= 0x8000; life |= 0x8000;
@ -376,11 +382,15 @@ void CreateFlare(ItemInfo& laraItem, GAME_OBJECT_ID objectID, bool isThrown)
flareItem.Data = (int)0; flareItem.Data = (int)0;
int& life = flareItem.Data; 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; life = lara.Flare.Life | 0x8000;
}
else else
{
life = lara.Flare.Life & 0x7FFF; life = lara.Flare.Life & 0x7FFF;
} }
}
else else
{ {
flareItem.ItemFlags[3] = lara.Torch.IsLit; flareItem.ItemFlags[3] = lara.Torch.IsLit;
@ -392,14 +402,16 @@ void CreateFlare(ItemInfo& laraItem, GAME_OBJECT_ID objectID, bool isThrown)
void DoFlareInHand(ItemInfo& laraItem, int flareLife) void DoFlareInHand(ItemInfo& laraItem, int flareLife)
{ {
auto& lara = *GetLaraInfo(&laraItem); auto& player = *GetLaraInfo(&laraItem);
const auto& settings = g_GameFlow->GetSettings()->Flare;
auto pos = GetJointPosition(&laraItem, LM_LHAND, Vector3i(11, 32, 41)); auto offset = settings.Offset.ToVector3i() + Vector3i(11, 32, 0);
auto lightPos = GetJointPosition(&laraItem, LM_LHAND, offset);
if (DoFlareLight(pos, flareLife)) if (DoFlareLight(laraItem, lightPos, flareLife))
TriggerChaffEffects(lara.Control.Look.IsUsingBinoculars ? 0 : flareLife); TriggerChaffEffects(player.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. // Prevent player from intercepting reach/jump states with flare throws.
if (laraItem.Animation.IsAirborne || if (laraItem.Animation.IsAirborne ||
@ -409,16 +421,16 @@ void DoFlareInHand(ItemInfo& laraItem, int flareLife)
return; return;
} }
if (lara.Control.HandStatus == HandStatus::Free) if (player.Control.HandStatus == HandStatus::Free)
lara.Control.HandStatus = HandStatus::WeaponUndraw; 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 START_DELAY = 0.25f * FPS;
constexpr auto END_DELAY = 3.0f * 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_CHANCE = 4 / 10.0f;
constexpr auto CHAFF_SPAWN_ENDING_CHANCE = CHAFF_SPAWN_CHANCE / 2; constexpr auto CHAFF_SPAWN_ENDING_CHANCE = CHAFF_SPAWN_CHANCE / 2;
constexpr auto CHAFF_SPAWN_DYING_CHANCE = CHAFF_SPAWN_CHANCE / 4; 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_SPHERE_RADIUS = BLOCK(1 / 16.0f);
constexpr auto LIGHT_POS_OFFSET = Vector3(0.0f, -BLOCK(1 / 8.0f), 0.0f); 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; return false;
// Determine flare progress. // Determine flare progress.
bool isStarting = (flareLife <= START_DELAY); bool isStarting = (flareLife <= START_DELAY);
bool isEnding = (flareLife > (FLARE_LIFE_MAX - END_DELAY)); bool isEnding = (flareLife > (flareTimeout - END_DELAY));
bool isDying = (flareLife > (FLARE_LIFE_MAX - FLARE_DEATH_DELAY)); bool isDying = (flareLife > (flareTimeout - FLARE_DEATH_DELAY));
bool spawnChaff = false; bool spawnChaff = false;
float mult = 1.0f; float mult = 1.0f;
@ -450,7 +466,7 @@ bool DoFlareLight(const Vector3i& pos, int flareLife)
} }
else if (isDying) 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); spawnChaff = Random::TestProbability(CHAFF_SPAWN_DYING_CHANCE);
} }
else if (isEnding) else if (isEnding)
@ -464,15 +480,38 @@ bool DoFlareLight(const Vector3i& pos, int flareLife)
} }
// Determine light position. // Determine light position.
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); auto sphere = BoundingSphere(pos.ToVector3() + LIGHT_POS_OFFSET, LIGHT_SPHERE_RADIUS);
auto lightPos = Random::GeneratePointInSphere(sphere); lightPos = Random::GeneratePointInSphere(sphere);
intensity = Random::GenerateFloat(INTENSITY_MIN, INTENSITY_MAX);
}
// Calculate color. // Calculate color.
float intensity = Random::GenerateFloat(INTENSITY_MIN, INTENSITY_MAX); float falloff = intensity * mult * flareRange;
float falloff = intensity * mult * LIGHT_RADIUS; auto color = (flareColor * intensity * std::clamp(mult, 0.0f, 1.0f));
auto color = (LIGHT_COLOR * intensity * std::clamp(mult, 0.0f, 1.0f)) * UCHAR_MAX;
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 chaff spawn status.
return ((isDying || isEnding) ? spawnChaff : true); 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 CreateFlare(ItemInfo& laraItem, GAME_OBJECT_ID objectID, bool isThrown);
void DoFlareInHand(ItemInfo& laraItem, int flareLife); 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); auto* lara = GetLaraInfo(item);
// Update AFK pose timer. // Update AFK pose timer.
if (lara->Control.Count.Pose < PLAYER_POSE_TIME && if (lara->Control.Count.Pose < (g_GameFlow->GetSettings()->Animations.PoseTimeout * FPS) &&
!(IsHeld(In::Look) || IsOpticActionHeld()) && !(IsHeld(In::Look) || IsOpticActionHeld()))
g_GameFlow->HasAFKPose())
{ {
lara->Control.Count.Pose++; lara->Control.Count.Pose++;
} }
@ -113,7 +112,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
player.Status.Poison = LARA_POISON_MAX; player.Status.Poison = LARA_POISON_MAX;
if (!(Wibble & 0xFF)) if (!(Wibble & 0xFF))
item.HitPoints -= player.Status.Poison; DoDamage(&item, player.Status.Poison, true);
} }
// Update stamina status. // Update stamina status.
@ -135,7 +134,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Air < 0) if (player.Status.Air < 0)
{ {
player.Status.Air = -1; 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) if (player.Status.Exposure <= 0)
{ {
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) if (player.Status.Exposure <= 0)
{ {
player.Status.Exposure = 0; player.Status.Exposure = 0;
item.HitPoints -= 10; DoDamage(&item, 10, true);
} }
} }
else else
@ -212,8 +211,8 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Air < 0) if (player.Status.Air < 0)
{ {
item.HitPoints -= 5;
player.Status.Air = -1; player.Status.Air = -1;
DoDamage(&item, 5, true);
} }
if (water.IsCold) if (water.IsCold)
@ -222,7 +221,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Exposure <= 0) if (player.Status.Exposure <= 0)
{ {
player.Status.Exposure = 0; player.Status.Exposure = 0;
item.HitPoints -= 10; DoDamage(&item, 10, true);
} }
} }
else else
@ -248,7 +247,7 @@ void HandlePlayerStatusEffects(ItemInfo& item, WaterStatus waterStatus, PlayerWa
if (player.Status.Exposure <= 0) if (player.Status.Exposure <= 0)
{ {
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. // Handle swamp case.
if (TestEnvironment(ENV_FLAG_SWAMP, item) && relHeight > 0) 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; return;
} }
@ -1172,7 +1171,7 @@ void DoLaraFallDamage(ItemInfo* item)
else else
{ {
float base = item->Animation.Velocity.y - (LARA_DAMAGE_VELOCITY - 1.0f); 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; 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 coll->Setup.ForwardAngle;
// Return slide heading angle. // Return slide heading angle.
if (g_GameFlow->HasSlideExtended()) if (g_GameFlow->GetSettings()->Animations.SlideExtended)
{ {
return Geometry::GetSurfaceAspectAngle(pointColl.GetFloorNormal()); return Geometry::GetSurfaceAspectAngle(pointColl.GetFloorNormal());
} }
@ -1489,7 +1488,7 @@ void ModulateLaraSlideVelocity(ItemInfo* item, CollisionInfo* coll)
constexpr int minVelocity = 50; constexpr int minVelocity = 50;
constexpr int maxVelocity = LARA_TERMINAL_VELOCITY; constexpr int maxVelocity = LARA_TERMINAL_VELOCITY;
if (g_GameFlow->HasSlideExtended()) if (g_GameFlow->GetSettings()->Animations.SlideExtended)
{ {
auto probe = GetPointCollision(*item); auto probe = GetPointCollision(*item);
short minSlideAngle = ANGLE(33.75f); short minSlideAngle = ANGLE(33.75f);
@ -1639,7 +1638,7 @@ void newSetLaraSlideAnimation(ItemInfo* item, CollisionInfo* coll)
short headinAngle = GetPlayerSlideHeadingAngle(item, coll); short headinAngle = GetPlayerSlideHeadingAngle(item, coll);
short deltaAngle = headinAngle - item->Pose.Orientation.y; short deltaAngle = headinAngle - item->Pose.Orientation.y;
if (!g_GameFlow->HasSlideExtended()) if (!g_GameFlow->GetSettings()->Animations.SlideExtended)
item->Pose.Orientation.y = headinAngle; item->Pose.Orientation.y = headinAngle;
// Snap to height upon slide entrance. // Snap to height upon slide entrance.
@ -1702,7 +1701,7 @@ void SetLaraSwimDiveAnimation(ItemInfo* item)
SetAnimation(item, LA_ONWATER_DIVE); SetAnimation(item, LA_ONWATER_DIVE);
item->Animation.TargetState = LS_UNDERWATER_SWIM_FORWARD; 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); item->Pose.Orientation.x = -ANGLE(45.0f);
lara->Control.WaterStatus = WaterStatus::Underwater; lara->Control.WaterStatus = WaterStatus::Underwater;
} }

View file

@ -744,7 +744,7 @@ void lara_as_swan_dive(ItemInfo* item, CollisionInfo* coll)
if (item->HitPoints <= 0) if (item->HitPoints <= 0)
item->Animation.TargetState = LS_DEATH; item->Animation.TargetState = LS_DEATH;
else if ((IsHeld(In::Crouch) || CanCrawlspaceDive(*item, *coll)) && else if ((IsHeld(In::Crouch) || CanCrawlspaceDive(*item, *coll)) &&
g_GameFlow->HasCrawlspaceDive()) g_GameFlow->GetSettings()->Animations.CrawlspaceDive)
{ {
item->Animation.TargetState = LS_CROUCH_IDLE; 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. 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& player = GetLaraInfo(*item);
auto bounds = GameBoundingBox(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; player.Control.MoveAngle = item->Pose.Orientation.y;
coll->Setup.Height = std::max(LARA_HEIGHT_CRAWL, realHeight); coll->Setup.Height = std::max(LARA_HEIGHT_CRAWL, realHeight);

View file

@ -64,8 +64,6 @@ constexpr auto HK_BURST_AND_SNIPER_MODE_SHOT_INTERVAL = 12.0f;
constexpr auto HK_RAPID_MODE_SHOT_INTERVAL = 3.0f; constexpr auto HK_RAPID_MODE_SHOT_INTERVAL = 3.0f;
constexpr auto SHOTGUN_PELLET_COUNT = 6; constexpr auto SHOTGUN_PELLET_COUNT = 6;
constexpr auto SHOTGUN_NORMAL_PELLET_SCATTER = 10.0f;
constexpr auto SHOTGUN_WIDESHOT_PELLET_SCATTER = 30.0f;
static Vector3i GetWeaponSmokeRelOffset(LaraWeaponType weaponType) static Vector3i GetWeaponSmokeRelOffset(LaraWeaponType weaponType)
{ {
@ -223,7 +221,7 @@ void AnimateShotgun(ItemInfo& laraItem, LaraWeaponType weaponType)
} }
else else
{ {
FireHK(laraItem, 0); FireHK(laraItem, false);
player.Control.Weapon.Timer = 1.0f; player.Control.Weapon.Timer = 1.0f;
item.Animation.TargetState = WEAPON_STATE_RECOIL; item.Animation.TargetState = WEAPON_STATE_RECOIL;
@ -304,7 +302,7 @@ void AnimateShotgun(ItemInfo& laraItem, LaraWeaponType weaponType)
} }
else else
{ {
FireHK(laraItem, 1); FireHK(laraItem, true);
player.Control.Weapon.Timer = 1.0f; player.Control.Weapon.Timer = 1.0f;
item.Animation.TargetState = WEAPON_STATE_UNDERWATER_RECOIL; item.Animation.TargetState = WEAPON_STATE_UNDERWATER_RECOIL;
@ -387,8 +385,8 @@ void FireShotgun(ItemInfo& laraItem)
armOrient += EulerAngles(player.ExtraTorsoRot.x, player.ExtraTorsoRot.y, 0); armOrient += EulerAngles(player.ExtraTorsoRot.x, player.ExtraTorsoRot.y, 0);
bool hasFired = false; bool hasFired = false;
int scatter = ((player.Weapons[(int)LaraWeaponType::Shotgun].SelectedAmmo == WeaponAmmoType::Ammo1) ? int scatter = Weapons[(int)LaraWeaponType::Shotgun].ShotAccuracy *
ANGLE(SHOTGUN_NORMAL_PELLET_SCATTER) : ANGLE(SHOTGUN_WIDESHOT_PELLET_SCATTER)); (player.Weapons[(int)LaraWeaponType::Shotgun].SelectedAmmo == WeaponAmmoType::Ammo1) ? 1 : 3;
for (int i = 0; i < SHOTGUN_PELLET_COUNT; i++) for (int i = 0; i < SHOTGUN_PELLET_COUNT; i++)
{ {
@ -433,6 +431,7 @@ void FireShotgun(ItemInfo& laraItem)
Rumble(0.5f, 0.2f); Rumble(0.5f, 0.2f);
SaveGame::Statistics.Level.AmmoUsed++;
SaveGame::Statistics.Game.AmmoUsed++; SaveGame::Statistics.Game.AmmoUsed++;
} }
} }
@ -851,7 +850,7 @@ void GrenadeControl(short itemNumber)
grenadeItem.Pose.Orientation.y = sYOrient; 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) void FireRocket(ItemInfo& laraItem)
@ -990,7 +989,7 @@ void RocketControl(short itemNumber)
auto prevPos = rocketItem.Pose.Position; auto prevPos = rocketItem.Pose.Position;
TranslateItem(&rocketItem, rocketItem.Pose.Orientation, rocketItem.Animation.Velocity.z); 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) 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); TranslateItem(&boltItem, boltItem.Pose.Orientation, boltItem.Animation.Velocity.z);
int damage = (boltItem.ItemFlags[0] == (int)ProjectileType::Explosive) ? 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); 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); auto& player = *GetLaraInfo(&laraItem);
const auto& weapon = player.Weapons[(int)LaraWeaponType::HK]; const auto& weapon = player.Weapons[(int)LaraWeaponType::HK];
@ -1143,15 +1142,14 @@ void FireHK(ItemInfo& laraItem, int mode)
0); 0);
} }
if (mode) // HACK: Backup unmodified accuracy/damage values.
short accuracy = Weapons[(int)LaraWeaponType::HK].ShotAccuracy;
int damage = Weapons[(int)LaraWeaponType::HK].Damage;
if (inaccurateMode)
{ {
Weapons[(int)LaraWeaponType::HK].ShotAccuracy = ANGLE(12.0f); Weapons[(int)LaraWeaponType::HK].ShotAccuracy = accuracy * 3;
Weapons[(int)LaraWeaponType::HK].Damage = 1; Weapons[(int)LaraWeaponType::HK].Damage = damage / 3;
}
else
{
Weapons[(int)LaraWeaponType::HK].ShotAccuracy = ANGLE(4.0f);
Weapons[(int)LaraWeaponType::HK].Damage = 3;
} }
if (FireWeapon(LaraWeaponType::HK, *player.TargetEntity, laraItem, angles) != FireWeaponType::NoAmmo) 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); 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) void LasersightWeaponHandler(ItemInfo& item, LaraWeaponType weaponType)
@ -1195,6 +1197,7 @@ void LasersightWeaponHandler(ItemInfo& item, LaraWeaponType weaponType)
if (player.Control.Weapon.GunType == LaraWeaponType::Revolver) if (player.Control.Weapon.GunType == LaraWeaponType::Revolver)
{ {
player.Control.Weapon.Interval = 16.0f; player.Control.Weapon.Interval = 16.0f;
SaveGame::Statistics.Level.AmmoUsed++;
SaveGame::Statistics.Game.AmmoUsed++; SaveGame::Statistics.Game.AmmoUsed++;
isFiring = true; isFiring = true;
@ -1294,20 +1297,20 @@ void RifleHandler(ItemInfo& laraItem, LaraWeaponType weaponType)
if (player.RightArm.GunFlash) 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) if (weaponType == LaraWeaponType::Shotgun || weaponType == LaraWeaponType::HK)
{ {
auto pos = GetJointPosition(&laraItem, LM_RHAND, Vector3i(0, -64, 0)); auto pos = GetJointPosition(&laraItem, LM_RHAND, Vector3i(0, -64, 0));
TriggerDynamicLight( TriggerDynamicPointLight(pos.ToVector3(), color, CLICK(settings.FlashRange));
pos.x, pos.y, pos.z,
12,
(GetRandomControl() & 0x3F) + 192,
(GetRandomControl() & 0x1F) + 128,
GetRandomControl() & 0x3F);
} }
else if (weaponType == LaraWeaponType::Revolver) else if (weaponType == LaraWeaponType::Revolver)
{ {
auto pos = GetJointPosition(&laraItem, LM_RHAND, Vector3i(0, -32, 0)); 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) if (&target != &emitter)
{ {
SaveGame::Statistics.Game.AmmoHits++; SaveGame::Statistics.Game.AmmoHits++;
SaveGame::Statistics.Level.AmmoHits++;
if (target.HitPoints <= 0) if (target.HitPoints <= 0)
{ {
SaveGame::Statistics.Level.Kills++; SaveGame::Statistics.Level.Kills++;
SaveGame::Statistics.Game.Kills++;
CreatureDie(target.Index, true); 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 FireCrossBowFromLaserSight(ItemInfo& laraItem, GameVector* origin, GameVector* target);
void CrossbowBoltControl(short itemNumber); void CrossbowBoltControl(short itemNumber);
void FireHK(ItemInfo& laraItem, int mode); void FireHK(ItemInfo& laraItem, bool inaccurateMode);
void RifleHandler(ItemInfo& laraItem, LaraWeaponType weaponType); void RifleHandler(ItemInfo& laraItem, LaraWeaponType weaponType);
void LasersightWeaponHandler(ItemInfo& item, 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) // Extends LS_HANG (10)
void SlopeHangExtra(ItemInfo* item, CollisionInfo* coll) void SlopeHangExtra(ItemInfo* item, CollisionInfo* coll)
{ {
if (!g_GameFlow->HasOverhangClimb()) if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return; return;
auto slopeData = GetSlopeData(item); auto slopeData = GetSlopeData(item);
@ -877,7 +877,7 @@ void SlopeHangExtra(ItemInfo* item, CollisionInfo* coll)
// Extends LS_REACH (11) // Extends LS_REACH (11)
void SlopeReachExtra(ItemInfo* item, CollisionInfo* coll) void SlopeReachExtra(ItemInfo* item, CollisionInfo* coll)
{ {
if (!g_GameFlow->HasOverhangClimb()) if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return; return;
auto slopeData = GetSlopeData(item); auto slopeData = GetSlopeData(item);
@ -911,7 +911,7 @@ void SlopeReachExtra(ItemInfo* item, CollisionInfo* coll)
// Extends LS_CLIMB_IDLE (56) // Extends LS_CLIMB_IDLE (56)
void SlopeClimbExtra(ItemInfo* item, CollisionInfo* coll) void SlopeClimbExtra(ItemInfo* item, CollisionInfo* coll)
{ {
if (!g_GameFlow->HasOverhangClimb()) if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return; return;
auto slopeData = GetSlopeData(item); auto slopeData = GetSlopeData(item);
@ -987,7 +987,7 @@ bool LadderMonkeyExtra(ItemInfo* item, CollisionInfo* coll)
// Extends LS_LADDER_DOWN (61) // Extends LS_LADDER_DOWN (61)
void SlopeClimbDownExtra(ItemInfo* item, CollisionInfo* coll) void SlopeClimbDownExtra(ItemInfo* item, CollisionInfo* coll)
{ {
if (!g_GameFlow->HasOverhangClimb()) if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return; return;
auto slopeData = GetSlopeData(item); auto slopeData = GetSlopeData(item);
@ -1049,7 +1049,7 @@ void SlopeMonkeyExtra(ItemInfo* item, CollisionInfo* coll)
{ {
auto* lara = GetLaraInfo(item); auto* lara = GetLaraInfo(item);
if (!g_GameFlow->HasOverhangClimb()) if (!g_GameFlow->GetSettings()->Animations.OverhangClimb)
return; return;
auto slopeData = GetSlopeData(item); auto slopeData = GetSlopeData(item);

View file

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

View file

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

View file

@ -54,7 +54,7 @@ void lara_as_underwater_idle(ItemInfo* item, CollisionInfo* coll)
if (IsHeld(In::Jump)) if (IsHeld(In::Jump))
item->Animation.TargetState = LS_UNDERWATER_SWIM_FORWARD; 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) if (item->Animation.Velocity.y < 0.0f)
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 else
ModulateLaraSubsuitSwimTurnRates(item); ModulateLaraSubsuitSwimTurnRates(item);
item->Animation.Velocity.y += LARA_SWIM_VELOCITY_ACCEL; float baseVel = g_GameFlow->GetSettings()->Physics.SwimVelocity;
if (item->Animation.Velocity.y > LARA_SWIM_VELOCITY_MAX)
item->Animation.Velocity.y = LARA_SWIM_VELOCITY_MAX; 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)) if (!IsHeld(In::Jump))
item->Animation.TargetState = LS_UNDERWATER_INERTIA; item->Animation.TargetState = LS_UNDERWATER_INERTIA;
@ -141,11 +143,13 @@ void lara_as_underwater_inertia(ItemInfo* item, CollisionInfo* coll)
if (IsHeld(In::Jump)) if (IsHeld(In::Jump))
item->Animation.TargetState = LS_UNDERWATER_SWIM_FORWARD; 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) if (item->Animation.Velocity.y < 0.0f)
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; 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; 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) if (item->Animation.Velocity.y < 0.0f)
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) bool TestLaraWaterClimbOut(ItemInfo* item, CollisionInfo* coll)
{ {
auto* lara = GetLaraInfo(item); auto* lara = GetLaraInfo(item);
const auto& settings = g_GameFlow->GetSettings()->Animations;
if (coll->CollisionType != CollisionType::Front || !IsHeld(In::Action)) if (coll->CollisionType != CollisionType::Front || !IsHeld(In::Action))
return false; return false;
@ -964,7 +965,7 @@ bool TestLaraWaterClimbOut(ItemInfo* item, CollisionInfo* coll)
{ {
if (headroom < LARA_HEIGHT) if (headroom < LARA_HEIGHT)
{ {
if (g_GameFlow->HasCrawlExtended()) if (settings.CrawlExtended)
SetAnimation(item, LA_ONWATER_TO_CROUCH_1_STEP); SetAnimation(item, LA_ONWATER_TO_CROUCH_1_STEP);
else else
return false; return false;
@ -976,7 +977,7 @@ bool TestLaraWaterClimbOut(ItemInfo* item, CollisionInfo* coll)
{ {
if (headroom < LARA_HEIGHT) if (headroom < LARA_HEIGHT)
{ {
if (g_GameFlow->HasCrawlExtended()) if (settings.CrawlExtended)
SetAnimation(item, LA_ONWATER_TO_CROUCH_M1_STEP); SetAnimation(item, LA_ONWATER_TO_CROUCH_M1_STEP);
else else
return false; return false;
@ -989,7 +990,7 @@ bool TestLaraWaterClimbOut(ItemInfo* item, CollisionInfo* coll)
{ {
if (headroom < LARA_HEIGHT) if (headroom < LARA_HEIGHT)
{ {
if (g_GameFlow->HasCrawlExtended()) if (settings.CrawlExtended)
SetAnimation(item, LA_ONWATER_TO_CROUCH_0_STEP); SetAnimation(item, LA_ONWATER_TO_CROUCH_0_STEP);
else else
return false; return false;
@ -1449,6 +1450,7 @@ std::optional<VaultTestResult> TestLaraAutoMonkeySwingJump(ItemInfo* item, Colli
std::optional<VaultTestResult> TestLaraVault(ItemInfo* item, CollisionInfo* coll) std::optional<VaultTestResult> TestLaraVault(ItemInfo* item, CollisionInfo* coll)
{ {
auto* lara = GetLaraInfo(item); auto* lara = GetLaraInfo(item);
auto& settings = g_GameFlow->GetSettings()->Animations;
if (lara->Control.HandStatus != HandStatus::Free) if (lara->Control.HandStatus != HandStatus::Free)
return std::nullopt; return std::nullopt;
@ -1485,7 +1487,7 @@ std::optional<VaultTestResult> TestLaraVault(ItemInfo* item, CollisionInfo* coll
// Vault to crouch up two steps. // Vault to crouch up two steps.
vaultResult = TestLaraVault2StepsToCrouch(item, coll); vaultResult = TestLaraVault2StepsToCrouch(item, coll);
if (vaultResult.has_value() && g_GameFlow->HasCrawlExtended()) if (vaultResult.has_value() && settings.CrawlExtended)
{ {
vaultResult->TargetState = LS_VAULT_2_STEPS_CROUCH; vaultResult->TargetState = LS_VAULT_2_STEPS_CROUCH;
if (!HasStateDispatch(item, vaultResult->TargetState)) if (!HasStateDispatch(item, vaultResult->TargetState))
@ -1507,7 +1509,7 @@ std::optional<VaultTestResult> TestLaraVault(ItemInfo* item, CollisionInfo* coll
// Vault to crouch up three steps. // Vault to crouch up three steps.
vaultResult = TestLaraVault3StepsToCrouch(item, coll); vaultResult = TestLaraVault3StepsToCrouch(item, coll);
if (vaultResult.has_value() && g_GameFlow->HasCrawlExtended()) if (vaultResult.has_value() && settings.CrawlExtended)
{ {
vaultResult->TargetState = LS_VAULT_3_STEPS_CROUCH; vaultResult->TargetState = LS_VAULT_3_STEPS_CROUCH;
if (!HasStateDispatch(item, vaultResult->TargetState)) 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.Game.AmmoUsed++;
SaveGame::Statistics.Level.AmmoUsed++;
} }
} }
@ -310,14 +311,17 @@ void HandlePistols(ItemInfo& laraItem, LaraWeaponType weaponType)
if (lara.LeftArm.GunFlash || lara.RightArm.GunFlash) 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 basePos = GetJointPosition(&laraItem, (lara.LeftArm.GunFlash != 0) ? LM_LHAND : LM_RHAND).ToVector3();
auto sphere = BoundingSphere(basePos, BLOCK(1 / 8.0f)); auto sphere = BoundingSphere(basePos, BLOCK(1 / 8.0f));
auto lightPos = Random::GeneratePointInSphere(sphere); auto lightPos = Random::GeneratePointInSphere(sphere);
TriggerDynamicLight( int range = abs(Random::GenerateInt(settings.FlashRange - 2, settings.FlashRange + 2));
lightPos.x, lightPos.y, lightPos.z, TriggerDynamicPointLight(lightPos, color, CLICK(range));
Random::GenerateFloat(8.0f, 11.0f),
(GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 128, GetRandomControl() & 0x3F);
} }
} }

View file

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

View file

@ -13,6 +13,7 @@
#include "Math/Math.h" #include "Math/Math.h"
#include "Objects/Generic/Object/rope.h" #include "Objects/Generic/Object/rope.h"
#include "Renderer/Renderer.h" #include "Renderer/Renderer.h"
#include "Scripting/Include/Flow/ScriptInterfaceFlowHandler.h"
#include "Sound/sound.h" #include "Sound/sound.h"
#include "Specific/level.h" #include "Specific/level.h"
@ -565,7 +566,7 @@ const AnimFrame& GetBestFrame(const ItemInfo& item)
float GetEffectiveGravity(float verticalVel) 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) int GetAnimNumber(const ItemInfo& item)

View file

@ -970,7 +970,7 @@ void BinocularCamera(ItemInfo* item)
auto origin = Camera.pos.ToVector3i(); auto origin = Camera.pos.ToVector3i();
auto target = Camera.target.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() void ItemsCollideCamera()
{ {
if (!g_GameFlow->GetSettings()->Camera.ObjectCollision)
return;
constexpr auto RADIUS = CLICK(0.5f); constexpr auto RADIUS = CLICK(0.5f);
auto itemList = FillCollideableItemList(); auto itemList = FillCollideableItemList();

View file

@ -15,8 +15,7 @@ enum class CameraType
Fixed, Fixed,
Look, Look,
Combat, Combat,
Heavy, Heavy
Object
}; };
struct CAMERA_INFO struct CAMERA_INFO

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

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

View file

@ -1455,8 +1455,6 @@ void TriggerFlashSmoke(int x, int y, int z, short roomNumber)
{ {
auto* room = &g_Level.Rooms[roomNumber]; auto* room = &g_Level.Rooms[roomNumber];
bool mirror = (roomNumber == g_GameFlow->GetLevel(CurrentLevel)->GetMirrorRoom());
bool water = false; bool water = false;
if (TestEnvironment(ENV_FLAG_WATER, room)) if (TestEnvironment(ENV_FLAG_WATER, room))
{ {
@ -1505,7 +1503,6 @@ void TriggerFlashSmoke(int x, int y, int z, short roomNumber)
spark->gravity = 0; spark->gravity = 0;
spark->sSize = spark->size = (GetRandomControl() & 0x1F) + 64; spark->sSize = spark->size = (GetRandomControl() & 0x1F) + 64;
spark->dSize = 2 * (spark->sSize + 4); spark->dSize = 2 * (spark->sSize + 4);
spark->mirror = mirror;
} }
void TriggerFireFlame(int x, int y, int z, FlameType type, const Vector3& color1, const Vector3& color2) void TriggerFireFlame(int x, int y, int z, FlameType type, const Vector3& color1, const Vector3& color2)

View file

@ -22,6 +22,20 @@ namespace TEN::Effects::Hair
{ {
HairEffectController HairEffect = {}; 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) void HairUnit::Update(const ItemInfo& item, int hairUnitID)
{ {
for (auto& segment : Segments) for (auto& segment : Segments)
@ -33,7 +47,7 @@ namespace TEN::Effects::Hair
// Get world matrix from head bone. // Get world matrix from head bone.
auto worldMatrix = Matrix::Identity; 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. // Apply base offset to world matrix.
auto relOffset = GetRelBaseOffset(hairUnitID, isYoung); 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) if (isYoung)
{ {
switch (hairUnitID) switch (hairUnitID)
{ {
// Left pigtail offset. // Left offset.
case 0: case 0:
relOffset = Vector3(-48.0f, -48.0f, -50.0f); hairType = (int)PlayerHairType::YoungLeft;
break; break;
// Right pigtail offset. // Right offset.
case 1: case 1:
relOffset = Vector3(48.0f, -48.0f, -50.0f); hairType = (int)PlayerHairType::YoungRight;
break; break;
} }
} }
else else
{ {
// Center braid offset. // Center offset.
relOffset = Vector3(-4.0f, -4.0f, -48.0f); 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) Vector3 HairUnit::GetWaterProbeOffset(const ItemInfo& item)
@ -272,7 +292,7 @@ namespace TEN::Effects::Hair
segment.Position += Weather.Wind() * 2; segment.Position += Weather.Wind() * 2;
// Apply gravity. // Apply gravity.
segment.Position.y += HAIR_GRAVITY; segment.Position.y += g_GameFlow->GetSettings()->Physics.Gravity * HAIR_GRAVITY_COEFF;
// Float on water surface. // Float on water surface.
if (waterHeight != NO_HEIGHT && segment.Position.y > waterHeight) if (waterHeight != NO_HEIGHT && segment.Position.y > waterHeight)

View file

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

View file

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

View file

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

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