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name: Bug report
description: Create a report to help us understand and triage your issue.
labels:
- Awaiting Triage
body:
- type: markdown
attributes:
value: |
## Bug Report
Please follow this document carefully to report a bug.
> **Important**: It is highly recommended that you use the latest version before submitting a bug report.
- type: dropdown
attributes:
label: Tomb Engine Version
description: |
Please select the TombEngine version you are using.
options:
- v1.8.1 (latest release)
- v1.8.0
validations:
required: true
- type: checkboxes
attributes:
label: Development Version
description: Are you submitting this report from a development build that has not been officially released?
options:
- label: "I am using an unofficial development version."
- label: "I am using an official release."
validations:
required: true
- type: textarea
attributes:
label: Describe the Bug
description: |
Please provide a clear and concise description of what the issue is.
placeholder: |
Your bug report here.
validations:
required: true
- type: textarea
attributes:
label: To Reproduce
description: |
Please provide detailed steps to reproduce the issue.
**Note**: If the bug cannot be reproduced or the issue is not clearly explained, it may be closed without further investigation.
placeholder: |
Step-by-step reproduction instructions here.
validations:
required: true
- type: textarea
attributes:
label: Expected Behaviour
description: |
What did you expect to happen?
**Note**: If the bug cannot be reproduced or the issue is not clearly explained, it may be closed without further investigation.
placeholder: |
A description of what should happen here.
validations:
required: true
- type: textarea
attributes:
label: Minimal Reproduction Project
description: |
Please upload a .zip file (10 MB max) containing your level and all assets needed to compile the level, including a minimal version where the bug occurs.
Alternatively, provide a download link from a cloud storage service (e.g., Google Drive, Dropbox).
> **Important**: If you do not provide a minimal reproduction project, your issue may be rejected.
placeholder: |
Download link to your project or attach a .zip file.
validations:
required: true

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blank_issues_enabled: false
# Disable blank issue
blank_issues_enabled: false
# Bug Report Form
name: Bug Report
description: File a bug report.
title: "[Bug]: "
labels: [ "Awaiting Triage" ]
# Initial Message
body:
type: markdown
attributes:
value: Thanks for taking the time to fill out this bug report! Please use the steps below to log the report for the development team.

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name: Feature Request
description: Suggest an idea for TombEngine
title: "[ Feature Request ] "
labels: Awaiting Triage
body:
- type: textarea
attributes:
label: Is your feature request related to a problem? Please describe.
placeholder: A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
validations:
required: true
- type: textarea
attributes:
label: Describe the solution you'd like
placeholder: A clear and concise description of what you want to happen.
validations:
required: true
- type: textarea
attributes:
label: Describe alternatives you've considered
placeholder: A clear and concise description of any alternative solutions or features you've considered.
validations:
required: false
- type: textarea
attributes:
label: Additional context
placeholder: Add any other context or screenshots about the feature request here. (as a link to screenshot or drop the screenshot into this textbox)
validations:
required: false

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# Credit List
This is the credit list of **all** the people who contributed to TombEngine in any shape or form.
## Developers
- MontyTRC (Project Leader)
- Gancian (general coding
- Krystian (general coding)
- Kubsy (Some cleanups and fixes)
- l.m. (general coding, Lua enhancements, bug fixing)
- Lwmte (sound refactoring, general coding, code cleanups, bug fixing)
- Moooonyeah (Jumanji) (entity decompilation)
- Raildex (renderer refactoring, particle coding, general coding)
- RicardoLuis0 (general coding)
- Sezz (player state refactoring, general coding, code cleanups, bug fixing, assets)
- Squidshire (Hispidence) (Lua implementation, bug fixing)
- Stranger1992 (sound asset refactoring and organisation, assets)
- TrainWreck (asset coding and Lua enhancements
- TokyoSU (entity and vehicle decompilation)
- Tomo (general coding, special FX coding, bug fixing)
- Troye (general coding, refactoring)
- Nickelony (general coding)
- JesseG, aka WolfCheese (general coding)
## Testers
- Adngel
- Caesum
- Dustie
- GeckoKid
- JoeyQuint
- Kamillos
- Kubsy
- LGG_PRODUCTION
- Lore
- RemRem
- Stranger1992
- WolfCheese
## Assets and Miscellaneous
- Geckokid (Sprites and test level creator).
### Animations
- SrDanielPonces (Diagonal shimmy transitions, backwards monkey swinging)
- Krystian (Flexibility crawlspace, slope climbing animations)
- Sezz (Additional Animations for player state refactoring)
- Naotheia (Underwater puzzle placement, crouch 180° turn, crawl 180° turn, water surface 180° turn)
- JoeyQuint (Standing 180° turn, monkey swing 180° turn)
### TombEngine Marketing
- Stranger1992 (Tomb Engine website, Discord, Facebook, Instagram, Youtube, X, and Twitch)

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# Contributor Covenant Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our
community a harassment-free experience for everyone, regardless of age, body
size, visible or invisible disability, ethnicity, sex characteristics, gender
identity and expression, level of experience, education, socio-economic status,
nationality, personal appearance, race, religion, or sexual identity
and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming,
diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our
community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes,
and learning from the experience
* Focusing on what is best not just for us as individuals, but for the
overall community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or
advances of any kind
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email
address, without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of
acceptable behavior and will take appropriate and fair corrective action in
response to any behavior that they deem inappropriate, threatening, offensive,
or harmful.
Community leaders have the right and responsibility to remove, edit, or reject
comments, commits, code, wiki edits, issues, and other contributions that are
not aligned to this Code of Conduct, and will communicate reasons for moderation
decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when
an individual is officially representing the community in public spaces.
Examples of representing our community include using an official e-mail address,
posting via an official social media account, or acting as an appointed
representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the community leaders responsible for enforcement at
TombEngine Discord Server.
All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the
reporter of any incident.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage],
version 2.0, available at
https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
Community Impact Guidelines were inspired by [Mozilla's code of conduct
enforcement ladder](https://github.com/mozilla/diversity).
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see the FAQ at
https://www.contributor-covenant.org/faq. Translations are available at
https://www.contributor-covenant.org/translations.

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What you will read under has been agreed by the current active team in order to keep a good flow of work and proper management. You are welcome to put suggestions in the comments in order to discuss it with the TEN team.
# Contributor General rules
**1. Developer**
- If you wish to contribute to the TEN project, you must read and follow the coding convention used by the team, available here: https://github.com/MontyTRC89/TombEngine/blob/master/CONTRIBUTING.md#coding-conventions
- Do not work directly on master nor any branch which may be developed by several members. Create your branch, and name it with a clear description of the feature/set of features you are working on. You may regularly merge/rebase master or the active development branch with yours.
- Be respectful to other developers. Disagreements may occur on code style, changes, and should be discussed directly with the person who pushed or merged the commit/branch. If you are unsure of what some parts of the code means, or why a decision was made, contact the team as a whole so they can be explained to you.
- Do not make a pull request until your branch and features are extensively tested by the QA team. You are invited to test your feature set as much as you can too.
- If you are allowed to merge PRs, do not do such until code has been properly reviewed, preferably by more than one person.
- Merge PRs using **squash and merge** mode to preserve main branch history in original state. For squash merge commit, leave list of commits in commit description (GitHub does it automatically in both desktop client and web interface).
- Do not revert active development branch to a previous commit unless you are absolutely sure there will be no regressions. Do not revert parts of code to a previous state for the same reasons. In both of those cases, the entire team needs to be aware of it and agree on the decision.
- There are **two key branches**: `master` and `develop`. `master` is to be used for releases, and nothing else. `develop` is based on `master` and is used for active development, **Every PR should use it as its base**. To keep in sync, for release period they are to be merged in the following order: `develop` -> `master`.
**2. Tester**
- Be respectful with the developer you are testing the feature of.
- New features or bug fixes should be tested with several use cases, if not all possible use cases you can think of, of this feature. This avoids going back to it in the future because of missed test cases.
- Pay attention to any regressions. Developer may have touched part of the code that could break other linked or unlinked features. Features or bug fixes can't be considered done if there are any regression elsewhere.
## Issues handling
**1. General**
- Preferably, write one issue for one specific bug. List of bugs should stay rare, unless they are closely related to each other.
- Follow the progress of features/fixes on the project board.
- Do not assign a dev to an issue. They will do so themselves
- Carefully choose the labels you add to the issue
**2. Developer**
- Assign yourself to an issue you want to work on available in the To do column of the project board. Add this feature to the "In progress" column. Make the team know you are working on it both by adding a comment to it and via Discord, on the strategy channel of Tomb Engine.
- Regularly update the status of the task by adding comments. If you are stuck, let other people know if they can help.
- Do not pass an issue as done unless fixes or features are fully tested and merged with active dev branch
**3. Tester**
- Give the Developer as much detail as you can about the bug you're writing for, and an easy way to reproduce it.
- Update and comment the issue with the tests you've done and your findings after fixes.
# Coding Conventions
## General Rules
* **Do not silently comment out any lines or change operators or conditional statements**, even for testing purposes. Should you comment out certain code, also leave a comment beginning with `TODO` prefix, and date-author signature, like this:
``` c
// TODO: This code caused NPCs to run into walls, so it is disabled for now. -- Lwmte, 21.08.19
// GetBoundsAccurate(blah);
```
* **Do not modify existing code without a clear understanding of what it does.** Even if you think you are fixing bugs or restoring original behavior by reverting the code, consult the TombEngine discord before committing any changes. It is possible you may ruin the work of other people since the original Core Design codebase is very fragile and it is very easy to falsely identify code as bugged.
* **Do not introduce quick hacks to fix issues**. Hacks like `if (room == 314)` or `if (direction == WEST)` should be left in the history of bad Core Design coding practices.
* If code remains unimplemented or you need to visit another part of the code for a considerable amount of time to implement missing functionality for that first part of code, **leave a comment** prefixed `FIXME` and with a date-author signature, describing missing functionality that you are about to add:
``` c
// FIXME: I need to precisely calculate floor height, but for now let's keep original. -- Lwmte, 21.08.19
foo = GetFloor(blah);
```
* Make sure that **any new code is warning-free** before committing. Exceptions to this guideline include cases where fixing warnings would require you to make many changes outside of the new code, where the warning originates from a 3rd-party library, or where fixing the warning would make the code significantly less readable or performant.
* Avoid using magic numbers. Use constants or enums instead.
* Use **American English**.
## Parenthesis and new lines
Please do not write like this:
``` c
if (blah) {
foo;
foo_foo;
} else {
bar;
bar_bar; }
```
Write like this instead:
``` c
if (blah)
{
foo;
foo_foo;
}
else
{
bar;
bar_bar;
}
```
However, if you have only one line enclosed (i. e. only `foo`), and there are no following `else` or `else if` conditions, you may omit brackets and do it like this:
``` c
if (blah)
foo;
```
For one-line if statements, if the condition itself is multi-line, brackets should be added anyway to maintain readability:
```
if (item.RoomNumber == 123 || IsHeld(In::Action) &&
LaraHasEatenSandwich == SANDWICH_BACON)
{
CurrentLevel = 4;
}
```
Same rule applies to loops.
Avoid multiple nested conditional statements. Where possible, do an early exit from the code using the opposite statement instead of enclosing the statement body in an extra set of brackets. For example, instead of this:
``` c
if (blah)
{
if (foo)
bar;
}
```
Write this:
``` c
if (!blah || !foo)
return;
bar;
```
## Spacing
Don't condense arguments, loop statements, or any other code which requires splitting with commas/semicolons or operators like this:
``` c
void SomeLoop(int blah,int blah2)
{
for(int i=0;i<4;i++)
{
bar =blah;
foo= blah2;
}
}
```
Instead, separate everything with spaces **on the both sides** of operator, and **after** the comma or semicolon, like this:
``` c
void SomeLoop(int blah, int blah2)
{
for (int i = 0; i < 4; i++)
{
bar = blah;
foo = blah2;
}
}
```
The same rule applies to any code body, not only function declarations or loop statements.
## Tabulation and indents
When you have numerous assignment operations in a row, and/or their names are somewhat of equal length, and their data types are similar, align "left" and "right" parts of the assignment using tabs most of the way and spaces the rest of the way, like this:
``` c
float foo = 1.0;
float bar_bar = 1.0;
float foo_o_o = 1.0;
```
Or:
``` c
bar = foo-foo-foo;
foo_o = bar;
bar_r_r = foo;
```
In case you have pointers defined along with "normal" variables, the asterisk symbol must be placed instead of the last tab's space symbol (this also applies for class declarations and/or implementations), like this:
``` c
bar = foo_foo;
*foo = &bar_bar;
```
Of course, if one's left part is way longer than another one's left part, there's no need for such alignment, so you can leave it like this:
``` c
*foo_foo = &bar_foo;
bar->foo_foo_foo.blah_blah_bar_foo = 1.0;
foo_bar = 1.0;
```
In a switch case, each case body must be one tab further case's own label. Like this:
``` c
switch (blah)
{
case foo:
foo - foo - foo;
foo - foo - foo - foo;
break;
case bar:
bar - bar;
bar - bar - bar;
break;
}
```
If you need to enclose a particular case into a bracket block, put the body one tab further:
``` c
switch (blah)
{
case foo:
{
float bar;
bar = foo - foo - foo;
foo - foo - foo - foo = bar;
break;
}
case bar:
bar - bar;
bar - bar - bar;
break;
}
```
## Code splitting
If a code block becomes too large, it is recommended to split it into several "sub-blocks" with empty lines, taking each sub-block's meaning into account, like this:
``` c
foo = foo_foo + foo_foo_foo;
if (foo)
foo - foo - foo - foo - foo;
foo - foo = foo;
bar = (bar - bar > bar) ? (bar - bar) : 0;
bar - bar - bar = bar - bar - bar;
```
Conditional statements, if there are many, should be grouped according to their meaning. That is, if you are doing early exit from the function because of different conditions, group them as such:
``` c
if (coll.Floor > CLICK(1) && coll.Ceiling < CLICK(3) && bounds.Y1 > WALL_SIZE)
return false;
if (enemy.health <= 0 || lara.health <= 0 || collidedItems[0] == nullptr)
return false;
```
However, if there are few conditional statements, you can group them together. The rule of thumb is if there are more than three conditional statements and two of them are of a different kind, split them. This variant is allowed:
``` c
if (coll.Floor > CLICK(2) && coll.Ceiling < CLICK(4) || lara.health <= 0)
return false;
```
Sometimes IDA decompiled output generates "pascal-styled" or "basic-styled" variable declarations at the beginning of the function or code block. Like this:
``` c
int foo, bar = 0;
float blah;
...
blah = foo;
foo = bar;
...
```
**Please**, get rid of this style everywhere you see it and declare variables in the place narrowest to its actual usage, like this:
``` c
int foo = foo;
float blah = bar;
...
```
Let's cite [Google Style Guide](https://google-styleguide.googlecode.com/svn/trunk/cppguide.html#Local_Variables) here:
> Place a function's variables in the narrowest scope possible, and initialize variables in the declaration.
## Naming
* Use `auto` where possible and if the original type name is longer than `auto`. E.g. there is no point in changing `bool enabled = true` to `auto enabled = true`. Remember that C++ `auto` **is not similar to C#** `var`, and for referencing existing value with `auto`, you should add `&` to it in the end, e.g. `auto& item = g_Level.Items[itemIndex];` Also, for underlying pointer types, please write `auto*` instead of `auto`, even if it seems redundant.
* Avoid using Hungarian notation for function names. Currently, inconsistent notation indicates an unrefactored coding style, because the original code used inconsistent naming, like `SOUND_Stop()`, `have_i_got_object()` or `gar_SuperpackYXZ()`. These should eventually be eradicated along the course of code restyling. For new function names, `PascalCase` should be used.
* For global struct or class members or methods, `PascalCase` should be used. For local variable names, `camelCase` should be used. For global variables, which are temporary until full refactoring occurs, an exclusive case of Hungarian notation with the `g_` prefix (e.g. `g_Foo`) is permitted.
* Functions designed to take an enum argument should take the enum type itself instead of an int or short. `PassInfo(InfoEnum type)` is more readable and error-proof than `PassInfo(int type)`.
* Functions designed to return boolean value (0 or 1) should define return type as bool. Please don't use `int` return type and don't write `return 0` or `return 1` in bool return functions, use `return false` or `return true`.
* Use the following convention for Pointers and References: `Type* somePointer` / `Type& someReference`. Do not write this: `Type * somePointer` / `Type & someReference` or `Type *somePointer` / `Type &someReference`. Pointers and references are distinct types, hence why the notation for them should have the token on the side of the type.
* Avoid unscoped enum types. For scoped `enum class` types, use `PascalCase` without including enum prefix:
``` c
enum class WeatherType
{
None,
Rain,
Snow,
Cats,
Dogs
};
```
`ENUM_ALL_CAPS` primarily indicates old C-styled Core notation. For C-styled (unscoped) enum values themselves, `ALL_CAPS` may be used for now, along with enum prefix:
``` c
enum LaraWeaponType
{
WEAPON_NONE,
WEAPON_PISTOLS,
WEAPON_REVOLVER
};
```
## Data types
Avoid using `_t` data types, such as `uint8_t`, `int8_t`, `int16_t` etc. Use `unsigned char`, `signed char`, `short` etc. instead. If new variables or fields are introduced, prefer longer and more contemporary data types over deprecated ones. That is, if integer value is used, use `int` instead of `char` or `short`. If potentially fractional value is used (such as coordinates which are eventually multiplied or divided or transformed otherwise), prefer `float` over `int`.
For legacy functions and code paths, preserving original data types may be necessary. Special case are angle values - original games used weird `signed short` angle convention. So extra caution must be taken when writing code which operates on native TR angles, and it should always be kept in variables of `signed short` data type.
Prefer using references over pointers, both in function body and as arguments. When using references or pointers, prefix with `const` for read-only safety if the variable is not being written to.
## Casting
Prefer using C-styled casting instead of C++-styled casting where it is safe. While using it, avoid separating casting operator and variable with space:
`bar = (int)foo;`
For expressions, you can enclose expression into brackets to cast it:
`bar = int(foo + blah * 4);`
Using C++-styled casting is allowed when C-styled casting provides undefined or unacceptable behaviour.
## Includes
For header files from project itself, always use includes with quotes, not with brackets. Also avoid using Windows-specific `\` backslash symbols to specify subpaths, only use normal `/` slashes. Also please include full path to a header file and order includes alphabetically:
```c
#include "Game/effects/lightning.h"
#include "Specific/phd_math.h"
```
Includes with brackets are only allowed when using external libraries:
```c
#include <algorithm>
#include "Game/collision/collide.h"
```
## Namespaces
Don't shorten `std` namespace types and methods by using `using` directive. This is bad: `auto x = vector<int>();`
Leave them as is. This is good: `auto x = std::vector<int>();`
## Comments
Use `//`-styled comments where possible.
Only use `/* */` style in case you are about to temporarily comment certain block for testing purposes or when writing a comment that will serve as the source for generated documentation.
Use a `NOTE: ` prefix in your comment if you want to highlight something particularly noteworthy:
```c
// NOTE: Will not work for bones at ends of hierarchies.
float GetBoneLength(GAME_OBJECT_ID objectID, int boneIndex)
{
const auto& object = Objects[objectID];
if (object.nmeshes == boneIndex)
return 0.0f;
auto nextBoneOffset = GetJointOffset(objectID, boneIndex + 1);
return nextBoneOffset.Length();
}
```
Use a `FAILSAFE: ` prefix in your comment if you want to highlight a particularly quirky solution without an obvious and clear purpose:
```c
if (portalRoomNumber != NO_VALUE &&
rayRoomNumber != portalRoomNumber) // FAILSAFE: Prevent infinite loop if room portal leads back to itself.
{
player.Explode();
}
```
## Branches and pull requests
Make sure that epic branches (tens or hundreds of files changed due to renames, namespace wrappings, etc) **are focused on a single feature or task**. Don't jump in to others epic branches with another round of your epic changes. It masks bugs and makes review process very cumbersome.
Avoid making new branches based on unapproved epic PRs which are in the process of review. It may render your work useless if parent epic branch is unapproved and scrapped.

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# Changelog Version 1.4
===========
The dates are in European standard format where date is presented as **YYYY-MM-DD**.
TombEngine releases are located in this repository (alongside with Tomb Editor): https://github.com/TombEngine/TombEditorReleases
## [Version 1.8.1](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.8.1) - 2025-03-29
### Bug fixes
* Fixed pathfinding for friendly NPCs such as monkeys.
* Fixed particles remaining in the level after reloading from the savegame.
* Fixed particles being canceled by fog bulbs.
* Fixed crash in case hair object is the last object in a level.
* Fixed crash with incorrectly applied animated textures on static meshes.
* Fixed console window not hiding in non-debug mode on Windows 11.
* Fixed key binding settings saving for the current play session after hitting Esc to cancel.
* Fixed lensflare blending formula to avoid screen overbright.
### New features
* Added Firefly Emitter object (ID 1099) with corresponding sprite slot (ID 1379).
* Added live console input to perform Lua commands in realtime.
### Lua API changes
* Added missing constructor for `Collision.Probe` without room number.
* Added optional looping argument for `View.GetFlybyPosition` and `View.GetFlybyRotation` functions.
## [Version 1.8](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.8) - 2025-03-16
### Bug fixes
* Improved engine performance up to 20%.
* Fixed bridges moving the player when the player is underwater.
* Fixed trigger triggerer not working.
* Fixed display pickup numeric string not being interpolated in high framerate mode.
* Fixed two block platform room portal traversal failing in some cases.
* Fixed incorrect handling of dynamic light shadows.
* Fixed ricochet flashes after using explosive weapons.
* Fixed incorrect flare draw in crawl state.
* Fixed starfield remaining active in the next level if it does not have a starfield specified.
* Fixed underwater dust particles overflowing when camera is underwater.
* Fixed wetness player attribute not being preserved in savegames.
* Fixed invisible HK ammo in the inventory.
* Fixed flickering rat emitter.
* Fixed camera glitch when going into quicksand rooms with weapons drawn.
* Fixed player model submerging into the floor while swimming underwater.
* Fixed custom shatter sounds with custom sound IDs not playing correctly.
* Fixed crashes with sound samples larger than 2 megabytes.
### New features
* Added multithreading and an option for it to flow system settings.
* Added ability to use floor trapdoors, keys and puzzle items underwater.
- You must update your Lara object: https://github.com/TombEngine/Resources/raw/main/Wad2%20Objects/Lara/TEN_Lara.wad2
* Added a particle based waterfall emitter object and associated sprite slots.
- You must use this version: https://github.com/TombEngine/Resources/raw/refs/heads/main/Wad2%20Objects/Interactables/TEN_Waterfall_Emitter.wad2
* Added TR1 Hammer.
- You must use this version: <https://github.com/TombEngine/Resources/raw/refs/heads/main/Wad2%20Objects/Traps/TR1_Thor%20Hammer.wad2>
* Added TR3 Moving Laser.
* Added TR4 Statue Plinth.
### Lua API changes
* Added diary module.
* Added custom bar module.
* Added `Collision.Probe` class for basic room collision detection.
* Added `Flow.Horizon` class and two layers of horizons in a `Flow.Level` class.
* Added `Effects.EmitAdvancedParticle` function, allowing animations and other effects.
* Added `Effects.EmitAirBubble` function to spawn air bubbles.
* Added `Effects.EmitStreamer` function to emit streamers.
* Added `Flow.GetTotalSecretCount` function to get total amount of secrets in the game.
* Added `View.GetFlyByPosition` and `View.GetFlyByRotation` functions to get flyby sequence parameters at a specified time point.
* Added `Moveable:GetScale` and `Movebale:SetScale` methods to get or set visible scale of moveables.
* Added `Static:GetCollidable` and `Static:SetCollidable` methods to get or set collision status of static meshes.
* Added `Rotation:Lerp` function to allow linear interpolation between rotations.
* Added ability to perform additive and subtractive operations on `Rotation` class and compare one `Rotation` to another.
* Added various `Translate` methods to `Vec2` and `Vec3` script objects.
* Added alpha transparency functionality for statics and moveables to be used with `SetColor` method.
* Added extra arguments for sprite object slots and starting rotation value for `EmitParticle` function.
* Added ability to dynamically change `Flow.Level` weather and environment parameters and save them to a savegame.
* Added pickup count to `Flow.Statistics` class.
* Changed `Flow.Starfield` and `Flow.LensFlare` primitive types to use parameters instead of getters and setters.
* Fixed medipack level count in `Flow.Statistics` class.
## [Version 1.7.1](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.4) - 2025-04-01
### Bug fixes
* Fixed static meshes with dynamic light mode not accepting room lights.
* Fixed silent crashes if no Visual C++ runtimes are installed and provide a dialog box to download them instead.
* Fixed issues with launching the engine from directories with non-Western characters in the path.
* Fixed rare case of not being able to start a new game or exit game from the main menu on very slow GPUs.
* Fixed occasional crashes with creatures stuck in a sector with no pathfinding set.
* Fixed occasional cases of underwater switch animation not playing, if player spams jump key while pulling the switch.
* Fixed player's blob shadows not rendering on moveables and static meshes.
* Fixed antialiasing quality not changing after changing it in display settings.
* Fixed endless explosion effect for Puna.
* Fixed diary pick-up item inventory state not preserved in the savegame.
* Fixed gravity being applied underwater when exiting the fly cheat.
* Fixed gravity being applied when vaulting on the same frame as the player lands.
### New features
* Added realtime shader reloading in debug mode by pressing F9 key.
* Added load, save, stopwatch and compass as a functional pick-up items with ability to add or remove them from inventory.
* Increased particle limit from 1024 to 4096.
* Added ability for the player to more reliably stop at an edge when running at it while holding Walk.
### Lua API changes
* Fixed Flow.FreezeMode.FULL drawing incorrect background.
* Fixed DisplayString scale argument not being optional, as stated in documentation.
## [Version 1.7](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.3) - 2024-12-25
### Bug fixes
* Significantly improved renderer performance.
* Improved engine performance around bridges.
* Improved engine performance if weather or bubble effects are active.
* Improved engine start-up time.
* Fixed silent crashes if loaded level is corrupted or in incorrect format.
* Fixed occasional crashes if there are static meshes placed within room border walls.
* Fixed climbable pushables clipping Lara under the bridges when pulled.
* Fixed incorrect clipping of scaled off-centered static meshes.
* Fixed incorrect collision detection for off-centered moveables.
* Fixed incorrect slide directions for sub-click geometry.
* Fixed stutter during jumps between cameras in a flyby sequence.
* 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 enemies not damaging Lara if she is staying on the sector where enemies were triggered.
* Fixed enemy pickups dropping on death sectors.
* Fixed Sarcophagus and Search Object pickup triggers.
* Fixed vehicle transfer not happening for levels which were not previously visited.
* Fixed audio tracks placed in subfolders not restoring after loading savegame.
* Fixed initial position and lack of fade-in for looped audio track on level start.
* Fixed shatter debris spawning on incorrect position for the first frame.
* Fixed scripted input events not registering on the same game frame.
* Fixed incorrect object camera position.
* Fixed incorrect camera movement near walls after leaving look mode.
* Fixed binocular or lasersight camera not switching off correctly after flyby.
* Fixed binocular or lasersight camera transitions.
* Fixed target highlighter still being active in binocular or lasersight mode.
* Fixed Lara's Home entry not working.
* Fixed exploding TR3 bosses.
* Fixed original issue with deactivation of Dart Emitter.
* Fixed original issue with weapon hotkeys available in binoculars or lasersight mode.
* Fixed Electricity Wires object not doing instant kill when Lara is in close proximity.
* Fixed Lens Flare object not functioning properly.
* Fixed lens flares not being occluded by static meshes and moveables.
* Fixed spotlight shadows.
* Fixed Skeleton and Mummy not reacting to shotgun hits.
### New features
* Added classic mirror effect with ability to reflect moveables and static meshes.
* Added ability to customize many hardcoded parameters, such as flare, weapon, and hair settings.
* Added dynamic shadow casting on objects and static meshes.
* Added fast savegame reloading.
* Added ricochet sounds and make the effect more prominent.
* Allow camera shake during flybys.
* Allow to run the engine without title level.
* Allow more than 1024 objects in a level.
* Allow more than 1000 static mesh slots in a level.
### Lua API changes
* Added Flow.Statistics class, Flow.GetStatistics() and Flow.SetStatistics() functions.
* Added Flow.GetFreezeMode() and Flow.SetFreezeMode() functions.
* Added Effects.EmitSpotLight() function for directional spotlights.
* Added optional cast shadow and name parameters for Effects.EmitLight() function.
* Added Effects.GetWind() function to get current wind speed vector.
* Added Moveable:GetCollidable() and Moveable:SetCollidable() functions.
* Added Moveable:GetAnimSlot() and optional second argument for Moveable:SetAnim() to access different animation slots.
* Added Rotation:Direction() method to get directional vector.
* Added support for transparency value in Strings.DisplayString class.
* Added extra argument for Sound.SetAmbientTrack() function to specify if new ambient track should play from the beginning.
* Added new View.CameraType enum entries and return it by View.GetCameraType(), when flyby camera or binoculars/lasersight is active.
* Added new primitive Time class, which allows to manipulate and format game time without precision loss.
* 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 incorrect return value of Moveable:GetAnim() function, if animation from another slot is currently playing.
* Fixed incorrect behaviour of Moveable:GetJointRotation() function.
* Fixed incorrect behaviour of Logic.EnableEvent() and Logic.DisableEvent() functions.
* Fixed Util.HasLineOfSight() not taking static meshes into consideration.
* Fixed collision callbacks not properly clearing after leveljump.
* Fixed Flow.SetIntroImagePath() not using the correct path.
## [Version 1.5](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.2) - 2024-11-03
### Bug fixes
* Fixed original issue with classic switch off trigger incorrectly activating some trigger actions.
* Fixed moveable status after antitriggering.
* Fixed leveljump vehicle transfer.
* Fixed weapons not properly hitting enemies.
* Fixed falling through dynamic bridges that are moving upwards.
* Fixed Laserhead teleporting Lara and making her invisible on death.
* Fixed pick-ups from Sarcophagus objects.
* Fixed issue with Lara not rotating together with bridges while picking up items.
* Fixed ghost collision with objects with zero bounds.
* Fixed several binocular bugs.
* Fixed faulty death sectors.
* Fixed shimmy softlocks around static meshes with soft collision.
* Fixed incorrect swing ledge grabs with steep grab angles.
* Fixed incorrect climbing out of water on bridge objects and in front of static meshes.
* Fixed incorrect diving animation when swandiving from a high place.
* Fixed room clipping when flyby path goes out of room bounds.
* Fixed camera rotating with the player's hips when climbing out of water.
* Fixed camera behaviour on sloped surfaces after player's death.
* Fixed camera position after loading a savegame.
* Fixed broken ropes after loading a savegame.
* Fixed AI for TR2 Skidoo driver and Worker with shotgun.
* Fixed Ember Emitter crashing when ocb is between -1 and -10.
* Fixed Electric Cleaner and Squishy Block not detecting collision with certain block heights.
* Fixed Squishy Blocks crashing the level.
* Fixed Larson and Pierre pathfinding.
* Fixed Dart Emitters failing with antitrigger.
* Fixed Homing Dart Emitter spawning darts continously when player is on its trigger.
* Fixed Four Blade Trap floor and ceiling collision.
* Fixed Joby Spikes collision and deformation.
* Fixed Sentry Gun joint rotation.
* Fixed Teeth Spikes not triggering the player impale animation.
* Fixed TR4 Mine crash with OCB 1 when triggered.
* Fixed cases where Atlantean Mutant's bombs cause the game to crash.
* Fixed torch flame delay when the player throws or drops a torch.
* Fixed display sprites and display strings rendering in the inventory background.
* Fixed young Lara hair drawing. https://tombengine.com/docs/level-settings/#young_lara
### New features
* Added high framerate mode (also known as 60 FPS mode).
* Added a customisable global lensflare effect. https://tombengine.com/docs/level-settings/#lensflare
* Added a customisable starry sky and meteor effect. https://tombengine.com/docs/level-settings/#stars
* Added the ability to display "Lara's Home" entry in the main menu.
* Added the ability to change pickup item count by modifying item hit points.
* Added F12 as alternative to PrtSc for screenshots.
* Added ability to invoke load game dialog after death by pressing any key.
* Added visible mouse pointer in windowed mode.
* Added portal debug mode.
* Added new sound conditions: Quicksand and Underwater.
- Quicksand - sound effect plays when a moveable is in quicksand.
- Underwater - sound plays when the camera is submerged.
* Added TR3 Seal Mutant. https://tombengine.com/docs/ocb-and-setup-instructions/#sealmutant
- You must use this version: https://github.com/TombEngine/Resources/raw/main/Wad2%20Objects/Enemies/TEN_Seal_Mutant.wad2
* Added TR4 Enemy Jeep. https://tombengine.com/docs/ocb-and-setup-instructions/#enemy_jeep
- You must use this version: https://github.com/TombEngine/Resources/raw/main/Wad2%20Objects/Enemies/TR4_Enemy_Jeep.wad2
* Changed TR5 Rome Hammer to not hurt player whilst deactivated.
* Changed TR2 Statue with blade damage from 20 to 200.
* Changed sound effect that is triggered when using the `level.rumble` feature in a level (ID 359 in the soundmap).
* Changed hardcoded sound for Raising Block 1/2 back to the ID used in TRLE (ID 149).
* Enhanced TR2 Rolling Spindle detection to avoid them going down through pits.
* Enhanced Sentry Guns, with a new ItemFlags[3], to contain the ID of the inventory item that deactivates the sentry guns (Puzzle Item 5 by default).
* Enhanced Dart Emitter, with a new ItemFlags[0], to contain the number of frames between shots (by default 32 in Dart Emitter, and 24 in Homing-Dart Emitter).
* Enhanced Raptor behaviour and handling. https://tombengine.com/docs/ocb-and-setup-instructions/#raptor
- You must use this version: https://github.com/TombEngine/Resources/raw/main/Wad2%20Objects/Enemies/TEN_Raptor.wad2
* Removed original limit of 32 active Flame Emitters.
### Lua API changes
* Added Flow.EnableHomeLevel() function.
* Added Flow.IsStringPresent() function.
* Added Flow.LensFlare() and Flow.Starfield() classes.
* Added Inventory.GetUsedItem(), Inventory.SetUsedItem() and Inventory.ClearUsedItem() functions.
* Added Input.KeyClearAll() function.
* Added Moveable:GetJointRotation() and optional 'offset' parameter for Moveable.GetJointPosition().
* Added Moveable:GetTargetState() function.
* Added Room:GetRoomNumber() function.
* Removed anims.monkeyAutoJump. It is now a player menu configuration.
* Fixed Volume:GetActive() method.
## [Version 1.4](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.1) - 2024-04-21
### Bug fixes
* Fixed drawing of display sprites in title level. * Fixed drawing of display sprites in title level.
* Fixed drawing of smoke sprites and various other sprites. * Fixed drawing of smoke sprites and various other sprites.
* Fixed drawing of transparent surfaces when debris are present in scene.
* Fixed player holster state and current vehicle not preserved correctly on level jump. * Fixed player holster state and current vehicle not preserved correctly on level jump.
* Fixed diving when swimming over sinks.
* Fixed fire item effect not extinguishing in water.
* Fixed fade-in and fade-out effects not canceling correctly when next level is loaded. * Fixed fade-in and fade-out effects not canceling correctly when next level is loaded.
* Fixed shadows still being visible after shattering a moveable. * Fixed shadows still being visible after shattering a moveable.
* Fixed FOV interpolation at the end of the flyby sequence. * Fixed FOV interpolation at the end of the flyby sequence.
* Fixed sounds resuming in pause mode while switching between apps. * Fixed sounds resuming in pause mode while switching between apps.
* Fixed slide directions. * Fixed slide directions.
* Fixed occasional collision warnings in a log when teeth spikes object was activated. * Fixed occasional collision warnings in a log when teeth spikes object was activated.
* Fixed climbable pushables collision during continuous pulling action.
* Fixed collision for solid static meshes with zero collision box.
* Fixed bottom collision for solid static meshes.
* Fixed T-Rex's head rotation.
### New features
* Auto-switch to a crawl state if player start position is in a crawlspace. * Auto-switch to a crawl state if player start position is in a crawlspace.
* Allow directional flame emitter (negative OCBs) to be rotated at any angle.
* Revise wall spikes: * Revise wall spikes:
- Wall spikes now stop when they touch a pushable, another spike wall or a normal wall. - Wall spikes now stop when they touch a pushable, another spike wall or a normal wall.
- Wall spikes will shatter any shatter in its path. - Wall spikes will shatter any shatter in its path.
@ -294,17 +23,16 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Added TR3 Winston (requires updated TEN .wad2 on TombEngine.com). * Added TR3 Winston (requires updated TEN .wad2 on TombEngine.com).
* Added TR4 squishy blocks (requires updated TEN .wad2 on TombEngine.com). * Added TR4 squishy blocks (requires updated TEN .wad2 on TombEngine.com).
### Lua API changes Lua API changes:
* Added resetHub flag to Flow.Level, which allows to reset hub data. * Added resetHub flag to Flow.Level, which allows to reset hub data.
* Added Flow.GetFlipMapStatus() function to get current flipmap status. * Added Flow.GetFlipMapStatus() function to get current flipmap status.
* Added Moveable:GetMeshCount() function to get number of moveable meshes. * Added Moveable:GetMeshCount() function to get number of moveable meshes.
* Added timeout parameter for Moveable:Enable() function.
* Added Static:GetHP() and Static:SetHP() functions to change shatterable static mesh hit points. * Added Static:GetHP() and Static:SetHP() functions to change shatterable static mesh hit points.
* Fixed Moveable:SetOnCollidedWithObject() callback. * Fixed Moveable:SetOnCollidedWithObject() callback.
## [Version 1.3](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7) - 2024-01-06 Version 1.3
===========
### Bug fixes
* Fixed crash if title logo is removed from Textures folder. * Fixed crash if title logo is removed from Textures folder.
* Fixed crash if unknown player state ID is encountered. * Fixed crash if unknown player state ID is encountered.
* Fixed bug with OCB 2 on pushables, and some other pushable bugs. * Fixed bug with OCB 2 on pushables, and some other pushable bugs.
@ -324,9 +52,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fixed big static objects affected wrongly by dynamic lights. * Fixed big static objects affected wrongly by dynamic lights.
* Fixed legacy trigger leveljumps ignoring provided level index. * Fixed legacy trigger leveljumps ignoring provided level index.
* Fixed incorrect light collection in some cases. * Fixed incorrect light collection in some cases.
* Fixed normal mapping for rooms, items, and statics.' * Fixed normal mapping for rooms, items, and statics.
### New features
* Added ambient occlusion (SSAO). * Added ambient occlusion (SSAO).
* Added new post-process workflow (monochrome, negative, exclusion) with tinting. * Added new post-process workflow (monochrome, negative, exclusion) with tinting.
* Added SMAA antialiasing instead of MSAA. * Added SMAA antialiasing instead of MSAA.
@ -350,7 +76,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
- OCB 0: Wolf starts in walking animation, ready to chase Lara. - OCB 0: Wolf starts in walking animation, ready to chase Lara.
- OCB 1: Wolf starts in sleeping animation. - OCB 1: Wolf starts in sleeping animation.
### Lua API changes Lua API changes:
* Added Lara:GetInteractedMoveable() which returns currently interacted moveable by Lara. * Added Lara:GetInteractedMoveable() which returns currently interacted moveable by Lara.
* Added Moveable:SetStatus() to set the current status of the moveable. * Added Moveable:SetStatus() to set the current status of the moveable.
* Added Room:GetColor() to get room's ambient light color. * Added Room:GetColor() to get room's ambient light color.
@ -358,9 +84,9 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Added View.GetCameraPosition(), View.GetCameraTarget() and View.GetCameraRoom() functions. * Added View.GetCameraPosition(), View.GetCameraTarget() and View.GetCameraRoom() functions.
* Added View.SetPostProcessMode(), View.SetPostProcessStrength() and View.SetPostProcessTint() functions. * Added View.SetPostProcessMode(), View.SetPostProcessStrength() and View.SetPostProcessTint() functions.
## [Version 1.2](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.9) - 2023-11-11 Version 1.2
===========
### Bug fixes
* Fix burning torch not working properly if there are more than 256 objects in a level. * Fix burning torch not working properly if there are more than 256 objects in a level.
* Fix grenade and rocket projectiles smoke offset in certain directions. * Fix grenade and rocket projectiles smoke offset in certain directions.
* Fix projectiles flying through animating objects. * Fix projectiles flying through animating objects.
@ -384,32 +110,30 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix non-elevated combat camera. * Fix non-elevated combat camera.
* Fix camera snap when disengaging the look-around mode. * Fix camera snap when disengaging the look-around mode.
* Fix TR4 mapper not being visible. * Fix TR4 mapper not being visible.
### New features
* Improve head-on wall collision. * Improve head-on wall collision.
* Overhaul pushables: * Overhaul pushables:
- Separate climbable and non-climbable pushable object slots. - Separate climbable and non-climbable pushable object slots.
- Add new pushable OCB to manipulate pushable properties. - Add new pushable OCB to manipulate pushable properties.
- Add new animations for pushing pushables off edgees (TR1-3 and TR4-5 versions). - Add new animations for pushing pushables off edgees (TR1-3 and TR4-5 versions).
- Fix pushables not working with raising blocks. - Fix pushables not working with raising blocks.
- Fix miscellaneous pushable bugs. - Fix miscellaneous pushable bugs.
* Overhaul look-around feature: * Overhaul look-around feature:
- Allow for more consistent and wider viewing angles while crawling, crouching, and hanging. - Allow for more consistent and wider viewing angles while crawling, crouching, and hanging.
- Improve look camera movement and control. - Improve look camera movement and control.
- Re-enable looking while performing up jump, backward jump, or backward crawl. - Re-enable looking while performing up jump, backward jump, or backward crawl.
- Add functionality to rotate slowly when holding Walk while using binoculars or lasersight. - Add functionality to rotate slowly when holding Walk while using binoculars or lasersight.
* Add target highlighter system with toggle in Sound and Gameplay settings. * Add target highlighter system with toggle in Sound and Gameplay settings.
* Add sprint slide state 191. * Add sprint slide state 191.
* Add swinging blade. * Add swinging blade.
* Add crumbling platform and add new OCBs for behaviour: * Add crumbling platform and add new OCBs for behaviour:
- OCB 0: Default behaviour. When the player steps on the platform, it will shake and crumble after 1.2 seconds. - OCB 0: Default behaviour. When the player steps on the platform, it will shake and crumble after 1.2 seconds.
- OCB > 0: When the player steps on the platform, it will crumble after the number of frames set in the OCB. - OCB > 0: When the player steps on the platform, it will crumble after the number of frames set in the OCB.
- A positive value results in activation via player collision. - A positive value results in activation via player collision.
- A negative value requires a trigger to activate. - A negative value requires a trigger to activate.
* Add basic mouse input handling. Allows for binding of mouse inputs in control settings. * Add basic mouse input handling. Allows for binding of mouse inputs in control settings.
* Add settings for Mouse Sensitivity and Mouse Smoothing (not used in-game yet). * Add settings for Mouse Sensitivity and Mouse Smoothing (not used in-game yet).
### Lua API changes Lua API changes:
* Split and organize functions in `Misc` namespace to appropriate new namespaces. * Split and organize functions in `Misc` namespace to appropriate new namespaces.
* Make Vec2 and Vec3 objects float-based instead of integer-based. * Make Vec2 and Vec3 objects float-based instead of integer-based.
* Add DisplaySprite object. * Add DisplaySprite object.
@ -435,9 +159,9 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Add DisplayString::SetScale() function to resize text. * Add DisplayString::SetScale() function to resize text.
* Add DisplayString::GetScale() function to get text scale. * Add DisplayString::GetScale() function to get text scale.
## [Version 1.1.0](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.8) - 2023-07-29 Version 1.1.0
==============
### Bug fixes
* Fix enemies shooting Lara through static meshes and moveables. * Fix enemies shooting Lara through static meshes and moveables.
* Fix skeletons and mummies not being affected by explosive weapons. * Fix skeletons and mummies not being affected by explosive weapons.
* Fix crash on loading if static meshes with IDs above maximum are present. * Fix crash on loading if static meshes with IDs above maximum are present.
@ -467,8 +191,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix room collector freezing game on some occasions. * Fix room collector freezing game on some occasions.
* Fix incorrect culling for scaled static meshes. * Fix incorrect culling for scaled static meshes.
* Fix normal mapping. * Fix normal mapping.
### New features
* Add ability to save screenshot in the "Screenshots" subfolder by pressing the "Print screen" key. * Add ability to save screenshot in the "Screenshots" subfolder by pressing the "Print screen" key.
* Implement separate audio track channel for playing voiceovers with subtitles in .srt format. * Implement separate audio track channel for playing voiceovers with subtitles in .srt format.
* Don't stop ambience when Lara dies. * Don't stop ambience when Lara dies.
@ -486,15 +208,15 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Add TR1 skateboard kid. * Add TR1 skateboard kid.
* Add TR1 Kold. * Add TR1 Kold.
### Lua API changes Lua API changes:
* Add soundtrack functions: * Add soundtrack functions:
- Misc::GetAudioTrackLoudness() for getting current loudness of a given track type. - Misc::GetAudioTrackLoudness() for getting current loudness of a given track type.
- Misc::IsAudioTrackPlaying() for checking if a given track type is playing. - Misc::IsAudioTrackPlaying() for checking if a given track type is playing.
- Misc::GetCurrentSubtitle() for getting current subtitle string for the voice track. - Misc::GetCurrentSubtitle() for getting current subtitle string for the voice track.
## [Version 1.0.9](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.7) - 2023-06-03 Version 1.0.9
=============
### Bug fixes
* Fix cold bar triggered in non-water rooms. * Fix cold bar triggered in non-water rooms.
* Fix spiky wall speed value and change it via OCB number or Lua (Moveable::SetItemFlags[0]). * Fix spiky wall speed value and change it via OCB number or Lua (Moveable::SetItemFlags[0]).
* Fix bats emitter crashing the game if little beetle object does not exist in wad. * Fix bats emitter crashing the game if little beetle object does not exist in wad.
@ -515,8 +237,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix grenade firing angle. * Fix grenade firing angle.
* Fix rendering for static meshes with custom blending modes and alpha transparency. * Fix rendering for static meshes with custom blending modes and alpha transparency.
* Fix inconsistent multiline string spacing on different display modes. * Fix inconsistent multiline string spacing on different display modes.
### New features
* Remove search object 4 hardcoded meshswap activated with a flipmap. * Remove search object 4 hardcoded meshswap activated with a flipmap.
* Add TR1 cowboy. * Add TR1 cowboy.
* Add TR3 wall mounted blade. * Add TR3 wall mounted blade.
@ -542,7 +262,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Add "Reset to defaults" entry to controls menu and automatically bind XBOX gamepad profile if connected. * Add "Reset to defaults" entry to controls menu and automatically bind XBOX gamepad profile if connected.
* Add 64-bit executable and place both 32-bit and 64-bit versions into /Bin subdirectory. * Add 64-bit executable and place both 32-bit and 64-bit versions into /Bin subdirectory.
### Lua API changes Lua API changes:
* Add Vec2 class. * Add Vec2 class.
* Add function String::SetTranslated(). * Add function String::SetTranslated().
* Add function Misc::IsStringDisplaying(). * Add function Misc::IsStringDisplaying().
@ -552,9 +272,9 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
- PRESAVE, POSTSAVE - PRESAVE, POSTSAVE
- PRELOAD, POSTLOAD - PRELOAD, POSTLOAD
## [Version 1.0.8](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.6) - 2023-04-10 Version 1.0.8
=============
### Bug fixes
* Fix bubbles phasing through ceilings. * Fix bubbles phasing through ceilings.
* Fix object camera not clearing at level end. * Fix object camera not clearing at level end.
* Fix double breath sound effect when coming up for air. * Fix double breath sound effect when coming up for air.
@ -573,8 +293,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
- Imp is also scared of of the player if holding a lit torch. - Imp is also scared of of the player if holding a lit torch.
- Please note you must use the patched version found here: https://github.com/TombEngine/Resources/blob/main/Wad2%20Objects/tr5_Imp.wad2 - Please note you must use the patched version found here: https://github.com/TombEngine/Resources/blob/main/Wad2%20Objects/tr5_Imp.wad2
* Fix and improve wraith tails. * Fix and improve wraith tails.
### New features/Amedments
* Add dedicated WRAITH_TRAP object with enhanced effects. * Add dedicated WRAITH_TRAP object with enhanced effects.
- OCB 0: Effect disabled. - OCB 0: Effect disabled.
- OCB 1: Effect enabled. - OCB 1: Effect enabled.
@ -595,13 +313,13 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Restored inventory compass. * Restored inventory compass.
* Allow dynamic segment count for hair object. * Allow dynamic segment count for hair object.
### Lua API changes Lua API changes:
* Add function Misc::IsSoundPlaying() * Add function Misc::IsSoundPlaying()
* Add function DisplayString::SetFlags() * Add function DisplayString::SetFlags()
## [Version 1.0.7](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.5) - 2023-02-26 Version 1.0.7
=============
### Bug fixes
* Fix spark particles not being cleared on level reload. * Fix spark particles not being cleared on level reload.
* Fix visible but inactive enemies (e.g. Shiva or Xian guardians) taking damage. * Fix visible but inactive enemies (e.g. Shiva or Xian guardians) taking damage.
* Fix blockable LOT type enemies (e.g. T-Rex and Shiva) not being able to step up 1 click or drop 2 clicks. * Fix blockable LOT type enemies (e.g. T-Rex and Shiva) not being able to step up 1 click or drop 2 clicks.
@ -622,8 +340,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
- Killing move for spear used wrong value. - Killing move for spear used wrong value.
* Fix TR3 big gun spawning rocket with 0 life which caused an immediate explosion. * Fix TR3 big gun spawning rocket with 0 life which caused an immediate explosion.
* Fix TR3 Tony and add boss effect for him. * Fix TR3 Tony and add boss effect for him.
### New features
* Add TR3 civvy. * Add TR3 civvy.
* Add TR3 electric cleaner. * Add TR3 electric cleaner.
* Add TR3 Sophia Leigh with following OCBs: * Add TR3 Sophia Leigh with following OCBs:
@ -641,14 +357,14 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Prevent Lara from drawing weapons during parallel bar swinging. * Prevent Lara from drawing weapons during parallel bar swinging.
* Further renderer performance optimizations and bugfixes. * Further renderer performance optimizations and bugfixes.
### Lua API changes Lua API changes:
* Fix Camera:SetPosition not updating camera position when it is played simultaneously. * Fix Camera:SetPosition not updating camera position when it is played simultaneously.
* Add Moveable:GetAirborne and Moveable:SetAirborne. * Add Moveable:GetAirborne and Moveable:SetAirborne.
* Add Moveable:GetLocationAI and Moveable:SetLocationAI. * Add Moveable:GetLocationAI and Moveable:SetLocationAI.
## [Version 1.0.6](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.4) - 2023-01-29 Version 1.0.6
=============
### Bug fixes
* Fix major pathfinding bug which could have caused lots of issues with enemy behaviour. * Fix major pathfinding bug which could have caused lots of issues with enemy behaviour.
* Fix potential random crashes due to incorrect rendering behaviour. * Fix potential random crashes due to incorrect rendering behaviour.
* Fix savegame crash for disabled enemies with partially set activation mask. * Fix savegame crash for disabled enemies with partially set activation mask.
@ -674,8 +390,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix grenade launcher super ammo emitting too many fragments. * Fix grenade launcher super ammo emitting too many fragments.
* Fix grenade and rocket launcher lighting. * Fix grenade and rocket launcher lighting.
* Fix ceiling trapdoor and floor trapdoor that Lara couldn't open manually. * Fix ceiling trapdoor and floor trapdoor that Lara couldn't open manually.
### New features
* Make enemies drop pickups at first available bounding box corner point, not centerpoint. * Make enemies drop pickups at first available bounding box corner point, not centerpoint.
* Restore original volumetric explosion effects. * Restore original volumetric explosion effects.
* Add TR3 lizard and Puna. * Add TR3 lizard and Puna.
@ -687,7 +401,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Lua Moveable functions Enable and Disable now correctly trigger and antitrigger the moveable. * Lua Moveable functions Enable and Disable now correctly trigger and antitrigger the moveable.
* Improve level loading speed a lot. * Improve level loading speed a lot.
### Lua API changes Lua API changes:
* Moveable:SetVisible has been added. MakeInvisible is now an alias for SetVisible(false). * Moveable:SetVisible has been added. MakeInvisible is now an alias for SetVisible(false).
* Moveable:MeshIsVisible is now GetMeshVisible. * Moveable:MeshIsVisible is now GetMeshVisible.
* Moveable:SetMeshVisible has been added to replace ShowMesh/HideMesh. * Moveable:SetMeshVisible has been added to replace ShowMesh/HideMesh.
@ -699,9 +413,9 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Add new function Misc::GetCameraType() * Add new function Misc::GetCameraType()
* Add new functions Moveable:GetAirborne() and Moveable:SetAirborne(bool input) * Add new functions Moveable:GetAirborne() and Moveable:SetAirborne(bool input)
## [Version 1.0.5](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.3) - 2022-12-30 Version 1.0.5
=============
### Bug fixes
* Fix combined items not existing in inventory upon game reload. * Fix combined items not existing in inventory upon game reload.
* Fix classic rollingball not behaving properly in rooms beyond the distance of 32 blocks. * Fix classic rollingball not behaving properly in rooms beyond the distance of 32 blocks.
* Fix rollingball not killing Lara under certain movement angles. * Fix rollingball not killing Lara under certain movement angles.
@ -726,8 +440,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix rare crash when smash item is inside a wall and add warning log for the scenario. * Fix rare crash when smash item is inside a wall and add warning log for the scenario.
* Fix bone rotations of some entities. * Fix bone rotations of some entities.
* Fix Lara's animation for cog switch release. * Fix Lara's animation for cog switch release.
### New features
* Added new OCB to cog switch object: * Added new OCB to cog switch object:
- Use OCB 0 to have the traditional behaviour. - Use OCB 0 to have the traditional behaviour.
- Use any other OCB to can use the Cog Switch without need of any door linked. - Use any other OCB to can use the Cog Switch without need of any door linked.
@ -736,12 +448,12 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Draw real mesh for darts. * Draw real mesh for darts.
* Added warning log when one slot requires another slot which is missing. * Added warning log when one slot requires another slot which is missing.
### Lua API changes Lua API changes:
* Add new Room class and several methods for it. * Add new Room class and several methods for it.
## [Version 1.0.4](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.2) - 2022-12-16 Version 1.0.4
=============
### New features
* Add generic assignable effects for moveables - fire, sparks, smoke and laser / electric ignite. * Add generic assignable effects for moveables - fire, sparks, smoke and laser / electric ignite.
* Add ability to burn enemies with FLAME_EMITTER_1 and death blocks. * Add ability to burn enemies with FLAME_EMITTER_1 and death blocks.
* Add wireframe mode and other visual debug information (switch by F10/F11 debug page scroll hotkeys). * Add wireframe mode and other visual debug information (switch by F10/F11 debug page scroll hotkeys).
@ -763,8 +475,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* SAS enhancements: * SAS enhancements:
- Fix grenade shooting. - Fix grenade shooting.
- Fix AI_MODIFY and AI_GUARD behaviour. - Fix AI_MODIFY and AI_GUARD behaviour.
### Bug fixes
* Fix choppy camera movement in several cases. * Fix choppy camera movement in several cases.
* Fix Lara's vertical position when shimmying around steep slope corners. * Fix Lara's vertical position when shimmying around steep slope corners.
* Fix legacy pickup triggers not working in certain cases. * Fix legacy pickup triggers not working in certain cases.
@ -793,7 +503,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix current soundtrack fading into silence if incoming one doesn't exist. * Fix current soundtrack fading into silence if incoming one doesn't exist.
* Fix crash if there is an attempt to display a string with missing characters. * Fix crash if there is an attempt to display a string with missing characters.
### Lua API changes Lua API changes:
* Add new Volume class and several methods for it. * Add new Volume class and several methods for it.
* Add new Moveable functions: GetEffect, SetEffect and SetCustomEffect (for colored fire). * Add new Moveable functions: GetEffect, SetEffect and SetCustomEffect (for colored fire).
* Add new Lara functions: GetTarget, GetVehicle and TorchIsLit. * Add new Lara functions: GetTarget, GetVehicle and TorchIsLit.
@ -811,9 +521,9 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix Rotation class using integers under the hood which prevented using fractional rotation values. * Fix Rotation class using integers under the hood which prevented using fractional rotation values.
* Fix distance tests failing on a very high distances. * Fix distance tests failing on a very high distances.
## [Version 1.0.3](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6.1) - 2022-11-18 Version 1.0.3
=============
### New features
* Add ledge jumps (Lara object must be updated with new animations to make it work). * Add ledge jumps (Lara object must be updated with new animations to make it work).
* Allow any object slot to be used as a meshswap. * Allow any object slot to be used as a meshswap.
* Add OCB 1 for rollingball to make it silent. * Add OCB 1 for rollingball to make it silent.
@ -826,8 +536,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Improve game and inventory input handling. * Improve game and inventory input handling.
* Adjust sprint jump timing. * Adjust sprint jump timing.
* Backport DAMOCLES_SWORD from TR1. * Backport DAMOCLES_SWORD from TR1.
### Bug fixes
* Fix going into inventory and load/save dialogs during fade-ins and fade-outs. * Fix going into inventory and load/save dialogs during fade-ins and fade-outs.
* Fix savegames not preserving save number and game timer. * Fix savegames not preserving save number and game timer.
* Fix dodgy weapon lock angle constraints. * Fix dodgy weapon lock angle constraints.
@ -859,7 +567,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix SAS_DRAG_BLOKE object interaction. * Fix SAS_DRAG_BLOKE object interaction.
* Fix KILLER_STATUE not triggering. * Fix KILLER_STATUE not triggering.
### Lua API changes Lua API changes:
* A new class has been added, LaraObject, for Lara-specific functions. The built-in "Lara" variable now uses this class. * A new class has been added, LaraObject, for Lara-specific functions. The built-in "Lara" variable now uses this class.
* Add functions for Lara object: * Add functions for Lara object:
- GetPoison / SetPoison - GetPoison / SetPoison
@ -879,9 +587,9 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Add SetTotalSecretCount option to gameflow script to set overall amount of secrets. * Add SetTotalSecretCount option to gameflow script to set overall amount of secrets.
* Raised the maximum value on Moveable.SetHP to 32767 (its internal numeric maximum). * Raised the maximum value on Moveable.SetHP to 32767 (its internal numeric maximum).
## [Version 1.0.2](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.6) - 2022-09-16 Version 1.0.2
=============
### New features
* Fix removing Pistols with TakeItem and SetItemCount. * Fix removing Pistols with TakeItem and SetItemCount.
* Allow saving and loading of Vec3s in LevelVars and GameVars. * Allow saving and loading of Vec3s in LevelVars and GameVars.
* Support volume triggers made with node editor. * Support volume triggers made with node editor.
@ -905,8 +613,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
- 5 for valve turn - 5 for valve turn
- 6 for hole switch - 6 for hole switch
- any other OCBs play corresponding switch on anim or OCB+1 switch off anim. - any other OCBs play corresponding switch on anim or OCB+1 switch off anim.
### Bug fixes
* Fix incorrect pole mounting. * Fix incorrect pole mounting.
* Fix zeroed forward velocity upon landing. * Fix zeroed forward velocity upon landing.
* Fix incorrect behaviour when falling on statics from the top after monkeyswing. * Fix incorrect behaviour when falling on statics from the top after monkeyswing.
@ -920,7 +627,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix stargate blades needlessly pushing the player around while hardly doing any damage. * Fix stargate blades needlessly pushing the player around while hardly doing any damage.
* Fix weapon hotkeys and add missing crossbow hotkey. * Fix weapon hotkeys and add missing crossbow hotkey.
### Lua API changes Lua API changes:
* Util.ShortenTENCalls no longer needs to be called; it is now automatic for both level scripts and Gameflow.lua. * Util.ShortenTENCalls no longer needs to be called; it is now automatic for both level scripts and Gameflow.lua.
* Flow.InvID has been removed; any function taking a pickup (e.g. GiveItem) now takes an Objects.ObjID instead. * Flow.InvID has been removed; any function taking a pickup (e.g. GiveItem) now takes an Objects.ObjID instead.
* Add Enable, Disable, GetActive, Get/SetSolid functions for static meshes. * Add Enable, Disable, GetActive, Get/SetSolid functions for static meshes.
@ -934,14 +641,12 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Rework GiveItem, TakeItem, and SetItemCount (e.g. SetItemCount with a value of -1 can give infinite ammo/consumables). * Rework GiveItem, TakeItem, and SetItemCount (e.g. SetItemCount with a value of -1 can give infinite ammo/consumables).
## [Version 1.0.1](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.5.2) - 2022-08-16 Version 1.0.1
=============
### New features
* Added antialiasing support. * Added antialiasing support.
* Added static mesh scaling support. * Added static mesh scaling support.
* Added free rotation for teeth spikes instead of using OCB codes. * Added free rotation for teeth spikes instead of using OCB codes.
### Bug fixes
* Fix some issues with shimmying between diagonal ledges and walls. * Fix some issues with shimmying between diagonal ledges and walls.
* Fix rope transparency. * Fix rope transparency.
* Fix objects disappearing under certain angles at the edges of the screen. * Fix objects disappearing under certain angles at the edges of the screen.
@ -959,8 +664,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* Fix falling through twoblock platform on room number change. * Fix falling through twoblock platform on room number change.
* Fix falling block breaking too early if placed on a vertical portal. * Fix falling block breaking too early if placed on a vertical portal.
* Fix crashes when loading image files are missing. * Fix crashes when loading image files are missing.
### Amendments
* Disable trigger check for puzzle holes. * Disable trigger check for puzzle holes.
* Clear locusts and other swarm enemies on level reload. * Clear locusts and other swarm enemies on level reload.
* Enhance cobra AI and fix targeting. * Enhance cobra AI and fix targeting.
@ -976,6 +679,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
* EventSequence.lua has been added and documented. * EventSequence.lua has been added and documented.
## [Version 1.0](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.5.1) - 2022-08-06 Version 1.0
===========
First beta release. First beta release.

View file

@ -1,11 +1,7 @@
@echo off @echo off
setlocal setlocal
set DOC_DIR=.\doc
set LDOC_DIR=.\compiler\ldoc set LDOC_DIR=.\compiler\ldoc
set LUA_PATH=.\compiler\?.lua set LUA_PATH=.\compiler\?.lua
set LUA_CPATH=.\compiler\?.dll set LUA_CPATH=.\compiler\?.dll
rmdir /s /q %DOC_DIR%
mkdir %DOC_DIR%
.\compiler\lua.exe %LDOC_DIR%\\ldoc.lua %* .\compiler\lua.exe %LDOC_DIR%\\ldoc.lua %*
del output.xml
exit /b %ERRORLEVEL% exit /b %ERRORLEVEL%

View file

@ -12,29 +12,29 @@ new_type("luautil", "5 Lua utility modules", true)
not_luadoc = true not_luadoc = true
local version = "1.8.1" local version = "1.3"
project = "&nbsp;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. 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.
Note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.
At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>. At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>.
####Module Hierarchy (boring but important)
####Module Hierarchy Other than the "special tables" (GameVars, LevelVars and LevelFuncs), every module described herein is held in a master table called TEN.
Other than the "special tables" (`GameVars`, `LevelVars` and `LevelFuncs`), every module described herein is held in a master table called TEN.
For convenience, these modules and classes are automatically put in the global table. For example, you can call GetMoveableByName either of these two ways: For convenience, these modules and classes are automatically put in the global table. For example, you can call GetMoveableByName either of these two ways:
local door = TEN.Objects.GetMoveableByName("door_type4_14") local door = TEN.Objects.GetMoveableByName("door_type4_14")
local door = GetMoveableByName("door_type4_14") local door = GetMoveableByName("door_type4_14")
####Always check logs/TENLog.txt ####Always check logs/TENLog.txt
If you are scripting levels, TombEngine will often kick you back to the title screen, even if `errorMode` (see @{Flow.Settings}) is set to `ErrorMode.WARN` or `ErrorMode.SILENT`. If you are scripting levels, TombEngine will often kick you back to the title screen, even if `errorMode` (see Flow.Settings) is set to `ErrorMode.WARN` or `ErrorMode.SILENT`.
This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing `end` at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless. If this happens, check __logs/TENLog.txt__ and look for an error message with the word "unrecoverable". This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing `end` at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless.
Happy building! If this happens, check __logs/TENLog.txt__ and look for an error message with the word "unrecoverable".
\- _squidshire and the TombEngine development team._ Enjoy.
\- _squidshire_
]] ]]
convert_opt=true convert_opt=true

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -124,38 +109,26 @@
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#EmitLightningArc">EmitLightningArc(origin, target, color, life, amplitude, beamWidth, detail, smooth, endDrift)</a></td> <td class="name" ><a href="#EmitLightningArc">EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)</a></td>
<td class="summary">Emit a lightning arc.</td> <td class="summary">Emit a lightning arc.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, damage, poison, spriteSeqID, startRot)</a></td> <td class="name" ><a href="#EmitParticle">EmitParticle(pos, velocity, spriteIndex, gravity, rot, startColor, endColor, blendMode, startSize, endSize, lifetime, damage, poison)</a></td>
<td class="summary">Emit a particle.</td> <td class="summary">Emit a particle.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(ParticleData)</a></td>
<td class="summary">Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitShockwave">EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</a></td> <td class="name" ><a href="#EmitShockwave">EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</a></td>
<td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td> <td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#EmitLight">EmitLight(pos[, color][, radius][, shadows][, name])</a></td> <td class="name" ><a href="#EmitLight">EmitLight(pos, color, radius)</a></td>
<td class="summary">Emit dynamic light that lasts for a single frame.</td> <td class="summary">Emit dynamic light that lasts for a single frame.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#EmitSpotLight">EmitSpotLight(pos, dir[, color][, radius][, falloff][, distance][, shadows][, name])</a></td>
<td class="summary">Emit dynamic directional spotlight that lasts for a single frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitBlood">EmitBlood(pos, count)</a></td> <td class="name" ><a href="#EmitBlood">EmitBlood(pos, count)</a></td>
<td class="summary">Emit blood.</td> <td class="summary">Emit blood.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#EmitAirBubble">EmitAirBubble(pos[, size][, amp])</a></td>
<td class="summary">Emit an air bubble in a water room.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitFire">EmitFire(pos, size)</a></td> <td class="name" ><a href="#EmitFire">EmitFire(pos, size)</a></td>
<td class="summary">Emit fire for one frame.</td> <td class="summary">Emit fire for one frame.</td>
</tr> </tr>
@ -167,21 +140,6 @@
<td class="name" ><a href="#MakeEarthquake">MakeEarthquake(strength)</a></td> <td class="name" ><a href="#MakeEarthquake">MakeEarthquake(strength)</a></td>
<td class="summary">Make an earthquake</td> <td class="summary">Make an earthquake</td>
</tr> </tr>
<tr>
<td class="name" ><a href="#GetWind">GetWind()</a></td>
<td class="summary">Get the wind vector for the current game frame.</td>
</tr>
<tr>
<td class="name" ><a href="#EmitStreamer">EmitStreamer(mov, tag, pos, dir[, rot][, startColor][, endColor][, width][, life][, vel][, expRate][, rotRate][, edgeFeatherMode][, lengthFeatherMode][, blendID])</a></td>
<td class="summary">Emit an extending streamer effect.</td>
</tr>
</table>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#ParticleData">ParticleData</a></td>
<td class="summary">Structure for EmitAdvancedParticle table.</td>
</tr>
</table> </table>
<br/> <br/>
@ -193,7 +151,7 @@
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "EmitLightningArc"></a> <a name = "EmitLightningArc"></a>
<strong>EmitLightningArc(origin, target, color, life, amplitude, beamWidth, detail, smooth, endDrift)</strong> <strong>EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)</strong>
</dt> </dt>
<dd> <dd>
Emit a lightning arc. Emit a lightning arc.
@ -202,13 +160,13 @@
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">origin</span> <li><span class="parameter">src</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
</li> </li>
<li><span class="parameter">target</span> <li><span class="parameter">dest</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
@ -218,29 +176,29 @@
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span> <span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(default Color(255, 255, 255)) (default Color(255, 255, 255))
</li> </li>
<li><span class="parameter">life</span> <li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. <strong>default: 1</strong> Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. (default 1.0)
</li> </li>
<li><span class="parameter">amplitude</span> <li><span class="parameter">amplitude</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
"strength" of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255]. <strong>default: 20</strong> "strength" of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255]. (default 20)
</li> </li>
<li><span class="parameter">beamWidth</span> <li><span class="parameter">beamWidth</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Clamped to [1, 127]. <strong>default 2</strong> Clamped to [1, 127]. (default 2)
</li> </li>
<li><span class="parameter">detail</span> <li><span class="parameter">detail</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127]. <strong>default: 10</strong> Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127]. (default 10)
</li> </li>
<li><span class="parameter">smooth</span> <li><span class="parameter">smooth</span>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">bool</span></span>
If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes. <strong>default: false</strong> If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes. (default false)
</li> </li>
<li><span class="parameter">endDrift</span> <li><span class="parameter">endDrift</span>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">bool</span></span>
If true, the end of the arc will be able to gradually drift away from its destination in a random direction <strong>default: false</strong> If true, the end of the arc will be able to gradually drift away from its destination in a random direction (default false)
</li> </li>
</ul> </ul>
@ -251,10 +209,14 @@
</dd> </dd>
<dt> <dt>
<a name = "EmitParticle"></a> <a name = "EmitParticle"></a>
<strong>EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, damage, poison, spriteSeqID, startRot)</strong> <strong>EmitParticle(pos, velocity, spriteIndex, gravity, rot, startColor, endColor, blendMode, startSize, endSize, lifetime, damage, poison)</strong>
</dt> </dt>
<dd> <dd>
Emit a particle.
<p>Emit a particle. </p>
<pre><code> See the sprite editor in WadTool for DEFAULT_SPRITES to see a list of sprite indices.
</code></pre>
@ -262,63 +224,59 @@
<ul> <ul>
<li><span class="parameter">pos</span> <li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</li> </li>
<li><span class="parameter">vel</span> <li><span class="parameter">velocity</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Directional velocity.
</li> </li>
<li><span class="parameter">spriteID</span> <li><span class="parameter">spriteIndex</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Sprite ID in the sprite sequence slot. an index of a sprite in DEFAULT_SPRITES object.
</li> </li>
<li><span class="parameter">gravity</span> <li><span class="parameter">gravity</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">int</span></span>
Effect of gravity. Positive value ascends, negative value descends. <strong>default: 0</strong> (default 0) Specifies whether particle will fall (positive values) or ascend (negative values) over time. Clamped to [-32768, 32767], but values between -1000 and 1000 are recommended; values too high or too low (e.g. under -2000 or above 2000) will cause the velocity of the particle to "wrap around" and switch directions.
</li> </li>
<li><span class="parameter">rotVel</span> <li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
Rotational velocity in degrees. <strong>default: 0</strong> (default 0) specifies a speed with which it will rotate (0 = no rotation, negative = anticlockwise rotation, positive = clockwise rotation).
</li> </li>
<li><span class="parameter">startColor</span> <li><span class="parameter">startColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span> <span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at start of life. <strong>default: Color(255, 255, 255)</strong> (default Color(255, 255, 255)) color at start of life
</li> </li>
<li><span class="parameter">endColor</span> <li><span class="parameter">endColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span> <span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at end of life. This will finish long before the end of the particle's life due to internal math. <strong>default: Color(255, 255, 255)</strong> (default Color(255, 255, 255)) color to fade to - at the time of writing this fade will finish long before the end of the particle's life due to internal maths
</li> </li>
<li><span class="parameter">blendMode</span> <li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span> <span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Render blend mode. <strong>TEN.Effects.BlendID.ALPHA_BLEND</strong> (default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
</li> </li>
<li><span class="parameter">startSize</span> <li><span class="parameter">startSize</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">int</span></span>
Size at start of life. <strong>default: 10</strong> (default 10) Size on spawn. A value of 15 is approximately the size of Lara's head.
</li> </li>
<li><span class="parameter">endSize</span> <li><span class="parameter">endSize</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">int</span></span>
Size at end of life. <strong>default: 0</strong> (default 0) Size on death - the particle will linearly shrink or grow to this size during its lifespan
</li> </li>
<li><span class="parameter">life</span> <li><span class="parameter">lifetime</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
Lifespan in seconds. <strong>default: 2</strong> (default 2) Lifespan in seconds
</li> </li>
<li><span class="parameter">damage</span> <li><span class="parameter">damage</span>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">bool</span></span>
Harm the player on collision. <strong>default: false</strong> (default false) specifies whether particle can damage Lara (does a very small amount of damage, like the small lava emitters in TR1)
</li> </li>
<li><span class="parameter">poison</span> <li><span class="parameter">poison</span>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">bool</span></span>
Poison the player on collision. <strong>default: false</strong> (default false) specifies whether particle can poison Lara
</li>
<li><span class="parameter">spriteSeqID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
Sprite sequence slot ID. <strong>default: Objects.ObjID.DEFAULT_SPRITES</strong>
</li>
<li><span class="parameter">startRot</span>
<span class="types"><span class="type">float</span></span>
Rotation at start of life. <strong>default: random</strong>
</li> </li>
</ul> </ul>
@ -328,77 +286,20 @@
<h3>Usage:</h3> <h3>Usage:</h3>
<ul> <ul>
<pre class="example">EmitParticle( <pre class="example">EmitParticle(
pos, yourPositionVarHere,
Vec3(<span class="global">math</span>.random(), <span class="global">math</span>.random(), <span class="global">math</span>.random()), Vec3(<span class="global">math</span>.random(), <span class="global">math</span>.random(), <span class="global">math</span>.random()),
<span class="number">22</span>, <span class="comment">-- spriteID <span class="number">22</span>, <span class="comment">-- spriteIndex
</span> <span class="number">0</span>, <span class="comment">-- gravity </span> <span class="number">0</span>, <span class="comment">-- gravity
</span> -<span class="number">2</span>, <span class="comment">-- rotVel </span> -<span class="number">2</span>, <span class="comment">-- rot
</span> Color(<span class="number">255</span>, <span class="number">0</span>, <span class="number">0</span>), <span class="comment">-- startColor </span> Color(<span class="number">255</span>, <span class="number">0</span>, <span class="number">0</span>), <span class="comment">-- startColor
</span> Color(<span class="number">0</span>, <span class="number">255</span>, <span class="number">0</span>), <span class="comment">-- endColor </span> Color(<span class="number">0</span>, <span class="number">255</span>, <span class="number">0</span>), <span class="comment">-- endColor
</span> TEN.Effects.BlendID.ADDITIVE, <span class="comment">-- blendMode </span> TEN.Effects.BlendID.ADDITIVE, <span class="comment">-- blendMode
</span> <span class="number">15</span>, <span class="comment">-- startSize </span> <span class="number">15</span>, <span class="comment">-- startSize
</span> <span class="number">50</span>, <span class="comment">-- endSize </span> <span class="number">50</span>, <span class="comment">-- endSize
</span> <span class="number">20</span>, <span class="comment">-- life </span> <span class="number">20</span>, <span class="comment">-- lifetime
</span> <span class="keyword">false</span>, <span class="comment">-- damage </span> <span class="keyword">false</span>, <span class="comment">-- damage
</span> <span class="keyword">true</span>, <span class="comment">-- poison </span> <span class="keyword">true</span> <span class="comment">-- poison
</span> Objects.ObjID.DEFAULT_SPRITES, <span class="comment">-- spriteSeqID </span> )</pre>
</span> <span class="number">180</span>) <span class="comment">-- startRot</span></pre>
</ul>
</dd>
<dt>
<a name = "EmitAdvancedParticle"></a>
<strong>EmitAdvancedParticle(ParticleData)</strong>
</dt>
<dd>
Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ParticleData</span>
<span class="types"><a class="type" href="../1 modules/Effects.html#ParticleData">ParticleData</a></span>
Table containing particle data.
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> particle =
{
pos = GetMoveableByName(<span class="string">"camera_target_6"</span>):GetPosition(),
vel = Vec3(<span class="number">0</span>, <span class="number">0</span>, <span class="number">10</span>),
spriteSeqID = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
spriteID = <span class="number">0</span>,
life = <span class="number">10</span>,
maxYVel = <span class="number">0</span>,
gravity = <span class="number">0</span>,
friction = <span class="number">10</span>,
startRot = <span class="number">0</span>,
rotVel = <span class="number">0</span>,
startSize = <span class="number">80</span>,
endSize = <span class="number">80</span>,
startColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
endColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
blendMode = TEN.Effects.BlendID.ADDITIVE,
wind = <span class="keyword">false</span>,
damage = <span class="keyword">true</span>,
poison = <span class="keyword">false</span>,
burn = <span class="keyword">false</span>,
damageHit = <span class="number">80</span>,
soundID = <span class="number">197</span>,
light = <span class="keyword">true</span>,
lightRadius = <span class="number">6</span>,
lightFlicker = <span class="number">5</span>,
animated = <span class="keyword">true</span>,
frameRate = <span class="number">0.25</span>,
animType = TEN.Effects.ParticleAnimationType.LOOP,
}
EmitAdvancedParticle(particle)</pre>
</ul> </ul>
</dd> </dd>
@ -454,7 +355,7 @@ EmitAdvancedParticle(particle)</pre>
</dd> </dd>
<dt> <dt>
<a name = "EmitLight"></a> <a name = "EmitLight"></a>
<strong>EmitLight(pos[, color][, radius][, shadows][, name])</strong> <strong>EmitLight(pos, color, radius)</strong>
</dt> </dt>
<dd> <dd>
Emit dynamic light that lasts for a single frame. Emit dynamic light that lasts for a single frame.
@ -466,84 +367,17 @@ EmitAdvancedParticle(particle)</pre>
<ul> <ul>
<li><span class="parameter">pos</span> <li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
position of the light
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
light color (default Color(255, 255, 255))
(<em>optional</em>)
</li>
<li><span class="parameter">radius</span>
<span class="types"><span class="type">int</span></span>
measured in "clicks" or 256 world units (default 20)
(<em>optional</em>)
</li>
<li><span class="parameter">shadows</span>
<span class="types"><span class="type">bool</span></span>
determines whether light should generate dynamic shadows for applicable moveables (default is false)
(<em>optional</em>)
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
(<em>optional</em>)
</li>
</ul>
</dd>
<dt>
<a name = "EmitSpotLight"></a>
<strong>EmitSpotLight(pos, dir[, color][, radius][, falloff][, distance][, shadows][, name])</strong>
</dt>
<dd>
Emit dynamic directional spotlight that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
position of the light
</li>
<li><span class="parameter">dir</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
normal which indicates light direction
</li> </li>
<li><span class="parameter">color</span> <li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span> <span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
(default Color(255, 255, 255)) (default Color(255, 255, 255))
(<em>optional</em>)
</li> </li>
<li><span class="parameter">radius</span> <li><span class="parameter">radius</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units (default 10) (default 20) corresponds loosely to both intensity and range
(<em>optional</em>)
</li>
<li><span class="parameter">falloff</span>
<span class="types"><span class="type">int</span></span>
radius, at which light starts to fade out, measured in "clicks" (default 5)
(<em>optional</em>)
</li>
<li><span class="parameter">distance</span>
<span class="types"><span class="type">int</span></span>
distance, at which light cone fades out, measured in "clicks" (default 20)
(<em>optional</em>)
</li>
<li><span class="parameter">shadows</span>
<span class="types"><span class="type">bool</span></span>
determines whether light should generate dynamic shadows for applicable moveables (default is false)
(<em>optional</em>)
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
(<em>optional</em>)
</li> </li>
</ul> </ul>
@ -571,39 +405,7 @@ EmitAdvancedParticle(particle)</pre>
</li> </li>
<li><span class="parameter">count</span> <li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Sprite count. <strong>default: 1</strong> (default 1) "amount" of blood. Higher numbers won't add more blood but will make it more "flickery", with higher numbers turning it into a kind of red orb.
</li>
</ul>
</dd>
<dt>
<a name = "EmitAirBubble"></a>
<strong>EmitAirBubble(pos[, size][, amp])</strong>
</dt>
<dd>
Emit an air bubble in a water room.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position where the effect will be spawned. Must be in a water room.
</li>
<li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span>
Sprite size. <strong>Default: 32</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">amp</span>
<span class="types"><span class="type">float</span></span>
Oscillation amplitude. <strong>Default: 32</strong>
(<em>optional</em>)
</li> </li>
</ul> </ul>
@ -617,7 +419,7 @@ EmitAdvancedParticle(particle)</pre>
<strong>EmitFire(pos, size)</strong> <strong>EmitFire(pos, size)</strong>
</dt> </dt>
<dd> <dd>
Emit fire for one frame. Will not hurt player. Call this each frame if you want a continuous fire. Emit fire for one frame. Will not hurt Lara. Call this each frame if you want a continuous fire.
@ -631,7 +433,7 @@ EmitAdvancedParticle(particle)</pre>
</li> </li>
<li><span class="parameter">size</span> <li><span class="parameter">size</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
Fire size. <strong>default: 1</strong> (default 1.0)
</li> </li>
</ul> </ul>
@ -693,272 +495,6 @@ EmitAdvancedParticle(particle)</pre>
</dd>
<dt>
<a name = "GetWind"></a>
<strong>GetWind()</strong>
</dt>
<dd>
Get the wind vector for the current game frame.
This represents the 3D displacement applied by the engine on things like particles affected by wind.()
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Wind vector.
</ol>
</dd>
<dt>
<a name = "EmitStreamer"></a>
<strong>EmitStreamer(mov, tag, pos, dir[, rot][, startColor][, endColor][, width][, life][, vel][, expRate][, rotRate][, edgeFeatherMode][, lengthFeatherMode][, blendID])</strong>
</dt>
<dd>
Emit an extending streamer effect.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">mov</span>
<span class="types"><span class="type">Moveable</span></span>
Moveable object with which to associate the effect.
</li>
<li><span class="parameter">tag</span>
<span class="types"><span class="type">int[opt]</span></span>
Numeric tag with which to associate the effect on the moveable. <strong>Default: 0</strong>
</li>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</li>
<li><span class="parameter">dir</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Direction vector of movement velocity.
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
Start rotation in degrees. <strong>Default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">startColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at the start of life. <strong>Default: Color(255, 255, 255, 255))</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">endColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at the end of life. <strong>Default: Color(0, 0, 0, 0))</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">width</span>
<span class="types"><span class="type">float</span></span>
Width in world units. <strong>Default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">life</span>
<span class="types"><span class="type">float</span></span>
Lifetime in seconds. <strong>Default: 1</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">vel</span>
<span class="types"><span class="type">float</span></span>
Movement velocity in world units per second. <strong>Default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">expRate</span>
<span class="types"><span class="type">float</span></span>
Width expansion rate in world units per second. <strong>Default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">rotRate</span>
<span class="types"><span class="type">float</span></span>
Rotation rate in degrees per second. <strong>Default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">edgeFeatherMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
Edge feather mode. <strong>Default: Effects.StreamerFeatherMode.NONE</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">lengthFeatherMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
Length feather mode. <strong>UNIMPLEMENTED, currently will always leave a fading tail</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">blendID</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Renderer blend ID. <strong>Default: Effects.BlendID.ALPHA_BLEND</strong>
(<em>optional</em>)
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "ParticleData"></a>
<strong>ParticleData</strong>
</dt>
<dd>
Structure for EmitAdvancedParticle table.
<h3>Fields:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</li>
<li><span class="parameter">vel</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Directional velocity in world units per second.
</li>
<li><span class="parameter">spriteSeqID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
Sprite sequence slot ID. <strong>default: Objects.ObjID.DEFAULT_SPRITES</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">spriteID</span>
<span class="types"><span class="type">int</span></span>
Sprite ID in the sprite sequence slot. <strong>default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">life</span>
<span class="types"><span class="type">float</span></span>
Lifespan in seconds. <strong>default: 2</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">maxYVel</span>
<span class="types"><span class="type">float</span></span>
Maximum vertical velocity in world units per second. <strong>default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">gravity</span>
<span class="types"><span class="type">float</span></span>
Effect of gravity in world units per second. Positive value ascend, negative value descend. <strong>default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">friction</span>
<span class="types"><span class="type">float</span></span>
Friction affecting velocity over time in world units per second. <strong>default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">startRot</span>
<span class="types"><span class="type">float</span></span>
Rotation at start of life. <strong>default: random</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">rotVel</span>
<span class="types"><span class="type">float</span></span>
Rotational velocity in degrees per second. <strong>default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">startSize</span>
<span class="types"><span class="type">float</span></span>
Size at start of life. <strong>default: 10</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">endSize</span>
<span class="types"><span class="type">float</span></span>
Size at end of life. <strong>default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">startColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at start of life. <strong>default: Color(255, 255, 255)</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">endColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color at end of life. Note that this will finish long before the end of life due to internal math. <strong>default: Color(255, 255, 255)</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Render blend mode. <strong>default: TEN.Effects.BlendID.ALPHA_BLEND</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">damage</span>
<span class="types"><span class="type">bool</span></span>
Harm the player on collision. <strong>default: false</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">poison</span>
<span class="types"><span class="type">bool</span></span>
Poison the player on collision. <strong>default: false</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">burn</span>
<span class="types"><span class="type">bool</span></span>
Burn the player on collision. <strong>default: false</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">wind</span>
<span class="types"><span class="type">bool</span></span>
Affect position by wind in outside rooms. <strong>default: false</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">damageHit</span>
<span class="types"><span class="type">int</span></span>
Player damage amount on collision. <strong>default: 2</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">light</span>
<span class="types"><span class="type">bool</span></span>
Emit a colored light. CAUTION: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system. <strong>default: false</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">lightRadius</span>
<span class="types"><span class="type">int</span></span>
Light radius in 1/4 blocks. <strong>default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">lightFlicker</span>
<span class="types"><span class="type">int</span></span>
Interval at which the light should flicker. <strong>default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">soundID</span>
<span class="types"><span class="type">int</span></span>
Sound ID to play. CAUTION: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system. <strong>default: none</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">animated</span>
<span class="types"><span class="type">bool</span></span>
Play animates sprite sequence. <strong>default: false</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">animType</span>
<span class="types"><a class="type" href="../4 enums/Effects.ParticleAnimationType.html#">ParticleAnimationType</a></span>
Animation type of the sprite sequence. <strong>default: TEN.Effects.ParticleAnimationType.LOOP</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">frameRate</span>
<span class="types"><span class="type">float</span></span>
Sprite sequence animation framerate. <strong>default: 1</strong>
(<em>optional</em>)
</li>
</ul>
</dd> </dd>
</dl> </dl>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -144,10 +129,6 @@ scripts too.</p>
<td class="summary">Enable or disable level selection in title flyby.</td> <td class="summary">Enable or disable level selection in title flyby.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#EnableHomeLevel">EnableHomeLevel(enabled)</a></td>
<td class="summary">Enable or disable Home Level entry in the main menu.</td>
</tr>
<tr>
<td class="name" ><a href="#EnableLoadSave">EnableLoadSave(enabled)</a></td> <td class="name" ><a href="#EnableLoadSave">EnableLoadSave(enabled)</a></td>
<td class="summary">Enable or disable saving and loading of savegames.</td> <td class="summary">Enable or disable saving and loading of savegames.</td>
</tr> </tr>
@ -156,7 +137,7 @@ scripts too.</p>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#EnableFlyCheat">EnableFlyCheat(enabled)</a></td> <td class="name" ><a href="#EnableFlyCheat">EnableFlyCheat(enabled)</a></td>
<td class="summary">Enable or disable the fly cheat.</td> <td class="summary">Enable or disable DOZY mode (fly cheat).</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#EnablePointFilter">EnablePointFilter(enabled)</a></td> <td class="name" ><a href="#EnablePointFilter">EnablePointFilter(enabled)</a></td>
@ -179,26 +160,10 @@ 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>
<tr> <tr>
<td class="name" ><a href="#GetFreezeMode">GetFreezeMode()</a></td>
<td class="summary">Get current freeze mode, such as none, full, spectator or player.</td>
</tr>
<tr>
<td class="name" ><a href="#SetFreezeMode">SetFreezeMode(freezeMode)</a></td>
<td class="summary">Set current freeze mode, such as none, full, spectator or player.</td>
</tr>
<tr>
<td class="name" ><a href="#SaveGame">SaveGame(slotID)</a></td> <td class="name" ><a href="#SaveGame">SaveGame(slotID)</a></td>
<td class="summary">Save the game to a savegame slot.</td> <td class="summary">Save the game to a savegame slot.</td>
</tr> </tr>
@ -227,12 +192,8 @@ scripts too.</p>
<td class="summary">Adds one secret to current level secret count and also plays secret music track.</td> <td class="summary">Adds one secret to current level secret count and also plays secret music track.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#GetTotalSecretCount">GetTotalSecretCount()</a></td> <td class="name" ><a href="#SetTotalSecretCount">SetTotalSecretCount(total)</a></td>
<td class="summary">Get total number of secrets in the game.</td> <td class="summary">Total number of secrets in game.</td>
</tr>
<tr>
<td class="name" ><a href="#SetTotalSecretCount">SetTotalSecretCount(count)</a></td>
<td class="summary">Set total number of secrets in the game.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#FlipMap">FlipMap(flipmap)</a></td> <td class="name" ><a href="#FlipMap">FlipMap(flipmap)</a></td>
@ -247,11 +208,15 @@ 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">Set provided settings table to an engine.</td> <td class="summary">
</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#GetSettings">GetSettings()</a></td> <td class="name" ><a href="#SetAnimations">SetAnimations(animations)</a></td>
<td class="summary">Get settings table from an engine.</td> <td class="summary">
</td>
</tr> </tr>
</table> </table>
<h2><a href="#strings_lua">strings.lua </a></h2> <h2><a href="#strings_lua">strings.lua </a></h2>
@ -265,10 +230,6 @@ scripts too.</p>
<td class="summary">Get translated string.</td> <td class="summary">Get translated string.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#IsStringPresent">IsStringPresent(string)</a></td>
<td class="summary">Check if translated string is present.</td>
</tr>
<tr>
<td class="name" ><a href="#SetLanguageNames">SetLanguageNames(table)</a></td> <td class="name" ><a href="#SetLanguageNames">SetLanguageNames(table)</a></td>
<td class="summary">Set language names for translations.</td> <td class="summary">Set language names for translations.</td>
</tr> </tr>
@ -400,35 +361,13 @@ Must be true or false
</dd>
<dt>
<a name = "EnableHomeLevel"></a>
<strong>EnableHomeLevel(enabled)</strong>
</dt>
<dd>
Enable or disable Home Level entry in the main menu. ()
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">enabled</span>
<span class="types"><span class="type">bool</span></span>
True or false.
</li>
</ul>
</dd> </dd>
<dt> <dt>
<a name = "EnableLoadSave"></a> <a name = "EnableLoadSave"></a>
<strong>EnableLoadSave(enabled)</strong> <strong>EnableLoadSave(enabled)</strong>
</dt> </dt>
<dd> <dd>
Enable or disable saving and loading of savegames. () Enable or disable saving and loading of savegames.
@ -436,7 +375,7 @@ Must be true or false
<ul> <ul>
<li><span class="parameter">enabled</span> <li><span class="parameter">enabled</span>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">bool</span></span>
True or false. true or false.
</li> </li>
</ul> </ul>
@ -454,7 +393,8 @@ Must be true or false
<strong>EnableFlyCheat(enabled)</strong> <strong>EnableFlyCheat(enabled)</strong>
</dt> </dt>
<dd> <dd>
Enable or disable the fly cheat. () Enable or disable DOZY mode (fly cheat).
Must be true or false
@ -462,7 +402,7 @@ Must be true or false
<ul> <ul>
<li><span class="parameter">enabled</span> <li><span class="parameter">enabled</span>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">bool</span></span>
True or false. true or false
</li> </li>
</ul> </ul>
@ -598,60 +538,6 @@ 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>
@ -673,51 +559,6 @@ teleported to such object with OCB similar to provided second argument.
</dd>
<dt>
<a name = "GetFreezeMode"></a>
<strong>GetFreezeMode()</strong>
</dt>
<dd>
Get current freeze mode, such as none, full, spectator or player.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../4 enums/Flow.FreezeMode.html#">FreezeMode</a></span>
the current freeze mode
</ol>
</dd>
<dt>
<a name = "SetFreezeMode"></a>
<strong>SetFreezeMode(freezeMode)</strong>
</dt>
<dd>
Set current freeze mode, such as none, full, spectator or player. <br/>
Freeze mode specifies whether game is in normal mode or paused in a particular way to allow
custom menu creation, photo mode or time freeze.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">freezeMode</span>
<span class="types"><a class="type" href="../4 enums/Flow.FreezeMode.html#">FreezeMode</a></span>
new freeze mode to set.
</li>
</ul>
</dd> </dd>
<dt> <dt>
<a name = "SaveGame"></a> <a name = "SaveGame"></a>
@ -878,43 +719,22 @@ The index argument corresponds to the secret's unique ID, the same that would go
</dd>
<dt>
<a name = "GetTotalSecretCount"></a>
<strong>GetTotalSecretCount()</strong>
</dt>
<dd>
Get total number of secrets in the game.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Total number of secrets in the game.
</ol>
</dd> </dd>
<dt> <dt>
<a name = "SetTotalSecretCount"></a> <a name = "SetTotalSecretCount"></a>
<strong>SetTotalSecretCount(count)</strong> <strong>SetTotalSecretCount(total)</strong>
</dt> </dt>
<dd> <dd>
Set total number of secrets in the game. Total number of secrets in game.
Must be an integer value (0 means no secrets). Must be an integer value (0 means no secrets).
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">count</span> <li><span class="parameter">total</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Total number of secrets in the game. number of secrets
</li> </li>
</ul> </ul>
@ -936,7 +756,7 @@ Must be an integer value (0 means no secrets).
<ul> <ul>
<li><span class="parameter">flipmap</span> <li><span class="parameter">flipmap</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
ID of flipmap group to actuvate / deactivate. (ID of flipmap group to actuvate / deactivate)
</li> </li>
</ul> </ul>
@ -978,7 +798,8 @@ 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 global settings, such as system settings, flare color or animation movesets. These functions are called in settings.lua, a file which holds your local settings.
settings.lua shouldn't be bundled with any finished levels/games.
</div> </div>
<dl class="function"> <dl class="function">
<dt> <dt>
@ -986,7 +807,9 @@ Must be an integer value (0 means no secrets).
<strong>SetSettings(settings)</strong> <strong>SetSettings(settings)</strong>
</dt> </dt>
<dd> <dd>
Set provided settings table to an engine.
@ -994,7 +817,7 @@ Must be an integer value (0 means no secrets).
<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 table a settings object
</li> </li>
</ul> </ul>
@ -1004,21 +827,24 @@ Must be an integer value (0 means no secrets).
</dd> </dd>
<dt> <dt>
<a name = "GetSettings"></a> <a name = "SetAnimations"></a>
<strong>GetSettings()</strong> <strong>SetAnimations(animations)</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>
current settings table <h3>Parameters:</h3>
</ol> <ul>
<li><span class="parameter">animations</span>
<span class="types"><a class="type" href="../2 classes/Flow.Animations.html#">Animations</a></span>
an animations object
</li>
</ul>
@ -1076,28 +902,6 @@ You will not need to call them manually.
</dd>
<dt>
<a name = "IsStringPresent"></a>
<strong>IsStringPresent(string)</strong>
</dt>
<dd>
Check if translated string is present.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">string</span>
<span class="types"><span class="type">key</span></span>
key for translated string
</li>
</ul>
</dd> </dd>
<dt> <dt>
<a name = "SetLanguageNames"></a> <a name = "SetLanguageNames"></a>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -144,10 +129,6 @@
<td class="summary">Clear an action key.</td> <td class="summary">Clear an action key.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#KeyClearAll">KeyClearAll()</a></td>
<td class="summary">Clear all action keys.</td>
</tr>
<tr>
<td class="name" ><a href="#GetMouseDisplayPosition">GetMouseDisplayPosition()</a></td> <td class="name" ><a href="#GetMouseDisplayPosition">GetMouseDisplayPosition()</a></td>
<td class="summary">Get the display position of the cursor in percent.</td> <td class="summary">Get the display position of the cursor in percent.</td>
</tr> </tr>
@ -273,21 +254,6 @@
</dd>
<dt>
<a name = "KeyClearAll"></a>
<strong>KeyClearAll()</strong>
</dt>
<dd>
Clear all action keys.
</dd> </dd>
<dt> <dt>
<a name = "GetMouseDisplayPosition"></a> <a name = "GetMouseDisplayPosition"></a>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -139,18 +124,6 @@
<td class="name" ><a href="#SetItemCount">SetItemCount(objectID, count)</a></td> <td class="name" ><a href="#SetItemCount">SetItemCount(objectID, count)</a></td>
<td class="summary">Set the amount of an item in the player's inventory.</td> <td class="summary">Set the amount of an item in the player's inventory.</td>
</tr> </tr>
<tr>
<td class="name" ><a href="#GetUsedItem">GetUsedItem()</a></td>
<td class="summary">Get last item used in the player's inventory.</td>
</tr>
<tr>
<td class="name" ><a href="#SetUsedItem">SetUsedItem(objectID)</a></td>
<td class="summary">Set last item used in the player's inventory.</td>
</tr>
<tr>
<td class="name" ><a href="#ClearUsedItem">ClearUsedItem()</a></td>
<td class="summary">Clear last item used in the player's inventory.</td>
</tr>
</table> </table>
<br/> <br/>
@ -272,70 +245,6 @@
</dd>
<dt>
<a name = "GetUsedItem"></a>
<strong>GetUsedItem()</strong>
</dt>
<dd>
Get last item used in the player's inventory.
This value will be valid only for a single frame after exiting inventory, after which Lara says "No".
Therefore, this function must be preferably used either in OnLoop or OnUseItem events.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Last item used in the inventory.
</ol>
</dd>
<dt>
<a name = "SetUsedItem"></a>
<strong>SetUsedItem(objectID)</strong>
</dt>
<dd>
Set last item used in the player's inventory.
You will be able to specify only objects which already exist in the inventory.
Will only be valid for the next frame. If not processed by the game, Lara will say "No".
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">objectID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Object ID of the item to select from inventory.
</li>
</ul>
</dd>
<dt>
<a name = "ClearUsedItem"></a>
<strong>ClearUsedItem()</strong>
</dt>
<dd>
Clear last item used in the player's inventory.
When this function is used in OnUseItem level function, it allows to override existing item functionality.
For items without existing functionality, this function is needed to avoid Lara saying "No" after using it.
</dd> </dd>
</dl> </dl>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -187,29 +172,22 @@ designer to add calls to <code>OnStart</code>, <code>OnLoad</code>, etc. in thei
<p>Possible values for <code>point</code>:</p> <p>Possible values for <code>point</code>:</p>
<pre class="example"><span class="comment">-- These take functions which accept no arguments <pre class="example"><span class="comment">-- These take functions which accept no arguments
</span>PRE_START <span class="comment">-- will be called immediately before OnStart </span>PRESTART <span class="comment">-- will be called immediately before OnStart
</span>POST_START <span class="comment">-- will be called immediately after OnStart </span>POSTSTART <span class="comment">-- will be called immediately after OnStart
</span> </span>
PRE_SAVE <span class="comment">-- will be called immediately before OnSave PRESAVE <span class="comment">-- will be called immediately before OnSave
</span>POST_SAVE <span class="comment">-- will be called immediately after OnSave </span>POSTSAVE <span class="comment">-- will be called immediately after OnSave
</span> </span>
PRE_LOAD <span class="comment">-- will be called immediately before OnLoad PRELOAD <span class="comment">-- will be called immediately before OnLoad
</span>POST_LOAD <span class="comment">-- will be called immediately after OnLoad </span>POSTLOAD <span class="comment">-- will be called immediately after OnLoad
</span>
PRE_FREEZE <span class="comment">-- will be called before entering freeze mode
</span>POST_FREEZE <span class="comment">-- will be called immediately after exiting freeze mode
</span> </span>
<span class="comment">-- These take a LevelEndReason arg, like OnEnd <span class="comment">-- These take a LevelEndReason arg, like OnEnd
</span>PRE_END <span class="comment">-- will be called immediately before OnEnd </span>PREEND <span class="comment">-- will be called immediately before OnEnd
</span>POST_END <span class="comment">-- will be called immediately after OnEnd </span>POSTEND <span class="comment">-- will be called immediately after OnEnd
</span> </span>
<span class="comment">-- These take functions which accepts a deltaTime argument <span class="comment">-- These take functions which accepts a deltaTime argument
</span>PRE_LOOP <span class="comment">-- will be called in the beginning of game loop </span>PRELOOP <span class="comment">-- will be called in the beginning of game loop
</span>POST_LOOP <span class="comment">-- will be called at the end of game loop </span>POSTLOOP <span class="comment">-- will be called at the end of game loop
</span>
<span class="comment">-- These take functions which accepts an objectNumber argument, like OnUseItem
</span>PRE_USE_ITEM <span class="comment">-- will be called immediately before OnUseItem
</span>POST_USE_ITEM <span class="comment">-- will be called immediately after OnUseItem
</span></pre> </span></pre>
<p>The order in which two functions with the same CallbackPoint are called is undefined. <p>The order in which two functions with the same CallbackPoint are called is undefined.
i.e. if you register <code>MyFunc</code> and <code>MyFunc2</code> with <code>PRELOOP</code>, both will be called in the beginning of game loop, but there is no guarantee that <code>MyFunc</code> will be called before <code>MyFunc2</code>, or vice-versa.</p> i.e. if you register <code>MyFunc</code> and <code>MyFunc2</code> with <code>PRELOOP</code>, both will be called in the beginning of game loop, but there is no guarantee that <code>MyFunc</code> will be called before <code>MyFunc2</code>, or vice-versa.</p>
@ -285,9 +263,7 @@ LOAD
SAVE SAVE
START START
END END
LOOP LOOP</pre>
USE_ITEM
MENU</pre>
<h3>Parameters:</h3> <h3>Parameters:</h3>
@ -516,9 +492,9 @@ and provides the delta time (a float representing game time since last call) via
<p>(EndReason) Will be called when leaving a level. This includes finishing it, exiting to the menu, or loading a save in a different level. It can take an <code>EndReason</code> arg:</p> <p>(EndReason) Will be called when leaving a level. This includes finishing it, exiting to the menu, or loading a save in a different level. It can take an <code>EndReason</code> arg:</p>
<pre><code>EXIT_TO_TITLE <pre><code>EXITTOTITLE
LEVEL_COMPLETE LEVELCOMPLETE
LOAD_GAME LOADGAME
DEATH DEATH
OTHER OTHER
</code></pre> </code></pre>
@ -532,14 +508,6 @@ end
</code></pre> </code></pre>
</li> </li>
<li><span class="parameter">OnUseItem</span>
<span class="types"><span class="type">function</span></span>
Will be called when using an item from inventory.
</li>
<li><span class="parameter">OnFreeze</span>
<span class="types"><span class="type">function</span></span>
Will be called when any of the Freeze modes are activated.
</li>
</ul> </ul>

File diff suppressed because it is too large Load diff

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -115,7 +100,7 @@
<div id="content"> <div id="content">
<h1>Table <code>Objects</code></h1> <h1>Table <code>Objects</code></h1>
<p>Objects including moveables, statics, cameras, and others.</p> <p>Moveables, statics, cameras, and so on.</p>
<p> <p>
</p> </p>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -124,40 +109,40 @@
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#PlayAudioTrack">PlayAudioTrack(filename, type)</a></td> <td class="name" ><a href="#PlayAudioTrack">PlayAudioTrack(name, type)</a></td>
<td class="summary">Play an audio track.</td> <td class="summary">Play an audio track</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#SetAmbientTrack">SetAmbientTrack(name, fromStart)</a></td> <td class="name" ><a href="#SetAmbientTrack">SetAmbientTrack(name)</a></td>
<td class="summary">Set and play an ambient track.</td> <td class="summary">Set and play an ambient track</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#StopAudioTracks">StopAudioTracks()</a></td> <td class="name" ><a href="#StopAudioTracks">StopAudioTracks()</a></td>
<td class="summary">Stop any audio tracks currently playing.</td> <td class="summary">Stop any audio tracks currently playing</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#StopAudioTrack">StopAudioTrack(type)</a></td> <td class="name" ><a href="#StopAudioTrack">StopAudioTrack(type)</a></td>
<td class="summary">Stop audio track that is currently playing.</td> <td class="summary">Stop audio track that is currently playing</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#GetAudioTrackLoudness">GetAudioTrackLoudness(type)</a></td> <td class="name" ><a href="#GetAudioTrackLoudness">GetAudioTrackLoudness(type)</a></td>
<td class="summary">Get current loudness level for specified track type.</td> <td class="summary">Get current loudness level for specified track type</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#PlaySound">PlaySound(soundID[, position])</a></td> <td class="name" ><a href="#PlaySound">PlaySound(sound[, position])</a></td>
<td class="summary">Play sound effect.</td> <td class="summary">Play sound effect</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#StopSound">StopSound(soundID)</a></td> <td class="name" ><a href="#StopSound">StopSound(sound)</a></td>
<td class="summary">Stop sound effect.</td> <td class="summary">Stop sound effect</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#IsSoundPlaying">IsSoundPlaying(soundID)</a></td> <td class="name" ><a href="#IsSoundPlaying">IsSoundPlaying(Sound)</a></td>
<td class="summary">Check if the sound effect is playing.</td> <td class="summary">Check if the sound effect is playing</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#IsAudioTrackPlaying">IsAudioTrackPlaying(Track)</a></td> <td class="name" ><a href="#IsAudioTrackPlaying">IsAudioTrackPlaying(Track)</a></td>
<td class="summary">Check if the audio track is playing.</td> <td class="summary">Check if the audio track is playing</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#GetCurrentSubtitle">GetCurrentSubtitle()</a></td> <td class="name" ><a href="#GetCurrentSubtitle">GetCurrentSubtitle()</a></td>
@ -174,22 +159,22 @@
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "PlayAudioTrack"></a> <a name = "PlayAudioTrack"></a>
<strong>PlayAudioTrack(filename, type)</strong> <strong>PlayAudioTrack(name, type)</strong>
</dt> </dt>
<dd> <dd>
Play an audio track. Supported formats are wav, mp3 and ogg. Play an audio track
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">filename</span> <li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Filename of a track (without file extension) to play. of track (without file extension) to play
</li> </li>
<li><span class="parameter">type</span> <li><span class="parameter">type</span>
<span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span> <span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span>
Type of the audio track to play. of the audio track to play
</li> </li>
</ul> </ul>
@ -200,10 +185,10 @@
</dd> </dd>
<dt> <dt>
<a name = "SetAmbientTrack"></a> <a name = "SetAmbientTrack"></a>
<strong>SetAmbientTrack(name, fromStart)</strong> <strong>SetAmbientTrack(name)</strong>
</dt> </dt>
<dd> <dd>
Set and play an ambient track. Set and play an ambient track
@ -211,11 +196,7 @@
<ul> <ul>
<li><span class="parameter">name</span> <li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Name of track (without file extension) to play. of track (without file extension) to play
</li>
<li><span class="parameter">fromStart</span>
<span class="types"><span class="type">bool</span></span>
Specifies whether ambient track should play from the start, or crossfade at a random position.
</li> </li>
</ul> </ul>
@ -229,7 +210,7 @@
<strong>StopAudioTracks()</strong> <strong>StopAudioTracks()</strong>
</dt> </dt>
<dd> <dd>
Stop any audio tracks currently playing. Stop any audio tracks currently playing
@ -244,7 +225,7 @@
<strong>StopAudioTrack(type)</strong> <strong>StopAudioTrack(type)</strong>
</dt> </dt>
<dd> <dd>
Stop audio track that is currently playing. Stop audio track that is currently playing
@ -252,7 +233,7 @@
<ul> <ul>
<li><span class="parameter">type</span> <li><span class="parameter">type</span>
<span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span> <span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span>
Type of the audio track. of the audio track
</li> </li>
</ul> </ul>
@ -266,7 +247,7 @@
<strong>GetAudioTrackLoudness(type)</strong> <strong>GetAudioTrackLoudness(type)</strong>
</dt> </dt>
<dd> <dd>
Get current loudness level for specified track type. Get current loudness level for specified track type
@ -274,7 +255,7 @@
<ul> <ul>
<li><span class="parameter">type</span> <li><span class="parameter">type</span>
<span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span> <span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span>
Type of the audio track. of the audio track
</li> </li>
</ul> </ul>
@ -282,7 +263,7 @@
<ol> <ol>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
Current loudness of a specified audio track. current loudness of a specified audio track
</ol> </ol>
@ -291,18 +272,18 @@
</dd> </dd>
<dt> <dt>
<a name = "PlaySound"></a> <a name = "PlaySound"></a>
<strong>PlaySound(soundID[, position])</strong> <strong>PlaySound(sound[, position])</strong>
</dt> </dt>
<dd> <dd>
Play sound effect. Play sound effect
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">soundID</span> <li><span class="parameter">sound</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Sound ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window. ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
</li> </li>
<li><span class="parameter">position</span> <li><span class="parameter">position</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
@ -318,18 +299,18 @@
</dd> </dd>
<dt> <dt>
<a name = "StopSound"></a> <a name = "StopSound"></a>
<strong>StopSound(soundID)</strong> <strong>StopSound(sound)</strong>
</dt> </dt>
<dd> <dd>
Stop sound effect. Stop sound effect
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">soundID</span> <li><span class="parameter">sound</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Sound ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window. ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
</li> </li>
</ul> </ul>
@ -340,18 +321,18 @@
</dd> </dd>
<dt> <dt>
<a name = "IsSoundPlaying"></a> <a name = "IsSoundPlaying"></a>
<strong>IsSoundPlaying(soundID)</strong> <strong>IsSoundPlaying(Sound)</strong>
</dt> </dt>
<dd> <dd>
Check if the sound effect is playing. Check if the sound effect is playing
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">soundID</span> <li><span class="parameter">Sound</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Sound ID to check. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window. ID to check. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
</li> </li>
</ul> </ul>
@ -365,7 +346,7 @@
<strong>IsAudioTrackPlaying(Track)</strong> <strong>IsAudioTrackPlaying(Track)</strong>
</dt> </dt>
<dd> <dd>
Check if the audio track is playing. Check if the audio track is playing
@ -373,7 +354,7 @@
<ul> <ul>
<li><span class="parameter">Track</span> <li><span class="parameter">Track</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Filename to check. Should be without extension and without full directory path. filename to check. Should be without extension and without full directory path.
</li> </li>
</ul> </ul>
@ -388,8 +369,8 @@
</dt> </dt>
<dd> <dd>
Get current subtitle string for a voice track currently playing. Get current subtitle string for a voice track currently playing.
Subtitle file must be in .srt format, have same filename as voice track, and be placed in same directory as voice track. Subtitle file must be in .srt format, have same filename as voice track, and be placed in same directory as voice track.
Returns nil if no voice track is playing or no subtitle present. Returns nil if no voice track is playing or no subtitle present.
@ -398,7 +379,7 @@
<ol> <ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Current subtitle string. current subtitle string
</ol> </ol>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -124,7 +109,7 @@
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#ShowString">ShowString(str, time, autoDelete)</a></td> <td class="name" ><a href="#ShowString">ShowString(str, time)</a></td>
<td class="summary">Show some text on-screen.</td> <td class="summary">Show some text on-screen.</td>
</tr> </tr>
<tr> <tr>
@ -146,7 +131,7 @@
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "ShowString"></a> <a name = "ShowString"></a>
<strong>ShowString(str, time, autoDelete)</strong> <strong>ShowString(str, time)</strong>
</dt> </dt>
<dd> <dd>
Show some text on-screen. Show some text on-screen.
@ -166,13 +151,6 @@ If not given, the string will have an "infinite" life, and will show
until <a href="../1 modules/Strings.html#HideString">HideString</a> is called or until the level is finished. until <a href="../1 modules/Strings.html#HideString">HideString</a> is called or until the level is finished.
Default: nil (i.e. infinite) Default: nil (i.e. infinite)
</li> </li>
<li><span class="parameter">autoDelete</span>
<span class="types"><span class="type">bool</span></span>
should be string automatically deleted after timeout is reached.
If not given, the string will remain allocated even after timeout is reached, and can be
shown again without re-initialization.
Default: true
</li>
</ul> </ul>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -128,6 +113,10 @@
<td class="summary">Determine if there is a clear line of sight between two positions.</td> <td class="summary">Determine if there is a clear line of sight between two positions.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#CalculateDistance">CalculateDistance(posA, posB)</a></td>
<td class="summary">Calculate the distance between two positions.</td>
</tr>
<tr>
<td class="name" ><a href="#CalculateHorizontalDistance">CalculateHorizontalDistance(posA, posB)</a></td> <td class="name" ><a href="#CalculateHorizontalDistance">CalculateHorizontalDistance(posA, posB)</a></td>
<td class="summary">Calculate the horizontal distance between two positions.</td> <td class="summary">Calculate the horizontal distance between two positions.</td>
</tr> </tr>
@ -205,6 +194,38 @@
<span class="global">print</span>(Misc.HasLineOfSight(enemyHead:GetRoomNumber(), enemyHead:GetPosition(), flamePlinthPos))</pre> <span class="global">print</span>(Misc.HasLineOfSight(enemyHead:GetRoomNumber(), enemyHead:GetPosition(), flamePlinthPos))</pre>
</ul> </ul>
</dd>
<dt>
<a name = "CalculateDistance"></a>
<strong>CalculateDistance(posA, posB)</strong>
</dt>
<dd>
Calculate the distance between two positions.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">posA</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
First position.
</li>
<li><span class="parameter">posB</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Second position.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">float</span></span>
Distance between two positions.
</ol>
</dd> </dd>
<dt> <dt>
<a name = "CalculateHorizontalDistance"></a> <a name = "CalculateHorizontalDistance"></a>
@ -433,7 +454,7 @@ 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"><a class="type" href="../4 enums/Util.LogLevel.html#">LogLevel</a></span> <span class="types"><span class="type">Misc.LogLevel</span></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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -148,14 +133,6 @@
<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>
@ -172,16 +149,16 @@
<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="#PlayFlyby">PlayFlyby(seqID)</a></td> <td class="name" ><a href="#GetCameraPosition">GetCameraPosition()</a></td>
<td class="summary">Play a flyby sequence.</td> <td class="summary">Gets current camera position.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#GetFlybyPosition">GetFlybyPosition(seqID, progress[, loop])</a></td> <td class="name" ><a href="#GetCameraTarget">GetCameraTarget()</a></td>
<td class="summary">Get a flyby sequence's position at a specified progress point in percent.</td> <td class="summary">Gets current camera target.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#GetFlybyRotation">GetFlybyRotation(seqID, progress[, loop])</a></td> <td class="name" ><a href="#PlayFlyBy">PlayFlyBy(flyby)</a></td>
<td class="summary">Get a flyby sequence's rotation at a specified progress point in percent.</td> <td class="summary">Enable FlyBy with specific ID</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#ResetObjCamera">ResetObjCamera()</a></td> <td class="name" ><a href="#ResetObjCamera">ResetObjCamera()</a></td>
@ -217,7 +194,7 @@
<ul> <ul>
<li><span class="parameter">speed</span> <li><span class="parameter">speed</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second. (default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
</li> </li>
</ul> </ul>
@ -239,7 +216,7 @@
<ul> <ul>
<li><span class="parameter">speed</span> <li><span class="parameter">speed</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second. (default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
</li> </li>
</ul> </ul>
@ -339,54 +316,12 @@
<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>
@ -476,58 +411,20 @@
</dd> </dd>
<dt> <dt>
<a name = "PlayFlyby"></a> <a name = "GetCameraPosition"></a>
<strong>PlayFlyby(seqID)</strong> <strong>GetCameraPosition()</strong>
</dt> </dt>
<dd> <dd>
Play a flyby sequence. Gets current camera position.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">seqID</span>
<span class="types"><span class="type">int</span></span>
Flyby sequence ID.
</li>
</ul>
</dd>
<dt>
<a name = "GetFlybyPosition"></a>
<strong>GetFlybyPosition(seqID, progress[, loop])</strong>
</dt>
<dd>
Get a flyby sequence's position at a specified progress point in percent.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">seqID</span>
<span class="types"><span class="type">int</span></span>
Flyby sequence ID.
</li>
<li><span class="parameter">progress</span>
<span class="types"><span class="type">float</span></span>
Progress point in percent. Clamped to [0, 100].
</li>
<li><span class="parameter">loop</span>
<span class="types"><span class="type">bool</span></span>
Smooth the position near start and end points, as if the sequence is looped.
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Position at the given progress point. current camera position
</ol> </ol>
@ -535,37 +432,43 @@
</dd> </dd>
<dt> <dt>
<a name = "GetFlybyRotation"></a> <a name = "GetCameraTarget"></a>
<strong>GetFlybyRotation(seqID, progress[, loop])</strong> <strong>GetCameraTarget()</strong>
</dt> </dt>
<dd> <dd>
Get a flyby sequence's rotation at a specified progress point in percent. 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>
<dt>
<a name = "PlayFlyBy"></a>
<strong>PlayFlyBy(flyby)</strong>
</dt>
<dd>
Enable FlyBy with specific ID
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">seqID</span> <li><span class="parameter">flyby</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">short</span></span>
Flyby sequence ID. (ID of flyby)
</li>
<li><span class="parameter">progress</span>
<span class="types"><span class="type">float</span></span>
Progress point in percent. Clamped to [0, 100].
</li>
<li><span class="parameter">loop</span>
<span class="types"><span class="type">bool</span></span>
Smooth the position near start and end points, as if the sequence is looped.
(<em>optional</em>)
</li> </li>
</ul> </ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Rotation at the given progress point.
</ol>
@ -603,7 +506,7 @@
</li> </li>
<li><span class="parameter">speed</span> <li><span class="parameter">speed</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
(default 1.0). Speed in units per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0]. (default 1.0). Speed in "amount" per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
</li> </li>
</ul> </ul>

View file

@ -1,766 +0,0 @@
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<title>TombEngine 1.8.1 Lua API</title>
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<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>
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<h2>2 Classes</h2>
<ul class="nowrap">
<li> <here>Collision.Probe</here></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
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<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
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<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
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<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>
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<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
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<h2>3 Primitive Classes</h2>
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
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<h2>5 Lua utility modules</h2>
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<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
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<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Collision.Probe</code></h1>
<p>Represents a collision probe in the game world.</p>
<p> Provides collision information from a reference world position.</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Probe">Probe(pos[, roomNumber])</a></td>
<td class="summary">Create a Probe at a specified world position in a room.</td>
</tr>
<tr>
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, dir, dist)</a></td>
<td class="summary">Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.</td>
</tr>
<tr>
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, rot, dist)</a></td>
<td class="summary">Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.</td>
</tr>
<tr>
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, rot, relOffset)</a></td>
<td class="summary">Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.</td>
</tr>
<tr>
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
<td class="summary">Get the world position of this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetRoom">GetRoom()</a></td>
<td class="summary">Get the Room object of this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetRoomName">GetRoomName()</a></td>
<td class="summary">Get the room name of this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetFloorHeight">GetFloorHeight()</a></td>
<td class="summary">Get the floor height at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCeilingHeight">GetCeilingHeight()</a></td>
<td class="summary">Get the ceiling height at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetWaterSurfaceHeight">GetWaterSurfaceHeight()</a></td>
<td class="summary">Get the water surface height at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetFloorNormal">GetFloorNormal()</a></td>
<td class="summary">Get the normal of the floor at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCeilingNormal">GetCeilingNormal()</a></td>
<td class="summary">Get the normal of the ceiling at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetFloorMaterialType">GetFloorMaterialType()</a></td>
<td class="summary">Get the material type of the floor at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCeilingMaterialType">GetCeilingMaterialType()</a></td>
<td class="summary">Get the material type of the ceiling at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#IsSteepFloor">IsSteepFloor()</a></td>
<td class="summary">Check if the floor at this Probe is steep.</td>
</tr>
<tr>
<td class="name" ><a href="#IsSteepCeiling">IsSteepCeiling()</a></td>
<td class="summary">Check if the ceiling at this Probe is steep.</td>
</tr>
<tr>
<td class="name" ><a href="#IsWall">IsWall()</a></td>
<td class="summary">Check if the Probe is inside a wall.</td>
</tr>
<tr>
<td class="name" ><a href="#IsInsideSolidGeometry">IsInsideSolidGeometry()</a></td>
<td class="summary">Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).</td>
</tr>
<tr>
<td class="name" ><a href="#IsClimbableWall">IsClimbableWall(headingAngle)</a></td>
<td class="summary">Check if there is a climbable wall in the given heading angle at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#IsMonkeySwing">IsMonkeySwing()</a></td>
<td class="summary">Check if there is a monkey swing sector at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#IsDeath">IsDeath()</a></td>
<td class="summary">Check if there is a death sector at this Probe.</td>
</tr>
<tr>
<td class="name" ><a href="#Preview">Preview()</a></td>
<td class="summary">Preview this Probe in the Collision Stats debug page.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Probe"></a>
<strong>Probe(pos[, roomNumber])</strong>
</dt>
<dd>
Create a Probe at a specified world position in a room.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</li>
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Room number. Must be used if probing a position in an overlapping room.
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
A new Probe.
</ol>
</dd>
<dt>
<a name = "Probe"></a>
<strong>Probe(pos, roomNumber, dir, dist)</strong>
</dt>
<dd>
Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.
Required to correctly traverse between rooms.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Origin world position to cast from.
</li>
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Origin room number.
</li>
<li><span class="parameter">dir</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Direction in which to cast.
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">float</span></span>
Distance to cast.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
A new Probe.
</ol>
</dd>
<dt>
<a name = "Probe"></a>
<strong>Probe(pos, roomNumber, rot, dist)</strong>
</dt>
<dd>
Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.
Required to correctly traverse between rooms.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Origin world position to cast from.
</li>
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Origin room number.
</li>
<li><span class="parameter">rot</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Rotation defining the direction in which to cast.
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">float</span></span>
Distance to cast.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
A new Probe.
</ol>
</dd>
<dt>
<a name = "Probe"></a>
<strong>Probe(pos, roomNumber, rot, relOffset)</strong>
</dt>
<dd>
Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.
Required to correctly traverse between rooms.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Origin world position to cast from.
</li>
<li><span class="parameter">roomNumber</span>
<span class="types"><span class="type">int</span></span>
Origin room number.
</li>
<li><span class="parameter">rot</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Rotation according to which the input relative offset is rotated.
</li>
<li><span class="parameter">relOffset</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Relative offset to cast.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
A new Probe.
</ol>
</dd>
<dt>
<a name = "GetPosition"></a>
<strong>GetPosition()</strong>
</dt>
<dd>
Get the world position of this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position.
</ol>
</dd>
<dt>
<a name = "GetRoom"></a>
<strong>GetRoom()</strong>
</dt>
<dd>
Get the Room object of this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Room</span></span>
Room object.
</ol>
</dd>
<dt>
<a name = "GetRoomName"></a>
<strong>GetRoomName()</strong>
</dt>
<dd>
Get the room name of this Probe.
<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>
Room name.
</ol>
</dd>
<dt>
<a name = "GetFloorHeight"></a>
<strong>GetFloorHeight()</strong>
</dt>
<dd>
Get the floor height at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Floor height. <strong>nil: no floor exists</strong>
</ol>
</dd>
<dt>
<a name = "GetCeilingHeight"></a>
<strong>GetCeilingHeight()</strong>
</dt>
<dd>
Get the ceiling height at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Ceiling height. <strong>nil: no ceiling exists</strong>
</ol>
</dd>
<dt>
<a name = "GetWaterSurfaceHeight"></a>
<strong>GetWaterSurfaceHeight()</strong>
</dt>
<dd>
Get the water surface height at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Water surface height. <strong>nil: no water surface exists</strong>
</ol>
</dd>
<dt>
<a name = "GetFloorNormal"></a>
<strong>GetFloorNormal()</strong>
</dt>
<dd>
Get the normal of the floor at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Floor normal. <strong>nil: no floor exists</strong>
</ol>
</dd>
<dt>
<a name = "GetCeilingNormal"></a>
<strong>GetCeilingNormal()</strong>
</dt>
<dd>
Get the normal of the ceiling at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Ceiling normal. <strong>nil: no ceiling exists</strong>
</ol>
</dd>
<dt>
<a name = "GetFloorMaterialType"></a>
<strong>GetFloorMaterialType()</strong>
</dt>
<dd>
Get the material type of the floor at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../4 enums/Collision.MaterialType.html#">MaterialType</a></span>
Floor material type. <strong>nil: no floor exists</strong>
</ol>
</dd>
<dt>
<a name = "GetCeilingMaterialType"></a>
<strong>GetCeilingMaterialType()</strong>
</dt>
<dd>
Get the material type of the ceiling at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../4 enums/Collision.MaterialType.html#">MaterialType</a></span>
Ceiling material type. <strong>nil: no ceiling exists</strong>
</ol>
</dd>
<dt>
<a name = "IsSteepFloor"></a>
<strong>IsSteepFloor()</strong>
</dt>
<dd>
Check if the floor at this Probe is steep.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Steep floor status. <strong>true: is a steep floor, false: isn't a steep floor, nil: no floor exists</strong>
</ol>
</dd>
<dt>
<a name = "IsSteepCeiling"></a>
<strong>IsSteepCeiling()</strong>
</dt>
<dd>
Check if the ceiling at this Probe is steep.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Steep ceiling status. <strong>true: is a steep ceiling, false: isn't a steep ceiling, nil: no ceiling exists</strong>
</ol>
</dd>
<dt>
<a name = "IsWall"></a>
<strong>IsWall()</strong>
</dt>
<dd>
Check if the Probe is inside a wall. Can be used to determine if a wall and ceiling exist.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Wall status. <strong>true: is a wall, false: isn't a wall</strong>
</ol>
</dd>
<dt>
<a name = "IsInsideSolidGeometry"></a>
<strong>IsInsideSolidGeometry()</strong>
</dt>
<dd>
Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Inside geometry status. <strong>true: is inside, false: is outside</strong>
</ol>
</dd>
<dt>
<a name = "IsClimbableWall"></a>
<strong>IsClimbableWall(headingAngle)</strong>
</dt>
<dd>
Check if there is a climbable wall in the given heading angle at this Probe.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">headingAngle</span>
<span class="types"><span class="type">float</span></span>
Heading angle at which to check for a climbable wall.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Climbable wall status. <strong>true: is climbable wall, false: isn't climbable</strong>
</ol>
</dd>
<dt>
<a name = "IsMonkeySwing"></a>
<strong>IsMonkeySwing()</strong>
</dt>
<dd>
Check if there is a monkey swing sector at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Monkey swing sector status. <strong>true: is a monkey swing, false: isn't a monkey swing</strong>
</ol>
</dd>
<dt>
<a name = "IsDeath"></a>
<strong>IsDeath()</strong>
</dt>
<dd>
Check if there is a death sector at this Probe.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Death sector status. <strong>true: is a death sector, false: isn't a death sector</strong>
</ol>
</dd>
<dt>
<a name = "Preview"></a>
<strong>Preview()</strong>
</dt>
<dd>
Preview this Probe in the Collision Stats debug page.
</dd>
</dl>
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<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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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine 1.1.0 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
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<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li> <a href="../1 modules/Effects.html">Effects</a></li>
<li> <a href="../1 modules/Flow.html">Flow</a></li>
<li> <a href="../1 modules/Input.html">Input</a></li>
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
<li> <a href="../1 modules/Logic.html">Logic</a></li>
<li> <a href="../1 modules/Objects.html">Objects</a></li>
<li> <a href="../1 modules/Sound.html">Sound</a></li>
<li> <a href="../1 modules/Strings.html">Strings</a></li>
<li> <a href="../1 modules/Util.html">Util</a></li>
<li> <a href="../1 modules/View.html">View</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li> <here>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.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/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>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<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/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/DisplaySprite.AlignMode.html">DisplaySprite.AlignMode</a></li>
<li> <a href="../4 enums/DisplaySprite.ScaleMode.html">DisplaySprite.ScaleMode</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/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.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/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</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>DisplaySprite</code></h1>
<p>Represents a screen-space display sprite.</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#DisplaySprite">DisplaySprite(ID, int, pos, rot, scale[, color])</a></td>
<td class="summary">Create a DisplaySprite object.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:GetObjectID">DisplaySprite:GetObjectID()</a></td>
<td class="summary">Get the object ID of the sprite sequence object used by the display sprite.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:GetSpriteID">DisplaySprite:GetSpriteID()</a></td>
<td class="summary">Get the sprite ID in the sprite sequence object used by the display sprite.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:GetPosition">DisplaySprite:GetPosition()</a></td>
<td class="summary">Get the display position of the display sprite in percent.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:GetRotation">DisplaySprite:GetRotation()</a></td>
<td class="summary">Get the rotation of the display sprite in degrees.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:GetScale">DisplaySprite:GetScale()</a></td>
<td class="summary">Get the horizontal and vertical scale of the display sprite in percent.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:GetColor">DisplaySprite:GetColor()</a></td>
<td class="summary">Get the color of the display sprite.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:SetObjectID">DisplaySprite:SetObjectID(New)</a></td>
<td class="summary">Set the sprite sequence object ID used by the display sprite.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:SetSpriteID">DisplaySprite:SetSpriteID(New)</a></td>
<td class="summary">Set the sprite ID in the sprite sequence object used by the display sprite.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:SetPosition">DisplaySprite:SetPosition(New)</a></td>
<td class="summary">Set the display position of the display sprite in percent.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:SetRotation">DisplaySprite:SetRotation(New)</a></td>
<td class="summary">Set the rotation of the display sprite in degrees.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:SetScale">DisplaySprite:SetScale(New)</a></td>
<td class="summary">Set the horizontal and vertical scale of the display sprite in percent.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:SetColor">DisplaySprite:SetColor(New)</a></td>
<td class="summary">Set the color of the display sprite.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplaySprite:Draw">DisplaySprite:Draw([priority][, alignMode][, scaleMode][, blendMode])</a></td>
<td class="summary">Draw the display sprite in display space for the current frame.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "DisplaySprite"></a>
<strong>DisplaySprite(ID, int, pos, rot, scale[, color])</strong>
</dt>
<dd>
Create a DisplaySprite object.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
of the sprite sequence object.
</li>
<li><span class="parameter">int</span>
<span class="types"><span class="type">int</span></span>
spriteID ID of the sprite in the sequence.
</li>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Display position in percent.
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
Rotation in degrees.
</li>
<li><span class="parameter">scale</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Horizontal and vertical scale in percent. Scaling is interpreted by the DisplaySpriteEnum.ScaleMode passed to the Draw() function call.
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color. <strong>Default: Color(255, 255, 255, 255)</strong>
(<em>optional</em>)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../2 classes/DisplaySprite.html#">DisplaySprite</a></span>
A new DisplaySprite object.
</ol>
</dd>
<dt>
<a name = "DisplaySprite:GetObjectID"></a>
<strong>DisplaySprite:GetObjectID()</strong>
</dt>
<dd>
Get the object ID of the sprite sequence object used by the display sprite. ()
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Sprite sequence object ID.
</ol>
</dd>
<dt>
<a name = "DisplaySprite:GetSpriteID"></a>
<strong>DisplaySprite:GetSpriteID()</strong>
</dt>
<dd>
Get the sprite ID in the sprite sequence object used by the display sprite. ()
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
Sprite ID in the sprite sequence object.
</ol>
</dd>
<dt>
<a name = "DisplaySprite:GetPosition"></a>
<strong>DisplaySprite:GetPosition()</strong>
</dt>
<dd>
Get the display position of the display sprite in percent. ()
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Display position in percent.
</ol>
</dd>
<dt>
<a name = "DisplaySprite:GetRotation"></a>
<strong>DisplaySprite:GetRotation()</strong>
</dt>
<dd>
Get the rotation of the display sprite in degrees. ()
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">float</span></span>
Rotation in degrees.
</ol>
</dd>
<dt>
<a name = "DisplaySprite:GetScale"></a>
<strong>DisplaySprite:GetScale()</strong>
</dt>
<dd>
Get the horizontal and vertical scale of the display sprite in percent. ()
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Horizontal and vertical scale in percent.
</ol>
</dd>
<dt>
<a name = "DisplaySprite:GetColor"></a>
<strong>DisplaySprite:GetColor()</strong>
</dt>
<dd>
Get the color of the display sprite. ()
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color.
</ol>
</dd>
<dt>
<a name = "DisplaySprite:SetObjectID"></a>
<strong>DisplaySprite:SetObjectID(New)</strong>
</dt>
<dd>
Set the sprite sequence object ID used by the display sprite. (Objects.ObjID)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">New</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
sprite sequence object ID.
</li>
</ul>
</dd>
<dt>
<a name = "DisplaySprite:SetSpriteID"></a>
<strong>DisplaySprite:SetSpriteID(New)</strong>
</dt>
<dd>
Set the sprite ID in the sprite sequence object used by the display sprite. (int)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">New</span>
<span class="types"><span class="type">int</span></span>
sprite ID in the sprite sequence object.
</li>
</ul>
</dd>
<dt>
<a name = "DisplaySprite:SetPosition"></a>
<strong>DisplaySprite:SetPosition(New)</strong>
</dt>
<dd>
Set the display position of the display sprite in percent. (Vec2)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">New</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
display position in percent.
</li>
</ul>
</dd>
<dt>
<a name = "DisplaySprite:SetRotation"></a>
<strong>DisplaySprite:SetRotation(New)</strong>
</dt>
<dd>
Set the rotation of the display sprite in degrees. (float)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">New</span>
<span class="types"><span class="type">float</span></span>
rotation in degrees.
</li>
</ul>
</dd>
<dt>
<a name = "DisplaySprite:SetScale"></a>
<strong>DisplaySprite:SetScale(New)</strong>
</dt>
<dd>
Set the horizontal and vertical scale of the display sprite in percent. (Vec2)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">New</span>
<span class="types"><span class="type">float</span></span>
horizontal and vertical scale in percent.
</li>
</ul>
</dd>
<dt>
<a name = "DisplaySprite:SetColor"></a>
<strong>DisplaySprite:SetColor(New)</strong>
</dt>
<dd>
Set the color of the display sprite. (Color)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">New</span>
<span class="types"><span class="type">float</span></span>
color.
</li>
</ul>
</dd>
<dt>
<a name = "DisplaySprite:Draw"></a>
<strong>DisplaySprite:Draw([priority][, alignMode][, scaleMode][, blendMode])</strong>
</dt>
<dd>
Draw the display sprite in display space for the current frame.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">priority</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Draw priority. Can be thought of as a layer, with higher values having precedence. <strong>Default: 0</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">alignMode</span>
<span class="types"><a class="type" href="../4 enums/DisplaySprite.AlignMode.html#">AlignMode</a></span>
Align mode interpreting an offset from the sprite's position. <strong>Default: DisplaySprite.AlignMode.CENTER</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">scaleMode</span>
<span class="types"><a class="type" href="../4 enums/DisplaySprite.ScaleMode.html#">ScaleMode</a></span>
Scale mode interpreting the display sprite's horizontal and vertical scale. <strong>Default: DisplaySprite.ScaleMode.FIT</strong>
(<em>optional</em>)
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Blend mode. <strong>Default: Effects.BlendID.ALPHABLEND</strong>
(<em>optional</em>)
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
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<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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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
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@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
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<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
<li> <here>Flow.Animations</here></li>
<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../2 classes/Flow.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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>Effects.StreamerFeatherMode</here></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,66 +91,26 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
<div id="content"> <div id="content">
<h1>Enum <code>Effects.StreamerFeatherMode</code></h1> <h1>Class <code>Flow.Animations</code></h1>
<p>Constants for feather modes.</p> <p>New custom animations which Lara can perform.</p>
<p> <p>
</p> </p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Effects.StreamerFeatherMode">Effects.StreamerFeatherMode</a></td>
<td class="summary">Table of Effects.StreamerFeatherMode constants.</td>
</tr>
</table>
<br/> <br/>
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Effects.StreamerFeatherMode"></a>
<strong>Effects.StreamerFeatherMode</strong>
</dt>
<dd>
<p>Table of Effects.StreamerFeatherMode constants.
To be used with <a href="../1 modules/Effects.html#EmitStreamer">Effects.EmitStreamer</a> function.</p>
<ul>
<li><code>NONE</code></li>
<li><code>CENTER</code></li>
<li><code>LEFT</code></li>
<li><code>RIGHT</code></li>
</ul>
</dd>
</dl>
</div> <!-- id="content" --> </div> <!-- id="content" -->

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,41 +91,40 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
<div id="content"> <div id="content">
<h1>Primitive Class <code>Flow.Fog</code></h1> <h1>Class <code>Flow.Fog</code></h1>
<p>Represesnts distance fog.</p> <p>Fog</p>
<p> To be used with <a href="../2 classes/Flow.Level.html#fog">Flow.Level.fog</a> property.</p> <p>
</p>
<h2><a href="#Members">Members</a></h2> <h2><a href="#Members">Members</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#color">color</a></td> <td class="name" ><a href="#color">color</a></td>
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color.</td> <td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#minDistance">minDistance</a></td> <td class="name" ><a href="#minDistance">minDistance</a></td>
<td class="summary">(float) Minimum distance.</td> <td class="summary">(int) min distance.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#maxDistance">maxDistance</a></td> <td class="name" ><a href="#maxDistance">maxDistance</a></td>
<td class="summary">(float) Maximum distance.</td> <td class="summary">(int) max distance.</td>
</tr> </tr>
</table> </table>
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Fog">Fog(color, min, max)</a></td> <td class="name" ><a href="#Fog">Fog(color, Min, Max)</a></td>
<td class="summary"> <td class="summary">
</td> </td>
@ -156,7 +143,7 @@
<strong>color</strong> <strong>color</strong>
</dt> </dt>
<dd> <dd>
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color. (<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color
@ -171,8 +158,13 @@
<strong>minDistance</strong> <strong>minDistance</strong>
</dt> </dt>
<dd> <dd>
(float) Minimum distance.
This is the distance at which the fog starts (in sectors). <p>(int) min distance. </p>
<pre><code> This is the distance at which the fog starts
</code></pre>
@ -187,8 +179,13 @@
<strong>maxDistance</strong> <strong>maxDistance</strong>
</dt> </dt>
<dd> <dd>
(float) Maximum distance.
This is the distance at which the fog reaches the maximum strength (in sectors). <p>(int) max distance. </p>
<pre><code> This is the distance at which the fog reaches the maximum strength
</code></pre>
@ -204,7 +201,7 @@
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "Fog"></a> <a name = "Fog"></a>
<strong>Fog(color, min, max)</strong> <strong>Fog(color, Min, Max)</strong>
</dt> </dt>
<dd> <dd>
@ -219,20 +216,20 @@
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span> <span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
RGB color RGB color
</li> </li>
<li><span class="parameter">min</span> <li><span class="parameter">Min</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Distance at which fog starts (in sectors) Distance fog starts (in Sectors)
</li> </li>
<li><span class="parameter">max</span> <li><span class="parameter">Max</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Distance at which fog reaches the maximum strength (in sectors) Distance fog ends (in Sectors)
</li> </li>
</ul> </ul>
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><a class="type" href="../3 primitive classes/Flow.Fog.html#Fog">Fog</a></span> <span class="types"><a class="type" href="../2 classes/Flow.Fog.html#Fog">Fog</a></span>
A fog object. A fog object.
</ol> </ol>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <here>Flow.InventoryItem</here></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,20 +91,19 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
<div id="content"> <div id="content">
<h1>Primitive Class <code>Flow.InventoryItem</code></h1> <h1>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> To be used in <a href="../2 classes/Flow.Level.html#objects">Flow.Level.objects</a> list.</p> <p>
</p>
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
@ -200,7 +187,7 @@ EXAMINE
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><a class="type" href="../3 primitive classes/Flow.InventoryItem.html#InventoryItem">InventoryItem</a></span> <span class="types"><a class="type" href="../2 classes/Flow.InventoryItem.html#InventoryItem">InventoryItem</a></span>
an InventoryItem an InventoryItem
</ol> </ol>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -143,31 +128,19 @@
</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="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky cloud layer.</td> <td class="summary">(<a href="../2 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="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky cloud layer.</td> <td class="summary">(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer</td>
</tr>
<tr>
<td class="name" ><a href="#horizon1">horizon1</a></td>
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.</td>
</tr>
<tr>
<td class="name" ><a href="#horizon2">horizon2</a></td>
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.</td>
</tr>
<tr>
<td class="name" ><a href="#starfield">starfield</a></td>
<td class="summary">(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield in the sky.</td>
</tr>
<tr>
<td class="name" ><a href="#lensFlare">lensFlare</a></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="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) Global distance fog, with specified RGB color and distance.</td> <td class="summary">(<a href="../2 classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.</td>
</tr>
<tr>
<td class="name" ><a href="#horizon">horizon</a></td>
<td class="summary">(bool) Draw sky layer?</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#storm">storm</a></td> <td class="name" ><a href="#storm">storm</a></td>
@ -190,8 +163,8 @@
<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="#farView">farView</a></td> <td class="name" ><a href="#mirror">mirror</a></td>
<td class="summary">(int) The maximum draw distance for level.</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>
<tr> <tr>
<td class="name" ><a href="#resetHub">resetHub</a></td> <td class="name" ><a href="#resetHub">resetHub</a></td>
@ -199,11 +172,15 @@
</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="../3 primitive classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) A table of inventory object layout overrides.</td> <td class="summary">(table of <a href="../2 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>
<td class="summary">(short) Set total secret count for current level.</td> <td class="summary">(short) Set Secrets for Level</td>
</tr>
<tr>
<td class="name" ><a href="#farView">farView</a></td>
<td class="summary">(int) The maximum draw distance for level.</td>
</tr> </tr>
</table> </table>
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
@ -306,7 +283,7 @@
<strong>layer1</strong> <strong>layer1</strong>
</dt> </dt>
<dd> <dd>
(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky cloud layer. (<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer
@ -321,67 +298,7 @@
<strong>layer2</strong> <strong>layer2</strong>
</dt> </dt>
<dd> <dd>
(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky cloud layer. (<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer
</dd>
<dt>
<a name = "horizon1"></a>
<strong>horizon1</strong>
</dt>
<dd>
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.
</dd>
<dt>
<a name = "horizon2"></a>
<strong>horizon2</strong>
</dt>
<dd>
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.
</dd>
<dt>
<a name = "starfield"></a>
<strong>starfield</strong>
</dt>
<dd>
(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield in the sky.
</dd>
<dt>
<a name = "lensFlare"></a>
<strong>lensFlare</strong>
</dt>
<dd>
(<a href="../3 primitive classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare.
@ -396,8 +313,24 @@
<strong>fog</strong> <strong>fog</strong>
</dt> </dt>
<dd> <dd>
(<a href="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) Global distance fog, with specified RGB color and distance. (<a href="../2 classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.
If not provided, distance fog will not be visible. As seen in TR4's Desert Railroad.
If not provided, distance fog will be black.
</dd>
<dt>
<a name = "horizon"></a>
<strong>horizon</strong>
</dt>
<dd>
(bool) Draw sky layer? (default: false)
@ -473,7 +406,7 @@ Invisible
<p>e.g. <code>myLevel.laraType = LaraType.Divesuit</code></p> <p>e.g. <code>myLevel.laraType = LaraType.Divesuit</code></p>
<p> <strong>Not yet fully implemented.</strong> Only types <code>Normal</code> and <code>Young</code> are guaranteed to work. <p> <strong>(not yet fully implemented)</strong>
@ -500,12 +433,13 @@ Invisible
</dd> </dd>
<dt> <dt>
<a name = "farView"></a> <a name = "mirror"></a>
<strong>farView</strong> <strong>mirror</strong>
</dt> </dt>
<dd> <dd>
(int) The maximum draw distance for level. (<a href="../2 classes/Flow.Mirror.html#">Flow.Mirror</a>) Location and size of the level's mirror, if present. </p>
Given in sectors (blocks). Must be at least 4.
<p> <strong>(not yet implemented)</strong>
@ -536,7 +470,7 @@ Invisible
<strong>objects</strong> <strong>objects</strong>
</dt> </dt>
<dd> <dd>
(table of <a href="../3 primitive classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) A table of inventory object layout overrides. (table of <a href="../2 classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides
@ -551,7 +485,26 @@ Invisible
<strong>secrets</strong> <strong>secrets</strong>
</dt> </dt>
<dd> <dd>
(short) Set total secret count for current level. (short) Set Secrets for Level
</dd>
<dt>
<a name = "farView"></a>
<strong>farView</strong>
</dt>
<dd>
(int) The maximum draw distance for level.
Given in sectors (blocks).
Must be at least 4.</p>
<p>This is equivalent to TRNG's LevelFarView variable.
@ -579,7 +532,7 @@ Invisible
<ol> <ol>
<span class="types"><a class="type" href="../2 classes/Flow.Level.html#Level">Level</a></span> <span class="types"><a class="type" href="../2 classes/Flow.Level.html#Level">Level</a></span>
a Level object. a Level object
</ol> </ol>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus</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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,67 +91,26 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
<div id="content"> <div id="content">
<h1>Enum <code>Objects.HandStatus</code></h1> <h1>Class <code>Flow.Mirror</code></h1>
<p>Constants for player hand statuses.</p> <p>A mirror effect.</p>
<p> <p>As seen in TR4's Coastal Ruins and Sacred Lake levels.</p>
</p> <p><strong>Not currently implemented.</strong> </p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Objects.HandStatus">Objects.HandStatus</a></td>
<td class="summary">Table of Objects.HandStatus 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.HandStatus"></a>
<strong>Objects.HandStatus</strong>
</dt>
<dd>
<p>Table of Objects.HandStatus constants.
To be used with <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetAmmoType">Objects.LaraObject.GetAmmoType</a> function.</p>
<ul>
<li><code>FREE</code></li>
<li><code>BUSY</code></li>
<li><code>WEAPON_DRAW</code></li>
<li><code>WEAPON_READY</code></li>
<li><code>SPECIAL</code></li>
</ul>
</dd>
</dl>
</div> <!-- id="content" --> </div> <!-- id="content" -->

File diff suppressed because it is too large Load diff

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <here>Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <here>Flow.SkyLayer</here></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,20 +91,17 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
<div id="content"> <div id="content">
<h1>Primitive Class <code>Flow.SkyLayer</code></h1> <h1>Class <code>Flow.SkyLayer</code></h1>
<p>Describes a layer of moving clouds.</p> <p>Describes a layer of moving clouds.</p>
<p> To be used with <a href="../2 classes/Flow.Level.html#layer1">Flow.Level.layer1</a> and <a href="../2 classes/Flow.Level.html#layer2">Flow.Level.layer2</a> properties.</p> <p>As seen in TR4's City of the Dead.</p>
<h2><a href="#Members">Members</a></h2> <h2><a href="#Members">Members</a></h2>
@ -169,14 +154,13 @@
<dd> <dd>
(int) cloud speed. </p> (int) cloud speed. </p>
<pre><code> Values can be between [-32768, 32767], with positive numbers resulting in a sky that scrolls from <p>Values can be between [-32768, 32767], with positive numbers resulting in a sky that scrolls from
west to east, and negative numbers resulting in one that travels east to west. west to east, and negative numbers resulting in one that travels east to west.</p>
<p>Please note that speeds outside of the range of about [-1000, 1000] will cause the
sky to scroll so fast that it will no longer appear as a coherent stream of clouds.
Less is more. City of The Dead, for example, uses a speed value of 16.
Please note that speeds outside of the range of about [-1000, 1000] will cause the
sky to scroll so fast that it will no longer appear as a coherent stream of clouds.
Less is more. City of The Dead, for example, uses a speed value of 16.
</code></pre>
<p>
@ -216,7 +200,7 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><a class="type" href="../3 primitive classes/Flow.SkyLayer.html#SkyLayer">SkyLayer</a></span> <span class="types"><a class="type" href="../2 classes/Flow.SkyLayer.html#SkyLayer">SkyLayer</a></span>
A SkyLayer object. A SkyLayer object.
</ol> </ol>

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@ -1,368 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>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="#distanceTraveled">distanceTraveled</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="#pickups">pickups</a></td>
<td class="summary">Pickups.</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 = "distanceTraveled"></a>
<strong>distanceTraveled</strong>
</dt>
<dd>
Distance traveled.
<ul>
<li><span class="parameter">distanceTraveled</span>
<span class="types"><span class="type">int</span></span>
amount of traveled distance in world units. One meter is 420 world units.
</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 = "pickups"></a>
<strong>pickups</strong>
</dt>
<dd>
Pickups.
<ul>
<li><span class="parameter">pickups</span>
<span class="types"><span class="type">int</span></span>
amount of picked up items.
</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -115,52 +100,53 @@
<div id="content"> <div id="content">
<h1>Class <code>Objects.LaraObject</code></h1> <h1>Class <code>Objects.LaraObject</code></h1>
<p>Class for extra player-only functions.</p> <p>Class for extra Lara-only functions.</p>
<p> Do not try to create an object of this type. Use the built-in <em>Lara</em> variable instead. <p>Do not try to create an object of this type; use the built-in <em>Lara</em> variable instead.</p>
LaraObject inherits all the functions of <a href="../2 classes/Objects.Moveable.html#">Moveable</a>.</p>
<p>In addition, LaraObject inherits all the functions of <a href="../2 classes/Objects.Moveable.html#">Moveable</a>.</p>
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#LaraObject:SetPoison">LaraObject:SetPoison([poison])</a></td> <td class="name" ><a href="#LaraObject:SetPoison">LaraObject:SetPoison([Poison])</a></td>
<td class="summary">Set player poison.</td> <td class="summary">Set Lara poison</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetPoison">LaraObject:GetPoison()</a></td> <td class="name" ><a href="#LaraObject:GetPoison">LaraObject:GetPoison()</a></td>
<td class="summary">Get poison potency of Lara.</td> <td class="summary">Get poison potency of Lara</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:SetAir">LaraObject:SetAir(air)</a></td> <td class="name" ><a href="#LaraObject:SetAir">LaraObject:SetAir(Air)</a></td>
<td class="summary">Set air value of Lara.</td> <td class="summary">Set air value of Lara</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetAir">LaraObject:GetAir()</a></td> <td class="name" ><a href="#LaraObject:GetAir">LaraObject:GetAir()</a></td>
<td class="summary">Get air value of Lara.</td> <td class="summary">Get air value of Lara</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:SetWet">LaraObject:SetWet(wetness)</a></td> <td class="name" ><a href="#LaraObject:SetWet">LaraObject:SetWet(Wetness)</a></td>
<td class="summary">Set wetness value of Lara (causes dripping).</td> <td class="summary">Set wetness value of Lara (causes dripping)</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetWet">LaraObject:GetWet()</a></td> <td class="name" ><a href="#LaraObject:GetWet">LaraObject:GetWet()</a></td>
<td class="summary">Get wetness value of Lara.</td> <td class="summary">Get wetness value of Lara</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:SetStamina">LaraObject:SetStamina(stamina)</a></td> <td class="name" ><a href="#LaraObject:SetStamina">LaraObject:SetStamina(stamina)</a></td>
<td class="summary">Set sprint energy value of Lara.</td> <td class="summary">Set sprint energy value of Lara</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetStamina">LaraObject:GetStamina()</a></td> <td class="name" ><a href="#LaraObject:GetStamina">LaraObject:GetStamina()</a></td>
<td class="summary">Get stamina value of Lara.</td> <td class="summary">Get stamina value of Lara</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Moveable:GetAirborne">Moveable:GetAirborne()</a></td> <td class="name" ><a href="#Moveable:GetAirborne">Moveable:GetAirborne()</a></td>
<td class="summary">Get the moveable's airborne status.</td> <td class="summary">Get the moveable's airborne status</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Moveable:SetAirborne">Moveable:SetAirborne(airborne)</a></td> <td class="name" ><a href="#Moveable:SetAirborne">Moveable:SetAirborne(New)</a></td>
<td class="summary">Set the moveable's airborne status.</td> <td class="summary">Set the moveable's airborne status</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:UndrawWeapon">LaraObject:UndrawWeapon()</a></td> <td class="name" ><a href="#LaraObject:UndrawWeapon">LaraObject:UndrawWeapon()</a></td>
@ -172,15 +158,15 @@
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetHandStatus">LaraObject:GetHandStatus()</a></td> <td class="name" ><a href="#LaraObject:GetHandStatus">LaraObject:GetHandStatus()</a></td>
<td class="summary">Get actual hand status of Lara.</td> <td class="summary">Get actual hand status of Lara</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetWeaponType">LaraObject:GetWeaponType()</a></td> <td class="name" ><a href="#LaraObject:GetWeaponType">LaraObject:GetWeaponType()</a></td>
<td class="summary">Get actual weapon type of Lara.</td> <td class="summary">Get actual weapon type of Lara</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:SetWeaponType">LaraObject:SetWeaponType(weaponType, activate)</a></td> <td class="name" ><a href="#LaraObject:SetWeaponType">LaraObject:SetWeaponType(weaponType, activate)</a></td>
<td class="summary">Set Lara weapon type.</td> <td class="summary">Set Lara weapon type</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetAmmoType">LaraObject:GetAmmoType()</a></td> <td class="name" ><a href="#LaraObject:GetAmmoType">LaraObject:GetAmmoType()</a></td>
@ -188,11 +174,11 @@
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetAmmoCount">LaraObject:GetAmmoCount()</a></td> <td class="name" ><a href="#LaraObject:GetAmmoCount">LaraObject:GetAmmoCount()</a></td>
<td class="summary">Get current weapon's ammo count.</td> <td class="summary">Get current weapon's ammo count</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetVehicle">LaraObject:GetVehicle()</a></td> <td class="name" ><a href="#LaraObject:GetVehicle">LaraObject:GetVehicle()</a></td>
<td class="summary">Get current vehicle, if it exists.</td> <td class="summary">Get current vehicle, if it exists</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#LaraObject:GetTarget">LaraObject:GetTarget()</a></td> <td class="name" ><a href="#LaraObject:GetTarget">LaraObject:GetTarget()</a></td>
@ -217,18 +203,18 @@
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "LaraObject:SetPoison"></a> <a name = "LaraObject:SetPoison"></a>
<strong>LaraObject:SetPoison([poison])</strong> <strong>LaraObject:SetPoison([Poison])</strong>
</dt> </dt>
<dd> <dd>
Set player poison. Set Lara poison
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">poison</span> <li><span class="parameter">Poison</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Poison strength. Maximum value is 128 (default 0) ; maximum value is 128 (default 0)
(<em>optional</em>) (<em>optional</em>)
</li> </li>
</ul> </ul>
@ -247,7 +233,7 @@
<strong>LaraObject:GetPoison()</strong> <strong>LaraObject:GetPoison()</strong>
</dt> </dt>
<dd> <dd>
Get poison potency of Lara. Get poison potency of Lara
@ -256,7 +242,7 @@
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Current poison potency. current poison potency
</ol> </ol>
@ -269,18 +255,18 @@
</dd> </dd>
<dt> <dt>
<a name = "LaraObject:SetAir"></a> <a name = "LaraObject:SetAir"></a>
<strong>LaraObject:SetAir(air)</strong> <strong>LaraObject:SetAir(Air)</strong>
</dt> </dt>
<dd> <dd>
Set air value of Lara. Set air value of Lara
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">air</span> <li><span class="parameter">Air</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Air value to give Lara. Maximum value is 1800. value to give Lara. Maximum value is 1800.
</li> </li>
</ul> </ul>
@ -298,7 +284,7 @@
<strong>LaraObject:GetAir()</strong> <strong>LaraObject:GetAir()</strong>
</dt> </dt>
<dd> <dd>
Get air value of Lara. Get air value of Lara
@ -307,7 +293,7 @@
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Current air value. current air value
</ol> </ol>
@ -320,18 +306,18 @@
</dd> </dd>
<dt> <dt>
<a name = "LaraObject:SetWet"></a> <a name = "LaraObject:SetWet"></a>
<strong>LaraObject:SetWet(wetness)</strong> <strong>LaraObject:SetWet(Wetness)</strong>
</dt> </dt>
<dd> <dd>
Set wetness value of Lara (causes dripping). Set wetness value of Lara (causes dripping)
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">wetness</span> <li><span class="parameter">Wetness</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Wetness value. Maximum value is 255. value. Maximum 255
</li> </li>
</ul> </ul>
@ -349,7 +335,7 @@
<strong>LaraObject:GetWet()</strong> <strong>LaraObject:GetWet()</strong>
</dt> </dt>
<dd> <dd>
Get wetness value of Lara. Get wetness value of Lara
@ -358,7 +344,7 @@
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Current wetness value. current wetness value
</ol> </ol>
@ -374,7 +360,7 @@
<strong>LaraObject:SetStamina(stamina)</strong> <strong>LaraObject:SetStamina(stamina)</strong>
</dt> </dt>
<dd> <dd>
Set sprint energy value of Lara. Set sprint energy value of Lara
@ -382,7 +368,7 @@
<ul> <ul>
<li><span class="parameter">stamina</span> <li><span class="parameter">stamina</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Stamina to give to Lara. Maximum value is 120. to give to Lara; maximum value is 120.
</li> </li>
</ul> </ul>
@ -400,7 +386,7 @@
<strong>LaraObject:GetStamina()</strong> <strong>LaraObject:GetStamina()</strong>
</dt> </dt>
<dd> <dd>
Get stamina value of Lara. Get stamina value of Lara
@ -409,7 +395,7 @@
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Current sprint value. current sprint value
</ol> </ol>
@ -425,7 +411,7 @@
<strong>Moveable:GetAirborne()</strong> <strong>Moveable:GetAirborne()</strong>
</dt> </dt>
<dd> <dd>
Get the moveable's airborne status. Get the moveable's airborne status
@ -433,8 +419,8 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">(bool)</span></span>
True if Lara state must react to aerial forces. true if Lara state must react to aerial forces.
</ol> </ol>
@ -443,18 +429,18 @@
</dd> </dd>
<dt> <dt>
<a name = "Moveable:SetAirborne"></a> <a name = "Moveable:SetAirborne"></a>
<strong>Moveable:SetAirborne(airborne)</strong> <strong>Moveable:SetAirborne(New)</strong>
</dt> </dt>
<dd> <dd>
Set the moveable's airborne status. Set the moveable's airborne status
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">airborne</span> <li><span class="parameter">New</span>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">(bool)</span></span>
New airborne status for Lara. airborn status for Lara.
</li> </li>
</ul> </ul>
@ -506,7 +492,7 @@
<strong>LaraObject:GetHandStatus()</strong> <strong>LaraObject:GetHandStatus()</strong>
</dt> </dt>
<dd> <dd>
Get actual hand status of Lara. Get actual hand status of Lara
@ -514,8 +500,8 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><a class="type" href="../4 enums/Objects.HandStatus.html#">HandStatus</a></span> <span class="types"><span class="type">int</span></span>
Current hand status. hand status 0=HandsFree, 1=Busy(climbing,etc), 2=WeaponDraw, 3=WeaponUndraw, 4=WeaponInHand.
</ol> </ol>
@ -531,7 +517,7 @@
<strong>LaraObject:GetWeaponType()</strong> <strong>LaraObject:GetWeaponType()</strong>
</dt> </dt>
<dd> <dd>
Get actual weapon type of Lara. Get actual weapon type of Lara
@ -539,8 +525,8 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><a class="type" href="../4 enums/Objects.WeaponType.html#">WeaponType</a></span> <span class="types"><span class="type">int</span></span>
Current weapon type. 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.
</ol> </ol>
@ -556,19 +542,35 @@
<strong>LaraObject:SetWeaponType(weaponType, activate)</strong> <strong>LaraObject:SetWeaponType(weaponType, activate)</strong>
</dt> </dt>
<dd> <dd>
Set Lara weapon type. Set Lara weapon type
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">weaponType</span> <li><span class="parameter">weaponType</span>
<span class="types"><a class="type" href="../4 enums/Objects.WeaponType.html#">WeaponType</a></span> <span class="types"><span class="type">LaraWeaponType</span></span>
New weapon type to set.
<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>
If <code>true</code>, also draw the weapons or set torch lit. If <code>false</code>, keep weapons holstered or leave torch unlit. true = let her also draw the weapons, set torch lit. false = let Laras new weapons remain holstered until she draws them, set torch unlit.
</li> </li>
</ul> </ul>
@ -577,7 +579,7 @@
<h3>Usage:</h3> <h3>Usage:</h3>
<ul> <ul>
<pre class="example">Lara:SetWeaponType(WeaponType.PISTOLS, <span class="keyword">false</span>)</pre> <pre class="example">Lara:SetWeaponType(LaraWeaponType.PISTOLS, <span class="keyword">false</span>)</pre>
</ul> </ul>
</dd> </dd>
@ -594,8 +596,8 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><a class="type" href="../4 enums/Objects.AmmoType.html#">AmmoType</a></span> <span class="types"><span class="type">int</span></span>
Player weapon ammo type. player weapon ammo type
</ol> </ol>
@ -611,7 +613,7 @@
<strong>LaraObject:GetAmmoCount()</strong> <strong>LaraObject:GetAmmoCount()</strong>
</dt> </dt>
<dd> <dd>
Get current weapon's ammo count. Get current weapon's ammo count
@ -620,7 +622,7 @@
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
Current ammo count (-1 if infinite). current ammo count (-1 if infinite)
</ol> </ol>
@ -636,7 +638,7 @@
<strong>LaraObject:GetVehicle()</strong> <strong>LaraObject:GetVehicle()</strong>
</dt> </dt>
<dd> <dd>
Get current vehicle, if it exists. Get current vehicle, if it exists
@ -645,7 +647,7 @@
<ol> <ol>
<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#">Moveable</a></span> <span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#">Moveable</a></span>
current vehicle (nil if no vehicle present). current vehicle (nil if no vehicle present)
</ol> </ol>

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@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -115,7 +100,7 @@
<div id="content"> <div id="content">
<h1>Class <code>Objects.Room</code></h1> <h1>Class <code>Objects.Room</code></h1>
<p>Room object.</p> <p>Rooms</p>
<p> <p>
</p> </p>
@ -124,12 +109,8 @@
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Room:GetRoomNumber">Room:GetRoomNumber()</a></td> <td class="name" ><a href="#Room:GetActive">Room:GetActive()</a></td>
<td class="summary">Get the room's number.</td> <td class="summary">Determine whether the room is active or not</td>
</tr>
<tr>
<td class="name" ><a href="#Room:GetName">Room:GetName()</a></td>
<td class="summary">Get the room's unique string identifier.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Room:GetColor">Room:GetColor()</a></td> <td class="name" ><a href="#Room:GetColor">Room:GetColor()</a></td>
@ -140,28 +121,28 @@
<td class="summary">Get the room's reverb type.</td> <td class="summary">Get the room's reverb type.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Room:SetName">Room:SetName(name)</a></td> <td class="name" ><a href="#Room:SetReverbType">Room:SetReverbType(new)</a></td>
<td class="summary">Set the room's unique string identifier.</td>
</tr>
<tr>
<td class="name" ><a href="#Room:SetReverbType">Room:SetReverbType(reverb)</a></td>
<td class="summary">Set the room's reverb type.</td> <td class="summary">Set the room's reverb type.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Room:SetFlag">Room:SetFlag(flagID, value)</a></td> <td class="name" ><a href="#Room:GetName">Room:GetName()</a></td>
<td class="summary">Set the room's specified flag.</td> <td class="summary">Get the room's unique string identifier.</td>
</tr>
<tr>
<td class="name" ><a href="#Room:SetName">Room:SetName(name)</a></td>
<td class="summary">Set the room's name (its unique string identifier).</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Room:GetFlag">Room:GetFlag(flagID)</a></td> <td class="name" ><a href="#Room:GetFlag">Room:GetFlag(flagID)</a></td>
<td class="summary">Get the room's specified flag value (true or false).</td> <td class="summary">Get the room's specified flag value (true or false).</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Room:IsTagPresent">Room:IsTagPresent(tag)</a></td> <td class="name" ><a href="#Room:SetFlag">Room:SetFlag(flagID, the)</a></td>
<td class="summary">Check if the specified tag is set for the room.</td> <td class="summary">Set the room's specified flag value.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Room:GetActive">Room:GetActive()</a></td> <td class="name" ><a href="#Room:IsTagPresent">Room:IsTagPresent(tag)</a></td>
<td class="summary">Check if the room is active.</td> <td class="summary">Checks if specified tag is set for this room.</td>
</tr> </tr>
</table> </table>
@ -173,11 +154,11 @@
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "Room:GetRoomNumber"></a> <a name = "Room:GetActive"></a>
<strong>Room:GetRoomNumber()</strong> <strong>Room:GetActive()</strong>
</dt> </dt>
<dd> <dd>
Get the room's number. Determine whether the room is active or not
@ -185,29 +166,8 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">bool</span></span>
Room number. true if the room is active
</ol>
</dd>
<dt>
<a name = "Room:GetName"></a>
<strong>Room:GetName()</strong>
</dt>
<dd>
Get the room's unique string identifier.
<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>
Room name.
</ol> </ol>
@ -228,7 +188,7 @@
<ol> <ol>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span> <span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Ambient light color. ambient light color of the room
</ol> </ol>
@ -249,7 +209,50 @@
<ol> <ol>
<span class="types"><a class="type" href="../4 enums/Objects.RoomReverb.html#">RoomReverb</a></span> <span class="types"><a class="type" href="../4 enums/Objects.RoomReverb.html#">RoomReverb</a></span>
Reverb type. room's reverb type
</ol>
</dd>
<dt>
<a name = "Room:SetReverbType"></a>
<strong>Room:SetReverbType(new)</strong>
</dt>
<dd>
Set the room's reverb type.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">new</span>
<span class="types"><a class="type" href="../4 enums/Objects.RoomReverb.html#">RoomReverb</a></span>
reverb type of the room
</li>
</ul>
</dd>
<dt>
<a name = "Room:GetName"></a>
<strong>Room:GetName()</strong>
</dt>
<dd>
Get the room's unique string identifier.
<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>
the room's name
</ol> </ol>
@ -261,7 +264,7 @@
<strong>Room:SetName(name)</strong> <strong>Room:SetName(name)</strong>
</dt> </dt>
<dd> <dd>
Set the room's unique string identifier. Set the room's name (its unique string identifier).
@ -269,55 +272,7 @@
<ul> <ul>
<li><span class="parameter">name</span> <li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
New name. The room's new name
</li>
</ul>
</dd>
<dt>
<a name = "Room:SetReverbType"></a>
<strong>Room:SetReverbType(reverb)</strong>
</dt>
<dd>
Set the room's reverb type.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">reverb</span>
<span class="types"><a class="type" href="../4 enums/Objects.RoomReverb.html#">RoomReverb</a></span>
Reverb type.
</li>
</ul>
</dd>
<dt>
<a name = "Room:SetFlag"></a>
<strong>Room:SetFlag(flagID, value)</strong>
</dt>
<dd>
Set the room's specified flag.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">flagID</span>
<span class="types"><a class="type" href="../4 enums/Objects.RoomFlagID.html#">RoomFlagID</a></span>
Room flag ID.
</li>
<li><span class="parameter">value</span>
<span class="types"><span class="type">bool</span></span>
Boolean to set the flag to.
</li> </li>
</ul> </ul>
@ -339,7 +294,39 @@
<ul> <ul>
<li><span class="parameter">flagID</span> <li><span class="parameter">flagID</span>
<span class="types"><a class="type" href="../4 enums/Objects.RoomFlagID.html#">RoomFlagID</a></span> <span class="types"><a class="type" href="../4 enums/Objects.RoomFlagID.html#">RoomFlagID</a></span>
Room flag ID. The room's flag ID
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
the room's specified flag value
</ol>
</dd>
<dt>
<a name = "Room:SetFlag"></a>
<strong>Room:SetFlag(flagID, the)</strong>
</dt>
<dd>
Set the room's specified flag value.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">flagID</span>
<span class="types"><a class="type" href="../4 enums/Objects.RoomFlagID.html#">RoomFlagID</a></span>
The room's flag ID
</li>
<li><span class="parameter">the</span>
<span class="types"><span class="type">bool</span></span>
room's new flag value
</li> </li>
</ul> </ul>
@ -353,7 +340,7 @@
<strong>Room:IsTagPresent(tag)</strong> <strong>Room:IsTagPresent(tag)</strong>
</dt> </dt>
<dd> <dd>
Check if the specified tag is set for the room. Checks if specified tag is set for this room.
@ -361,7 +348,7 @@
<ul> <ul>
<li><span class="parameter">tag</span> <li><span class="parameter">tag</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Text tag to check (case sensitive). A text tag to check (case sensitive)
</li> </li>
</ul> </ul>
@ -369,28 +356,7 @@
<ol> <ol>
<span class="types"><span class="type">bool</span></span> <span class="types"><span class="type">bool</span></span>
Boolean of the tag's presence. true if tag is present, false if not
</ol>
</dd>
<dt>
<a name = "Room:GetActive"></a>
<strong>Room:GetActive()</strong>
</dt>
<dd>
Check if the room is active.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
Boolean of the room's active status.
</ol> </ol>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -115,7 +100,7 @@
<div id="content"> <div id="content">
<h1>Class <code>Objects.Sink</code></h1> <h1>Class <code>Objects.Sink</code></h1>
<p>Represents a sink object.</p> <p>Sink</p>
<p> <p>
</p> </p>
@ -123,29 +108,31 @@
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr>
<td class="name" ><a href="#Sink:GetName">Sink:GetName()</a></td>
<td class="summary">Get this sink's unique string identifier.</td>
</tr>
<tr> <tr>
<td class="name" ><a href="#Sink:GetPosition">Sink:GetPosition()</a></td> <td class="name" ><a href="#Sink:GetPosition">Sink:GetPosition()</a></td>
<td class="summary">Get this sink's world position.</td> <td class="summary">Get the sink's position</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Sink:GetStrength">Sink:GetStrength()</a></td> <td class="name" ><a href="#Sink:SetPosition">Sink:SetPosition(position)</a></td>
<td class="summary">Get this sink's strength.</td> <td class="summary">Set the sink's position</td>
</tr>
<tr>
<td class="name" ><a href="#Sink:GetName">Sink:GetName()</a></td>
<td class="summary">Get the sink's unique string identifier
e.g.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Sink:SetName">Sink:SetName(name)</a></td> <td class="name" ><a href="#Sink:SetName">Sink:SetName(name)</a></td>
<td class="summary">Set this sink's unique string identifier.</td> <td class="summary">Set the sink's name (its unique string identifier)</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Sink:SetPosition">Sink:SetPosition(pos)</a></td> <td class="name" ><a href="#Sink:GetStrength">Sink:GetStrength()</a></td>
<td class="summary">Set this sink's world position.</td> <td class="summary">Get the sink's strength</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Sink:SetStrength">Sink:SetStrength(strength)</a></td> <td class="name" ><a href="#Sink:SetStrength">Sink:SetStrength(strength)</a></td>
<td class="summary">Set this sink's strength.</td> <td class="summary">Set the strength of the sink
Higher numbers provide stronger currents.</td>
</tr> </tr>
</table> </table>
@ -156,33 +143,12 @@
<h2 class="section-header "><a name="Functions"></a>Functions</h2> <h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function"> <dl class="function">
<dt>
<a name = "Sink:GetName"></a>
<strong>Sink:GetName()</strong>
</dt>
<dd>
Get this sink's unique string identifier.
<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>
Name.
</ol>
</dd>
<dt> <dt>
<a name = "Sink:GetPosition"></a> <a name = "Sink:GetPosition"></a>
<strong>Sink:GetPosition()</strong> <strong>Sink:GetPosition()</strong>
</dt> </dt>
<dd> <dd>
Get this sink's world position. Get the sink's position
@ -191,7 +157,7 @@
<ol> <ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
World position. a copy of the sink's position
</ol> </ol>
@ -199,11 +165,34 @@
</dd> </dd>
<dt> <dt>
<a name = "Sink:GetStrength"></a> <a name = "Sink:SetPosition"></a>
<strong>Sink:GetStrength()</strong> <strong>Sink:SetPosition(position)</strong>
</dt> </dt>
<dd> <dd>
Get this sink's strength. Set the sink's position
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
the new position of the sink
</li>
</ul>
</dd>
<dt>
<a name = "Sink:GetName"></a>
<strong>Sink:GetName()</strong>
</dt>
<dd>
Get the sink's unique string identifier
e.g. "strong_river_current" or "propeller_death_sink"
@ -211,8 +200,8 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><span class="type">int</span></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Strength. the sink's name
</ol> </ol>
@ -224,7 +213,7 @@
<strong>Sink:SetName(name)</strong> <strong>Sink:SetName(name)</strong>
</dt> </dt>
<dd> <dd>
Set this sink's unique string identifier. Set the sink's name (its unique string identifier)
@ -232,7 +221,7 @@
<ul> <ul>
<li><span class="parameter">name</span> <li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
New name. The sink's new name
</li> </li>
</ul> </ul>
@ -242,22 +231,21 @@
</dd> </dd>
<dt> <dt>
<a name = "Sink:SetPosition"></a> <a name = "Sink:GetStrength"></a>
<strong>Sink:SetPosition(pos)</strong> <strong>Sink:GetStrength()</strong>
</dt> </dt>
<dd> <dd>
Set this sink's world position. Get the sink's strength
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
New world position.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the sink's current strength
</ol>
@ -268,8 +256,8 @@
<strong>Sink:SetStrength(strength)</strong> <strong>Sink:SetStrength(strength)</strong>
</dt> </dt>
<dd> <dd>
Set this sink's strength. Set the strength of the sink
Higher numbers provide stronger currents. Clamped to the range [1, 32]. Higher numbers provide stronger currents. Will be clamped to [1, 32].
@ -277,7 +265,7 @@
<ul> <ul>
<li><span class="parameter">strength</span> <li><span class="parameter">strength</span>
<span class="types"><span class="type">int</span></span> <span class="types"><span class="type">int</span></span>
New strength. The sink's new strength
</li> </li>
</ul> </ul>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -145,7 +130,8 @@
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#SoundSource:SetSoundID">SoundSource:SetSoundID(name)</a></td> <td class="name" ><a href="#SoundSource:SetSoundID">SoundSource:SetSoundID(name)</a></td>
<td class="summary">Set the sound source's ID</td> <td class="summary">Set the sound source's ID
<strong>TODO</strong> this and getSoundID should use enums</td>
</tr> </tr>
</table> </table>
@ -269,6 +255,7 @@
</dt> </dt>
<dd> <dd>
Set the sound source's ID Set the sound source's ID
<strong>TODO</strong> this and getSoundID should use enums

File diff suppressed because it is too large Load diff

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -129,7 +114,7 @@ when you need to use screen-space coordinates.</p>
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#DisplayString">DisplayString(string, Position[, scale][, color][, translated], table)</a></td> <td class="name" ><a href="#DisplayString">DisplayString(string, Position[, scale][, color][, translated][, flags])</a></td>
<td class="summary">Create a DisplayString.</td> <td class="summary">Create a DisplayString.</td>
</tr> </tr>
<tr> <tr>
@ -183,7 +168,7 @@ when you need to use screen-space coordinates.</p>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "DisplayString"></a> <a name = "DisplayString"></a>
<strong>DisplayString(string, Position[, scale][, color][, translated], table)</strong> <strong>DisplayString(string, Position[, scale][, color][, translated][, flags])</strong>
</dt> </dt>
<dd> <dd>
Create a DisplayString. Create a DisplayString.
@ -217,9 +202,16 @@ For use in <a href="../1 modules/Strings.html#ShowString">ShowString</a> and <a
If true, the string argument will be the key of a translated string specified in strings.lua. <strong>Default: false</strong>. If true, the string argument will be the key of a translated string specified in strings.lua. <strong>Default: false</strong>.
(<em>optional</em>) (<em>optional</em>)
</li> </li>
<li><span class="parameter">table</span> <li><span class="parameter">flags</span>
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
<strong>Default: None.</strong> <em>Please note that Strings are automatically aligned to the LEFT</em> A table of string display options. Can be empty or omitted. The possible values and their effects are:</p>
<pre><code>TEN.Strings.DisplayStringOption.CENTER: set the horizontal origin point to the center of the string.
TEN.Strings.DisplayStringOption.RIGHT: set the horizontal origin point to right of the string.
TEN.Strings.DisplayStringOption.SHADOW: give the string a small shadow.
TEN.Strings.DisplayStringOption.BLINK: blink the string.
</code></pre>
<p><strong>Default: empty</strong>
(<em>optional</em>)
</li> </li>
</ul> </ul>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -193,14 +178,14 @@
<strong>DisplaySprite(ID, int, pos, rot, scale[, color])</strong> <strong>DisplaySprite(ID, int, pos, rot, scale[, color])</strong>
</dt> </dt>
<dd> <dd>
Create a DisplaySprite object. () Create a DisplaySprite object.
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">ID</span> <li><span class="parameter">ID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span> <span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
of the sprite sequence object. of the sprite sequence object.
</li> </li>
<li><span class="parameter">int</span> <li><span class="parameter">int</span>
@ -250,7 +235,7 @@
<h3>Returns:</h3> <h3>Returns:</h3>
<ol> <ol>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span> <span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Sprite sequence object ID. Sprite sequence object ID.
</ol> </ol>
@ -368,14 +353,14 @@
<strong>DisplaySprite:SetObjectID(New)</strong> <strong>DisplaySprite:SetObjectID(New)</strong>
</dt> </dt>
<dd> <dd>
Set the sprite sequence object ID used by the display sprite. (Objects.ObjID.SpriteConstants) Set the sprite sequence object ID used by the display sprite. (Objects.ObjID)
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">New</span> <li><span class="parameter">New</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span> <span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
sprite sequence object ID. sprite sequence object ID.
</li> </li>
</ul> </ul>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -115,27 +100,27 @@
<div id="content"> <div id="content">
<h1>Primitive Class <code>Color</code></h1> <h1>Primitive Class <code>Color</code></h1>
<p>Represents an RGBA or RGB color.</p> <p>An RGBA or RGB color.</p>
<p> Components are specified as values clamped to the range [0, 255].</p> <p>Components are specified in bytes; all values are clamped to [0, 255].</p>
<h2><a href="#Members">Members</a></h2> <h2><a href="#Members">Members</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#r">r</a></td> <td class="name" ><a href="#r">r</a></td>
<td class="summary">(int) Red component.</td> <td class="summary">(int) red component</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#g">g</a></td> <td class="name" ><a href="#g">g</a></td>
<td class="summary">(int) Green component.</td> <td class="summary">(int) green component</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#b">b</a></td> <td class="name" ><a href="#b">b</a></td>
<td class="summary">(int) Blue component.</td> <td class="summary">(int) blue component</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#a">a</a></td> <td class="name" ><a href="#a">a</a></td>
<td class="summary">(int) Alpha component (0 = invisible, 255 = opaque).</td> <td class="summary">(int) alpha component (255 = opaque, 0 = invisible)</td>
</tr> </tr>
</table> </table>
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
@ -144,6 +129,12 @@
<td class="name" ><a href="#Color">Color(R, G, B)</a></td> <td class="name" ><a href="#Color">Color(R, G, B)</a></td>
<td class="summary"> <td class="summary">
</td>
</tr>
<tr>
<td class="name" ><a href="#Color">Color(R, G, B, A)</a></td>
<td class="summary">
</td> </td>
</tr> </tr>
<tr> <tr>
@ -166,7 +157,7 @@
<strong>r</strong> <strong>r</strong>
</dt> </dt>
<dd> <dd>
(int) Red component. (int) red component
@ -181,7 +172,7 @@
<strong>g</strong> <strong>g</strong>
</dt> </dt>
<dd> <dd>
(int) Green component. (int) green component
@ -196,7 +187,7 @@
<strong>b</strong> <strong>b</strong>
</dt> </dt>
<dd> <dd>
(int) Blue component. (int) blue component
@ -211,7 +202,7 @@
<strong>a</strong> <strong>a</strong>
</dt> </dt>
<dd> <dd>
(int) Alpha component (0 = invisible, 255 = opaque). (int) alpha component (255 = opaque, 0 = invisible)
@ -262,6 +253,48 @@
</dd>
<dt>
<a name = "Color"></a>
<strong>Color(R, G, B, A)</strong>
</dt>
<dd>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">R</span>
<span class="types"><span class="type">int</span></span>
red component
</li>
<li><span class="parameter">G</span>
<span class="types"><span class="type">int</span></span>
green component
</li>
<li><span class="parameter">B</span>
<span class="types"><span class="type">int</span></span>
blue component
</li>
<li><span class="parameter">A</span>
<span class="types"><span class="type">int</span></span>
alpha component (255 is opaque, 0 is invisible)
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
A new Color object.
</ol>
</dd> </dd>
<dt> <dt>
<a name = "__tostring"></a> <a name = "__tostring"></a>
@ -278,7 +311,7 @@
<ul> <ul>
<li><span class="parameter">color</span> <li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span> <span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
This color. this color
</li> </li>
</ul> </ul>
@ -286,7 +319,7 @@
<ol> <ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
A string representing R, G, B, and A values. A string showing the r, g, b, and a values of the color
</ol> </ol>

View file

@ -1,281 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <here>Flow.Horizon</here></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Primitive Class <code>Flow.Horizon</code></h1>
<p>Represents a horizon.</p>
<p> To be used with <a href="../2 classes/Flow.Level.html#horizon1">Flow.Level.horizon1</a> and <a href="../2 classes/Flow.Level.html#horizon2">Flow.Level.horizon2</a> properties.</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#enabled">enabled</a></td>
<td class="summary">(bool) Horizon enabled state.</td>
</tr>
<tr>
<td class="name" ><a href="#objectID">objectID</a></td>
<td class="summary">(<a href="../4 enums/Objects.ObjID.html#">Objects.ObjID</a>) Horizon object ID.</td>
</tr>
<tr>
<td class="name" ><a href="#position">position</a></td>
<td class="summary">(<a href="../3 primitive classes/Vec3.html#">Vec3</a>) Horizon position.</td>
</tr>
<tr>
<td class="name" ><a href="#rotation">rotation</a></td>
<td class="summary">(<a href="../3 primitive classes/Rotation.html#">Rotation</a>) Horizon rotation.</td>
</tr>
<tr>
<td class="name" ><a href="#transparency">transparency</a></td>
<td class="summary">(float) Horizon transparency.</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Horizon">Horizon(objectID)</a></td>
<td class="summary">Create a horizon object.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "enabled"></a>
<strong>enabled</strong>
</dt>
<dd>
(bool) Horizon enabled state.
If set to true, horizon will be visible.
</dd>
<dt>
<a name = "objectID"></a>
<strong>objectID</strong>
</dt>
<dd>
(<a href="../4 enums/Objects.ObjID.html#">Objects.ObjID</a>) Horizon object ID.
</dd>
<dt>
<a name = "position"></a>
<strong>position</strong>
</dt>
<dd>
(<a href="../3 primitive classes/Vec3.html#">Vec3</a>) Horizon position.
Specifies an offset from the camera origin.
</dd>
<dt>
<a name = "rotation"></a>
<strong>rotation</strong>
</dt>
<dd>
(<a href="../3 primitive classes/Rotation.html#">Rotation</a>) Horizon rotation.
Specifies horizon rotation.
</dd>
<dt>
<a name = "transparency"></a>
<strong>transparency</strong>
</dt>
<dd>
(float) Horizon transparency.
Specifies horizon transparency on a range from 0 to 1.
</dd>
</dl>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Horizon"></a>
<strong>Horizon(objectID)</strong>
</dt>
<dd>
Create a horizon object.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">objectID</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Object ID for the horizon to use.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Flow.Horizon.html#Horizon">Horizon</a></span>
A new Horizon object.
</ol>
</dd>
</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" -->
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View file

@ -1,285 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <here>Flow.LensFlare</here></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Primitive Class <code>Flow.LensFlare</code></h1>
<p>Represents a global lens flare (not to be confused with the lens flare object).</p>
<p> To be used with <a href="../2 classes/Flow.Level.html#lensFlare">Flow.Level.lensFlare</a> property.</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#enabled">enabled</a></td>
<td class="summary">(bool) Lens flare enabled state.</td>
</tr>
<tr>
<td class="name" ><a href="#spriteID">spriteID</a></td>
<td class="summary">(<a href="../4 enums/Objects.ObjID.html#SpriteConstants">Objects.ObjID.SpriteConstants</a>) Lens flare's sun sprite object ID.</td>
</tr>
<tr>
<td class="name" ><a href="#pitch">pitch</a></td>
<td class="summary">(float) Lens flare's pitch (vertical) angle in degrees.</td>
</tr>
<tr>
<td class="name" ><a href="#yaw">yaw</a></td>
<td class="summary">(float) Lens flare's yaw (horizontal) angle in degrees.</td>
</tr>
<tr>
<td class="name" ><a href="#color">color</a></td>
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) Lens flare's color.</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#LensFlare">LensFlare(pitch, yaw, color)</a></td>
<td class="summary">Create a LensFlare object.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "enabled"></a>
<strong>enabled</strong>
</dt>
<dd>
(bool) Lens flare enabled state.
If set to true, lens flare will be visible.
</dd>
<dt>
<a name = "spriteID"></a>
<strong>spriteID</strong>
</dt>
<dd>
(<a href="../4 enums/Objects.ObjID.html#SpriteConstants">Objects.ObjID.SpriteConstants</a>) Lens flare's sun sprite object ID.
</dd>
<dt>
<a name = "pitch"></a>
<strong>pitch</strong>
</dt>
<dd>
(float) Lens flare's pitch (vertical) angle in degrees.
</dd>
<dt>
<a name = "yaw"></a>
<strong>yaw</strong>
</dt>
<dd>
(float) Lens flare's yaw (horizontal) angle in degrees.
</dd>
<dt>
<a name = "color"></a>
<strong>color</strong>
</dt>
<dd>
(<a href="../3 primitive classes/Color.html#">Color</a>) Lens flare's color.
</dd>
</dl>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "LensFlare"></a>
<strong>LensFlare(pitch, yaw, color)</strong>
</dt>
<dd>
Create a LensFlare object.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pitch</span>
<span class="types"><span class="type">float</span></span>
Pitch angle in degrees.
</li>
<li><span class="parameter">yaw</span>
<span class="types"><span class="type">float</span></span>
Yaw angle in degrees.
</li>
<li><span class="parameter">color</span>
Color of the lensflare.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Flow.LensFlare.html#LensFlare">LensFlare</a></span>
A new LensFlare object.
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
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<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

@ -1,302 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <here>Flow.Starfield</here></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Primitive Class <code>Flow.Starfield</code></h1>
<p>Represents a star field in the sky.</p>
<p> To be used with <a href="../2 classes/Flow.Level.html#starfield">Flow.Level.starfield</a> property.</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#starCount">starCount</a></td>
<td class="summary">(int) Amount of visible stars.</td>
</tr>
<tr>
<td class="name" ><a href="#meteorCount">meteorCount</a></td>
<td class="summary">(int) Amount of visible meteors.</td>
</tr>
<tr>
<td class="name" ><a href="#meteorSpawnDensity">meteorSpawnDensity</a></td>
<td class="summary">(int) Meteor spawn density.</td>
</tr>
<tr>
<td class="name" ><a href="#meteorVelocity">meteorVelocity</a></td>
<td class="summary">(int) Meteor velocity.</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Starfield">Starfield(starCount)</a></td>
<td class="summary">Create a starfield object with only stars.</td>
</tr>
<tr>
<td class="name" ><a href="#Starfield">Starfield(starCount, meteorCount, meteorSpawnDensity, meteorVel)</a></td>
<td class="summary">Create a starfield object with stars and meteors.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "starCount"></a>
<strong>starCount</strong>
</dt>
<dd>
(int) Amount of visible stars.
</dd>
<dt>
<a name = "meteorCount"></a>
<strong>meteorCount</strong>
</dt>
<dd>
(int) Amount of visible meteors.
</dd>
<dt>
<a name = "meteorSpawnDensity"></a>
<strong>meteorSpawnDensity</strong>
</dt>
<dd>
(int) Meteor spawn density.
</dd>
<dt>
<a name = "meteorVelocity"></a>
<strong>meteorVelocity</strong>
</dt>
<dd>
(int) Meteor velocity.
</dd>
</dl>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Starfield"></a>
<strong>Starfield(starCount)</strong>
</dt>
<dd>
Create a starfield object with only stars.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">starCount</span>
<span class="types"><span class="type">int</span></span>
Star count.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Flow.Starfield.html#Starfield">Starfield</a></span>
A new Starfield object.
</ol>
</dd>
<dt>
<a name = "Starfield"></a>
<strong>Starfield(starCount, meteorCount, meteorSpawnDensity, meteorVel)</strong>
</dt>
<dd>
Create a starfield object with stars and meteors.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">starCount</span>
<span class="types"><span class="type">int</span></span>
Star count. <strong>Max: 6000</strong>
</li>
<li><span class="parameter">meteorCount</span>
<span class="types"><span class="type">int</span></span>
Meteor count. <strong>Max: 100</strong>
</li>
<li><span class="parameter">meteorSpawnDensity</span>
<span class="types"><span class="type">int</span></span>
Meteor spawn density.
</li>
<li><span class="parameter">meteorVel</span>
<span class="types"><span class="type">int</span></span>
Meteor velocity.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">StarField</span></span>
A new Starfield object.
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -115,41 +100,35 @@
<div id="content"> <div id="content">
<h1>Primitive Class <code>Rotation</code></h1> <h1>Primitive Class <code>Rotation</code></h1>
<p>Represents a 3D rotation.</p> <p>Represents a degree-based 3D rotation.</p>
<p> All angle components are in degrees clamped to the range [0.0, 360.0].</p> <p>All values are clamped to the range [0.0, 360.0].</p>
<h2><a href="#Members">Members</a></h2> <h2><a href="#Members">Members</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#x">x</a></td> <td class="name" ><a href="#x">x</a></td>
<td class="summary">(float) X angle component in degrees.</td> <td class="summary">(float) X angle component.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#y">y</a></td> <td class="name" ><a href="#y">y</a></td>
<td class="summary">(float) Y angle component in degrees.</td> <td class="summary">(float) Y angle component.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#z">z</a></td> <td class="name" ><a href="#z">z</a></td>
<td class="summary">(float) Z angle component in degrees.</td> <td class="summary">(float) Z angle component.</td>
</tr> </tr>
</table> </table>
<h2><a href="#Functions">Functions</a></h2> <h2><a href="#Functions">Functions</a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Rotation">Rotation(x, y, z)</a></td> <td class="name" ><a href="#Rotation">Rotation(x, y, z)</a></td>
<td class="summary">Create a Rotation object.</td> <td class="summary">
</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Lerp">Lerp(rot, alpha)</a></td> <td class="name" ><a href="#__tostring">__tostring(rotation)</a></td>
<td class="summary">Get the linearly interpolated Rotation between this Rotation and the input Rotation according to the input alpha.</td>
</tr>
<tr>
<td class="name" ><a href="#Direction">Direction()</a></td>
<td class="summary">Get the normalized direction vector of this Rotation.</td>
</tr>
<tr>
<td class="name" ><a href="#__tostring">__tostring(rot)</a></td>
<td class="summary"> <td class="summary">
</td> </td>
@ -168,7 +147,7 @@
<strong>x</strong> <strong>x</strong>
</dt> </dt>
<dd> <dd>
(float) X angle component in degrees. (float) X angle component.
@ -183,7 +162,7 @@
<strong>y</strong> <strong>y</strong>
</dt> </dt>
<dd> <dd>
(float) Y angle component in degrees. (float) Y angle component.
@ -198,7 +177,7 @@
<strong>z</strong> <strong>z</strong>
</dt> </dt>
<dd> <dd>
(float) Z angle component in degrees. (float) Z angle component.
@ -217,7 +196,9 @@
<strong>Rotation(x, y, z)</strong> <strong>Rotation(x, y, z)</strong>
</dt> </dt>
<dd> <dd>
Create a Rotation object.
@ -225,15 +206,15 @@
<ul> <ul>
<li><span class="parameter">x</span> <li><span class="parameter">x</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
X angle component in degrees. X angle component.
</li> </li>
<li><span class="parameter">y</span> <li><span class="parameter">y</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
Y angle component in degrees. Y angle component.
</li> </li>
<li><span class="parameter">z</span> <li><span class="parameter">z</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
Z angle component in degrees. Z angle component.
</li> </li>
</ul> </ul>
@ -241,60 +222,7 @@
<ol> <ol>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span> <span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
A new Rotation object. A Rotation.
</ol>
</dd>
<dt>
<a name = "Lerp"></a>
<strong>Lerp(rot, alpha)</strong>
</dt>
<dd>
Get the linearly interpolated Rotation between this Rotation and the input Rotation according to the input alpha.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rot</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Interpolation target.
</li>
<li><span class="parameter">alpha</span>
<span class="types"><span class="type">float</span></span>
Interpolation alpha in the range [0, 1].
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Linearly interpolated rotation.
</ol>
</dd>
<dt>
<a name = "Direction"></a>
<strong>Direction()</strong>
</dt>
<dd>
Get the normalized direction vector of this Rotation.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Normalized direction vector.
</ol> </ol>
@ -303,7 +231,7 @@
</dd> </dd>
<dt> <dt>
<a name = "__tostring"></a> <a name = "__tostring"></a>
<strong>__tostring(rot)</strong> <strong>__tostring(rotation)</strong>
</dt> </dt>
<dd> <dd>
@ -314,9 +242,9 @@
<h3>Parameters:</h3> <h3>Parameters:</h3>
<ul> <ul>
<li><span class="parameter">rot</span> <li><span class="parameter">rotation</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span> <span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
This Rotation. this Rotation.
</li> </li>
</ul> </ul>
@ -324,7 +252,7 @@
<ol> <ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span> <span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
A string showing the X, Y, and Z angle components of this Rotation. A string showing the X, Y, and Z angle components of the Rotation.
</ol> </ol>

View file

@ -1,431 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine 1.8.1 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
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<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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Primitive Class <code>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>
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<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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -143,22 +128,14 @@
<td class="summary">Create a Vec2 object.</td> <td class="summary">Create a Vec2 object.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#__tostring">__tostring(This)</a></td>
<td class="summary">Metafunction.</td>
</tr>
<tr>
<td class="name" ><a href="#Vec2:Normalize">Vec2:Normalize()</a></td> <td class="name" ><a href="#Vec2:Normalize">Vec2:Normalize()</a></td>
<td class="summary">Get a copy of this Vec2 normalized to length 1.</td> <td class="summary">Get a copy of this Vec2 normalized to length 1.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Vec2:Translate">Vec2:Translate(dir, dist)</a></td>
<td class="summary">Get a copy of this Vec2 translated in the input Vec2 direction by the input distance.</td>
</tr>
<tr>
<td class="name" ><a href="#Vec2:Translate">Vec2:Translate(rot, dist)</a></td>
<td class="summary">Get a copy of this Vec2 translated in the direction of the input rotation in degrees by the input distance.</td>
</tr>
<tr>
<td class="name" ><a href="#Vec2:Translate">Vec2:Translate(rot, relOffset)</a></td>
<td class="summary">Get a copy of this Vec2 translated by an offset, where the input relative offset Vec2 is rotated according to the input rotation in degrees.</td>
</tr>
<tr>
<td class="name" ><a href="#Vec2:Rotate">Vec2:Rotate(rot)</a></td> <td class="name" ><a href="#Vec2:Rotate">Vec2:Rotate(rot)</a></td>
<td class="summary">Get a copy of this Vec2 rotated by the input rotation in degrees.</td> <td class="summary">Get a copy of this Vec2 rotated by the input rotation in degrees.</td>
</tr> </tr>
@ -182,10 +159,6 @@
<td class="name" ><a href="#Vec2:Length">Vec2:Length()</a></td> <td class="name" ><a href="#Vec2:Length">Vec2:Length()</a></td>
<td class="summary">Get the length of this Vec2.</td> <td class="summary">Get the length of this Vec2.</td>
</tr> </tr>
<tr>
<td class="name" ><a href="#__tostring">__tostring(This)</a></td>
<td class="summary">Metafunction.</td>
</tr>
</table> </table>
<br/> <br/>
@ -234,7 +207,7 @@
<strong>Vec2(x, y)</strong> <strong>Vec2(x, y)</strong>
</dt> </dt>
<dd> <dd>
Create a Vec2 object. Create a Vec2 object. (x, y)
@ -266,7 +239,7 @@
<strong>Vec(value)</strong> <strong>Vec(value)</strong>
</dt> </dt>
<dd> <dd>
Create a Vec2 object. Create a Vec2 object. (value)
@ -288,288 +261,6 @@
</dd>
<dt>
<a name = "Vec2:Normalize"></a>
<strong>Vec2:Normalize()</strong>
</dt>
<dd>
Get a copy of this Vec2 normalized to length 1.
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Normalized vector.
</ol>
</dd>
<dt>
<a name = "Vec2:Translate"></a>
<strong>Vec2:Translate(dir, dist)</strong>
</dt>
<dd>
Get a copy of this Vec2 translated in the input Vec2 direction by the input distance.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">dir</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Direction vector. Normalized automatically to length 1.
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">float</span></span>
Distance.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Translated vector.
</ol>
</dd>
<dt>
<a name = "Vec2:Translate"></a>
<strong>Vec2:Translate(rot, dist)</strong>
</dt>
<dd>
Get a copy of this Vec2 translated in the direction of the input rotation in degrees by the input distance.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rot</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Rotation in degrees defining the direction.
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">float</span></span>
Distance.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Translated vector.
</ol>
</dd>
<dt>
<a name = "Vec2:Translate"></a>
<strong>Vec2:Translate(rot, relOffset)</strong>
</dt>
<dd>
Get a copy of this Vec2 translated by an offset, where the input relative offset Vec2 is rotated according to the input rotation in degrees.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
Rotation in degrees rotating the input relative offset vector.
</li>
<li><span class="parameter">relOffset</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Relative offset vector before rotation.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Translated vector.
</ol>
</dd>
<dt>
<a name = "Vec2:Rotate"></a>
<strong>Vec2:Rotate(rot)</strong>
</dt>
<dd>
Get a copy of this Vec2 rotated by the input rotation in degrees.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
Rotation in degrees.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Rotated Vec2.
</ol>
</dd>
<dt>
<a name = "Vec2:Lerp"></a>
<strong>Vec2:Lerp(vector, alpha)</strong>
</dt>
<dd>
Get the linearly interpolated Vec2 between this Vec2 and the input Vec2 according to the input interpolation alpha.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Interpolation target.
</li>
<li><span class="parameter">alpha</span>
<span class="types"><span class="type">float</span></span>
Interpolation alpha in the range [0, 1].
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Linearly interpolated vector.
</ol>
</dd>
<dt>
<a name = "Vec2:Cross"></a>
<strong>Vec2:Cross(vector)</strong>
</dt>
<dd>
Get the cross product of this Vec2 and the input Vec2.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Input vector.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Cross product.
</ol>
</dd>
<dt>
<a name = "Vec2:Dot"></a>
<strong>Vec2:Dot(vector)</strong>
</dt>
<dd>
Get the dot product of this Vec2 and the input Vec2.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Input vector.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">float</span></span>
Dot product.
</ol>
</dd>
<dt>
<a name = "Vec2:Distance"></a>
<strong>Vec2:Distance(vector)</strong>
</dt>
<dd>
Get the distance between this Vec2 and the input Vec2.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Input vector.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">float</span></span>
Distance.
</ol>
</dd>
<dt>
<a name = "Vec2:Length"></a>
<strong>Vec2:Length()</strong>
</dt>
<dd>
Get the length of this Vec2.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">float</span></span>
Length.
</ol>
</dd> </dd>
<dt> <dt>
<a name = "__tostring"></a> <a name = "__tostring"></a>
@ -598,6 +289,192 @@
</dd>
<dt>
<a name = "Vec2:Normalize"></a>
<strong>Vec2:Normalize()</strong>
</dt>
<dd>
Get a copy of this Vec2 normalized to length 1. ()
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Normalized vector.
</ol>
</dd>
<dt>
<a name = "Vec2:Rotate"></a>
<strong>Vec2:Rotate(rot)</strong>
</dt>
<dd>
Get a copy of this Vec2 rotated by the input rotation in degrees. (rot)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
Rotation in degrees.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Rotated Vec2.
</ol>
</dd>
<dt>
<a name = "Vec2:Lerp"></a>
<strong>Vec2:Lerp(vector, alpha)</strong>
</dt>
<dd>
Get the linearly interpolated Vec2 between this Vec2 and the input Vec2 according to the input interpolation alpha. (vector)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Target interpolation vector.
</li>
<li><span class="parameter">alpha</span>
<span class="types"><span class="type">float</span></span>
Interpolation alpha in the range [0, 1].
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Linearly interpolated vector
</ol>
</dd>
<dt>
<a name = "Vec2:Cross"></a>
<strong>Vec2:Cross(vector)</strong>
</dt>
<dd>
Get the cross product of this Vec2 and the input Vec2. (vector)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Input vector.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Cross product.
</ol>
</dd>
<dt>
<a name = "Vec2:Dot"></a>
<strong>Vec2:Dot(vector)</strong>
</dt>
<dd>
Get the dot product of this Vec2 and the input Vec2. (vector)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Input vector.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">float</span></span>
Dot product.
</ol>
</dd>
<dt>
<a name = "Vec2:Distance"></a>
<strong>Vec2:Distance(vector)</strong>
</dt>
<dd>
Get the distance between this Vec2 and the input Vec2. (vector)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
Input vector.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">float</span></span>
Distance.
</ol>
</dd>
<dt>
<a name = "Vec2:Length"></a>
<strong>Vec2:Length()</strong>
</dt>
<dd>
Get the length of this Vec2. ()
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">float</span></span>
Length.
</ol>
</dd> </dd>
</dl> </dl>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -151,18 +136,6 @@
<td class="summary">Get a copy of this Vec3 normalized to length 1.</td> <td class="summary">Get a copy of this Vec3 normalized to length 1.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="#Translate">Translate(dir, dist)</a></td>
<td class="summary">Get a copy of this Vec3 translated in the input Vec3 direction by the input distance.</td>
</tr>
<tr>
<td class="name" ><a href="#Translate">Translate(rot, dist)</a></td>
<td class="summary">Get a copy of this Vec3 translated in the direction of the input Rotation object by the input distance.</td>
</tr>
<tr>
<td class="name" ><a href="#Translate">Translate(rot, relOffset)</a></td>
<td class="summary">Get a copy of this Vec3 translated by an offset, where the input relative offset Vec3 is rotated according to the input Rotation object.</td>
</tr>
<tr>
<td class="name" ><a href="#Vec3:Rotate">Vec3:Rotate(rot)</a></td> <td class="name" ><a href="#Vec3:Rotate">Vec3:Rotate(rot)</a></td>
<td class="summary">Get a copy of this Vec3 rotated by the input Rotation object.</td> <td class="summary">Get a copy of this Vec3 rotated by the input Rotation object.</td>
</tr> </tr>
@ -253,7 +226,7 @@
<strong>Vec3(x, y, z)</strong> <strong>Vec3(x, y, z)</strong>
</dt> </dt>
<dd> <dd>
Create a Vec3 object. Create a Vec3 object. (x, y, z)
@ -289,7 +262,7 @@
<strong>Vec3(value)</strong> <strong>Vec3(value)</strong>
</dt> </dt>
<dd> <dd>
Create a Vec3 object. Create a Vec3 object. (value)
@ -317,7 +290,7 @@
<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. ()
@ -332,109 +305,13 @@
</dd>
<dt>
<a name = "Translate"></a>
<strong>Translate(dir, dist)</strong>
</dt>
<dd>
Get a copy of this Vec3 translated in the input Vec3 direction by the input distance.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">dir</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Direction vector. Normalized automatically to length 1.
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">float</span></span>
Distance.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Translated vector.
</ol>
</dd>
<dt>
<a name = "Translate"></a>
<strong>Translate(rot, dist)</strong>
</dt>
<dd>
Get a copy of this Vec3 translated in the direction of the input Rotation object by the input distance.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rot</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Rotation object defining the direction.
</li>
<li><span class="parameter">dist</span>
<span class="types"><span class="type">float</span></span>
Distance.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Translated vector.
</ol>
</dd>
<dt>
<a name = "Translate"></a>
<strong>Translate(rot, relOffset)</strong>
</dt>
<dd>
Get a copy of this Vec3 translated by an offset, where the input relative offset Vec3 is rotated according to the input Rotation object.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">rot</span>
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
Rotation object rotating the input relative offset vector.
</li>
<li><span class="parameter">relOffset</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Relative offset vector before rotation.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Translated vector.
</ol>
</dd> </dd>
<dt> <dt>
<a name = "Vec3:Rotate"></a> <a name = "Vec3:Rotate"></a>
<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. Get a copy of this Vec3 rotated by the input Rotation object. (rot)
@ -462,7 +339,7 @@
<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. Get the linearly interpolated Vec3 between this Vec3 and the input Vec3 according to the input interpolation alpha. (vector)
@ -470,7 +347,7 @@
<ul> <ul>
<li><span class="parameter">vector</span> <li><span class="parameter">vector</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Interpolation target. Target interpolation vector.
</li> </li>
<li><span class="parameter">alpha</span> <li><span class="parameter">alpha</span>
<span class="types"><span class="type">float</span></span> <span class="types"><span class="type">float</span></span>
@ -482,7 +359,7 @@
<ol> <ol>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span> <span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
Linearly interpolated vector. Linearly interpolated vector
</ol> </ol>
@ -494,7 +371,7 @@
<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. Get the cross product of this Vec3 and the input Vec3. (vector)
@ -522,7 +399,7 @@
<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. Get the dot product of this Vec3 and the input Vec3. (vector)
@ -550,7 +427,7 @@
<strong>Vec3:Distance(vector)</strong> <strong>Vec3:Distance(vector)</strong>
</dt> </dt>
<dd> <dd>
Get the distance between this Vec3 and the input Vec3. Get the distance between this Vec3 and the input Vec3. (vector)
@ -578,7 +455,7 @@
<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

@ -1,193 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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> <here>Collision.MaterialType</here></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.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Collision.MaterialType</code></h1>
<p>Constants for material types.</p>
<p>
</p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Collision.MaterialType">Collision.MaterialType</a></td>
<td class="summary">Table of MaterialType constants.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Collision.MaterialType"></a>
<strong>Collision.MaterialType</strong>
</dt>
<dd>
<p>Table of MaterialType constants. To be used with <a href="../2 classes/Collision.Probe.html#GetFloorMaterialType">Collision.Probe.GetFloorMaterialType</a> and <a href="../2 classes/Collision.Probe.html#GetCeilingMaterialType">Collision.Probe.GetCeilingMaterialType</a>.</p>
<ul>
<li><code>MUD</code></li>
<li><code>SNOW</code></li>
<li><code>SNOW</code></li>
<li><code>SAND</code></li>
<li><code>GRAVEL</code></li>
<li><code>ICE</code></li>
<li><code>WATER</code></li>
<li><code>STONE</code></li>
<li><code>WOOD</code></li>
<li><code>METAL</code></li>
<li><code>MARBLE</code></li>
<li><code>GRASS</code></li>
<li><code>CONCRETE</code></li>
<li><code>OLD_WOOD</code></li>
<li><code>OLD_METAL</code></li>
<li><code>CUSTOM_1</code></li>
<li><code>CUSTOM_2</code></li>
<li><code>CUSTOM_3</code></li>
<li><code>CUSTOM_4</code></li>
<li><code>CUSTOM_5</code></li>
<li><code>CUSTOM_6</code></li>
<li><code>CUSTOM_7</code></li>
<li><code>CUSTOM_8</code></li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
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<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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Effects_BlendID_constants">Effects.BlendID constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Effects.BlendID">Effects.BlendID</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Effects.BlendID constants.</td> <td class="summary">Table of blend mode constants (for use with particles).</td>
</tr> </tr>
</table> </table>
@ -133,30 +118,35 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Effects_BlendID_constants"></a>Effects.BlendID constants </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 = "Effects.BlendID"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>Effects.BlendID</strong> <strong>CONSTANT_STRING_HERE</strong>
</dt> </dt>
<dd> <dd>
Table of blend mode constants (for use with particles).
<p>Table of Effects.BlendID constants. </p>
<ul>
<li><code>OPAQUE</code></li>
<li><code>ALPHA_TEST</code></li>
<li><code>ADDITIVE</code></li>
<li><code>NO_DEPTH_TEST</code></li>
<li><code>SUBTRACTIVE</code></li>
<li><code>EXCLUDE</code></li>
<li><code>SCREEN</code></li>
<li><code>LIGHTEN</code></li>
<li><code>ALPHA_BLEND</code></li>
</ul>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <here>Effects.EffectID</here></li> <li> <here>Effects.EffectID</here></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Effects_EffectID_constants">Effects.EffectID constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Effects.EffectID">Effects.EffectID</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Effects.EffectID constants.</td> <td class="summary">Table of effect ID constants (for use Moveable:SetEffect / Moveable:GetEffect functions).</td>
</tr> </tr>
</table> </table>
@ -133,30 +118,33 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Effects_EffectID_constants"></a>Effects.EffectID constants </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 = "Effects.EffectID"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>Effects.EffectID</strong> <strong>CONSTANT_STRING_HERE</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>ELECTRIC_IGNITE</code></li>
<li><code>RED_IGNITE</code></li>
<li><code>CADAVER</code></li>
<li><code>CUSTOM</code></li>
</ul>

View file

@ -1,172 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <here>Effects.ParticleAnimationType</here></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Effects.ParticleAnimationType</code></h1>
<p>Constants for particle animation type constants.</p>
<p> To be used with <a href="../1 modules/Effects.html#EmitAdvancedParticle">Effects.EmitAdvancedParticle</a> function.</p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Effects.ParticleAnimationType">Effects.ParticleAnimationType</a></td>
<td class="summary">Table of Effects.ParticleAnimationType type constants.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Effects.ParticleAnimationType"></a>
<strong>Effects.ParticleAnimationType</strong>
</dt>
<dd>
<p>Table of Effects.ParticleAnimationType type constants. To be used with particles.</p>
<ul>
<li><code>LOOP</code> - Frames loop sequentially.</li>
<li><code>ONE_SHOT</code> - Frames play once and freeze on the last frame.</li>
<li><code>BACK_AND_FORTH</code> - Frames bounce back and forth.</li>
<li><code>LIFE_TIME_SPREAD</code> - Frames are distributed over the particle's lifetime</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" -->
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View file

@ -1,181 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <here>Flow.ErrorMode</here></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Flow.ErrorMode</code></h1>
<p>Constants for error modes.</p>
<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/>
<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="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

@ -1,174 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <here>Flow.FreezeMode</here></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Flow.FreezeMode</code></h1>
<p>Constants for freeze modes.</p>
<p>
</p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#FreezeMode">FreezeMode</a></td>
<td class="summary">Table of Flow.FreezeMode constants.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "FreezeMode"></a>
<strong>FreezeMode</strong>
</dt>
<dd>
<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>
</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Flow_GameStatus_constants">Flow.GameStatus constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Flow.GameStatus">Flow.GameStatus</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Flow.GameStatus constants.</td> <td class="summary">Table of game statuses.</td>
</tr> </tr>
</table> </table>
@ -133,31 +118,32 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Flow_GameStatus_constants"></a>Flow.GameStatus constants </h2>
<div class="section-description">
<p>The following constants are inside Flow.GameStatus.</p>
<pre><code>NORMAL
NEW_GAME
LOAD_GAME
EXIT_TO_TITLE
EXIT_GAME
LARA_DEAD
LEVEL_COMPLETE
</code></pre>
</div>
<dl class="function"> <dl class="function">
<dt> <dt>
<a name = "Flow.GameStatus"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>Flow.GameStatus</strong> <strong>CONSTANT_STRING_HERE</strong>
</dt> </dt>
<dd> <dd>
Table of game statuses.
<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>
<ul>
<li><code>NORMAL</code></li>
<li><code>NEW_GAME</code></li>
<li><code>LOAD_GAME</code></li>
<li><code>EXIT_TO_TITLE</code></li>
<li><code>EXIT_GAME</code></li>
<li><code>LARA_DEAD</code></li>
<li><code>LEVEL_COMPLETE</code>
</li>
</ul>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Input_ActionID_constants">Input.ActionID constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Input.ActionID">Input.ActionID</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Input.ActionID constants.</td> <td class="summary">Table of action ID constants (for use with KeyIsHeld / KeyIsHit / etc commands).</td>
</tr> </tr>
</table> </table>
@ -133,17 +118,13 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Input_ActionID_constants"></a>Input.ActionID constants </h2>
<dl class="function"> <div class="section-description">
<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
@ -192,6 +173,14 @@ 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

@ -0,0 +1,195 @@
<!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 1.1.0 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
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<!-- Menu -->
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<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li> <a href="../1 modules/Effects.html">Effects</a></li>
<li> <a href="../1 modules/Flow.html">Flow</a></li>
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
<li> <a href="../1 modules/Logic.html">Logic</a></li>
<li> <a href="../1 modules/Misc.html">Misc</a></li>
<li> <a href="../1 modules/Objects.html">Objects</a></li>
<li> <a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<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.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/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>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<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/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <here>Misc.ActionID</here></li>
<li> <a href="../4 enums/Misc.CameraType.html">Misc.CameraType</a></li>
<li> <a href="../4 enums/Misc.LogLevel.html">Misc.LogLevel</a></li>
<li> <a href="../4 enums/Misc.SoundTrackType.html">Misc.SoundTrackType</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</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>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Misc.ActionID</code></h1>
<p>Constants for action key IDs.</p>
<p>
</p>
<h2><a href="#Misc_ActionID_constants">Misc.ActionID constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of action ID constants (for use with KeyIsHeld / KeyIsHit / etc commands).</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header has-description"><a name="Misc_ActionID_constants"></a>Misc.ActionID constants </h2>
<div class="section-description">
<p>The following constants are inside ActionID.</p>
<pre><code>FORWARD
BACK
LEFT
RIGHT
STEP_LEFT
STEP_RIGHT
WALK
SPRINT
CROUCH
JUMP
ROLL
ACTION
DRAW
LOOK
ACCELERATE
REVERSE
SPEED
SLOW
BRAKE
FIRE
FLARE
SMALL_MEDIPACK
LARGE_MEDIPACK
PREVIOUS_WEAPON
NEXT_WEAPON
WEAPON_1
WEAPON_2
WEAPON_3
WEAPON_4
WEAPON_5
WEAPON_6
WEAPON_7
WEAPON_8
WEAPON_9
WEAPON_10
SELECT
DESELECT
PAUSE
INVENTORY
SAVE
LOAD
</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).
</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>
<i style="float:right;">Last updated 2023-09-30 13:48:57 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -0,0 +1,157 @@
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine 1.1.0 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li> <a href="../1 modules/Effects.html">Effects</a></li>
<li> <a href="../1 modules/Flow.html">Flow</a></li>
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
<li> <a href="../1 modules/Logic.html">Logic</a></li>
<li> <a href="../1 modules/Misc.html">Misc</a></li>
<li> <a href="../1 modules/Objects.html">Objects</a></li>
<li> <a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<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.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/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>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<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/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/Misc.ActionID.html">Misc.ActionID</a></li>
<li> <here>Misc.CameraType</here></li>
<li> <a href="../4 enums/Misc.LogLevel.html">Misc.LogLevel</a></li>
<li> <a href="../4 enums/Misc.SoundTrackType.html">Misc.SoundTrackType</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</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>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Misc.CameraType</code></h1>
<p>Constants for the type of the Camera.</p>
<p>
</p>
<h2><a href="#Misc_CameraType_constants">Misc.CameraType constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of camera type constants (for use with GetCameraType() function).</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header has-description"><a name="Misc_CameraType_constants"></a>Misc.CameraType constants </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">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
</dt>
<dd>
Table of camera type constants (for use with GetCameraType() function).
</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>
<i style="float:right;">Last updated 2023-09-30 13:48:57 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
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View file

@ -0,0 +1,153 @@
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine 1.1.0 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li> <a href="../1 modules/Effects.html">Effects</a></li>
<li> <a href="../1 modules/Flow.html">Flow</a></li>
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
<li> <a href="../1 modules/Logic.html">Logic</a></li>
<li> <a href="../1 modules/Misc.html">Misc</a></li>
<li> <a href="../1 modules/Objects.html">Objects</a></li>
<li> <a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<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.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/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>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<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/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/Misc.ActionID.html">Misc.ActionID</a></li>
<li> <a href="../4 enums/Misc.CameraType.html">Misc.CameraType</a></li>
<li> <here>Misc.LogLevel</here></li>
<li> <a href="../4 enums/Misc.SoundTrackType.html">Misc.SoundTrackType</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</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>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Misc.LogLevel</code></h1>
<p>Constants for LogLevel IDs.</p>
<p>
</p>
<h2><a href="#Misc_LogLevel_constants">Misc.LogLevel constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of LogLevel ID constants (for use with PrintLog() command).</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header has-description"><a name="Misc_LogLevel_constants"></a>Misc.LogLevel constants </h2>
<div class="section-description">
<p>The following constants are inside LogLevel.</p>
<pre><code>INFO
WARNING
ERROR
</code></pre>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
</dt>
<dd>
Table of LogLevel ID constants (for use with PrintLog() command).
</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>
<i style="float:right;">Last updated 2023-09-30 13:48:57 </i>
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</body>
</html>

View file

@ -0,0 +1,154 @@
<!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 1.1.0 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li> <a href="../1 modules/Effects.html">Effects</a></li>
<li> <a href="../1 modules/Flow.html">Flow</a></li>
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
<li> <a href="../1 modules/Logic.html">Logic</a></li>
<li> <a href="../1 modules/Misc.html">Misc</a></li>
<li> <a href="../1 modules/Objects.html">Objects</a></li>
<li> <a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<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.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../2 classes/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>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<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/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/Misc.ActionID.html">Misc.ActionID</a></li>
<li> <a href="../4 enums/Misc.CameraType.html">Misc.CameraType</a></li>
<li> <a href="../4 enums/Misc.LogLevel.html">Misc.LogLevel</a></li>
<li> <here>Misc.SoundTrackType</here></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</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>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Misc.SoundTrackType</code></h1>
<p>Constants for the type of the audio tracks.</p>
<p>
</p>
<h2><a href="#Misc_SoundTrackType_constants">Misc.SoundTrackType constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of sound track type constants (for use with sound track functions).</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header has-description"><a name="Misc_SoundTrackType_constants"></a>Misc.SoundTrackType constants </h2>
<div class="section-description">
<p>The following constants are inside SoundTrackType.</p>
<pre><code>ONESHOT
LOOPED
VOICE
</code></pre>
</div>
<dl class="function">
<dt>
<a name = "CONSTANT_STRING_HERE"></a>
<strong>CONSTANT_STRING_HERE</strong>
</dt>
<dd>
Table of sound track type constants (for use with sound track functions).
</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>
<i style="float:right;">Last updated 2023-09-30 13:48:57 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Objects_AmmoType_constants">Objects.AmmoType constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Objects.AmmoType">Objects.AmmoType</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Objects.AmmoType constants.</td> <td class="summary">AmmoType constants table.</td>
</tr> </tr>
</table> </table>
@ -133,37 +118,40 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Objects_AmmoType_constants"></a>Objects.AmmoType constants </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 = "Objects.AmmoType"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>Objects.AmmoType</strong> <strong>CONSTANT_STRING_HERE</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Objects_MoveableStatus_constants">Objects.MoveableStatus constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Objects.MoveableStatus">Objects.MoveableStatus</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Objects.MoveableStatus constants.</td> <td class="summary">Table of moveable statuses.</td>
</tr> </tr>
</table> </table>
@ -133,27 +118,29 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Objects_MoveableStatus_constants"></a>Objects.MoveableStatus constants </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 = "Objects.MoveableStatus"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>Objects.MoveableStatus</strong> <strong>CONSTANT_STRING_HERE</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> - moveable is inactive (was never activated).</li>
<li><code>ACTIVE</code> - moveable is active.</li>
<li><code>DEACTIVATED</code> - moveable is deactivated (was previously active and later deactivated).</li>
<li><code>INVISIBLE</code> - moveable is invisible.</li>
</ul>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -131,10 +116,6 @@
<td class="name" ><a href="#PickupConstants">PickupConstants</a></td> <td class="name" ><a href="#PickupConstants">PickupConstants</a></td>
<td class="summary">Objects.ObjID pickup constants.</td> <td class="summary">Objects.ObjID pickup constants.</td>
</tr> </tr>
<tr>
<td class="name" ><a href="#SpriteConstants">SpriteConstants</a></td>
<td class="summary">Objects.ObjID sprite constants.</td>
</tr>
</table> </table>
<br/> <br/>
@ -149,8 +130,7 @@
<strong>Members</strong> <strong>Members</strong>
</dt> </dt>
<dd> <dd>
Objects.ObjID constants. </p>
<p>Objects.ObjID constants. </p>
<p>The following constants are inside ObjID.</p> <p>The following constants are inside ObjID.</p>
@ -183,16 +163,15 @@ ACTOR1_SPEECH_HEAD1
ACTOR1_SPEECH_HEAD2 ACTOR1_SPEECH_HEAD2
ACTOR2_SPEECH_HEAD1 ACTOR2_SPEECH_HEAD1
ACTOR2_SPEECH_HEAD2 ACTOR2_SPEECH_HEAD2
LARA_BINOCULARS_MESH
LARA_EXTRA_MESH1 LARA_EXTRA_MESH1
LARA_EXTRA_MESH2 LARA_EXTRA_MESH2
LARA_EXTRA_MESH3
LARA_WATER_MESH LARA_WATER_MESH
LARA_PETROL_MESH LARA_PETROL_MESH
LARA_DIRT_MESH LARA_DIRT_MESH
LARA_CROWBAR_ANIM LARA_CROWBAR_ANIM
LARA_TORCH_ANIM LARA_TORCH_ANIM
HAIR_PRIMARY HAIR
HAIR_SECONDARY
SNOWMOBILE_LARA_ANIMS SNOWMOBILE_LARA_ANIMS
SNOWMOBILE SNOWMOBILE
QUAD_LARA_ANIMS QUAD_LARA_ANIMS
@ -303,7 +282,6 @@ GLADIATOR
CYBORG CYBORG
SNIPER SNIPER
CHEF CHEF
KOLD
WINGED_MUMMY WINGED_MUMMY
CENTAUR_MUTANT CENTAUR_MUTANT
DOPPELGANGER DOPPELGANGER
@ -328,14 +306,14 @@ SWORD_GUARDIAN
SWORD_GUARDIAN_STATUE SWORD_GUARDIAN_STATUE
SHIVA SHIVA
SHIVA_STATUE SHIVA_STATUE
WILLARD TRIBEBOSS
CIVVY CIVVY
MUTANT2 MUTANT2
LIZARD LIZARD
TONY_BOSS TONY_BOSS
TONY_BOSS_FLAME TONY_BOSS_FLAME
PUNA_BOSS PUNA_BOSS
SOPHIA_LEIGH_BOSS SOPHIA_LEE_BOSS
LASER_BOLT LASER_BOLT
SKELETON SKELETON
MUMMY MUMMY
@ -367,7 +345,7 @@ ATTACK_SUB
IMP IMP
IMP_ROCK IMP_ROCK
GUNSHIP GUNSHIP
AUTO_GUN_VCI AUTOGUN
ROMAN_GOD1 ROMAN_GOD1
ROMAN_GOD2 ROMAN_GOD2
LAGOON_WITCH LAGOON_WITCH
@ -376,11 +354,10 @@ BOSS_EXPLOSION_SHOCKWAVE
BOSS_EXPLOSION_RING BOSS_EXPLOSION_RING
CLAW_MUTANT CLAW_MUTANT
WASP_MUTANT WASP_MUTANT
TWIN_AUTO_GUN
SKATEBOARD SKATEBOARD
SKATEBOARD_KID SKATEBOARD_KID
WINSTON WINSTON
SEAL_MUTANT ARMY_WINSTON
SPRINGBOARD SPRINGBOARD
ROLLING_SPINDLE ROLLING_SPINDLE
DISK_SHOOTER DISK_SHOOTER
@ -512,11 +489,6 @@ DAMOCLES_SWORD
ELECTRIC_CLEANER ELECTRIC_CLEANER
SLAMMING_DOORS SLAMMING_DOORS
SWINGING_BLADE SWINGING_BLADE
ELECTRIC_BALL
ELECTRIC_BALL_IMPACT_POINT
THOR_HAMMER_HANDLE
THOR_HAMMER_HEAD
MOVING_LASER
PUZZLE_ITEM1 PUZZLE_ITEM1
PUZZLE_ITEM2 PUZZLE_ITEM2
PUZZLE_ITEM3 PUZZLE_ITEM3
@ -749,6 +721,7 @@ BURNING_TORCH_ITEM
CLOCKWORK_BEETLE CLOCKWORK_BEETLE
CLOCKWORK_BEETLE_COMBO1 CLOCKWORK_BEETLE_COMBO1
CLOCKWORK_BEETLE_COMBO2 CLOCKWORK_BEETLE_COMBO2
SWITCH_TYPE1 SWITCH_TYPE1
SWITCH_TYPE2 SWITCH_TYPE2
SWITCH_TYPE3 SWITCH_TYPE3
@ -770,10 +743,10 @@ SHOOT_SWITCH2
SHOOT_SWITCH3 SHOOT_SWITCH3
SHOOT_SWITCH4 SHOOT_SWITCH4
AIRLOCK_SWITCH AIRLOCK_SWITCH
UNDERWATER_WALL_SWITCH1 ID_UNDERWATER_WALL_SWITCH_1
UNDERWATER_WALL_SWITCH2 ID_UNDERWATER_WALL_SWITCH_2
UNDERWATER_CEILING_SWITCH1 ID_UNDERWATER_CEILING_SWITCH_1
UNDERWATER_CEILING_SWITCH2 ID_UNDERWATER_CEILING_SWITCH_2
TURN_SWITCH TURN_SWITCH
COG_SWITCH COG_SWITCH
LEVER_SWITCH LEVER_SWITCH
@ -873,7 +846,7 @@ FLARE_ITEM
FLARE_INV_ITEM FLARE_INV_ITEM
COMPASS_ITEM COMPASS_ITEM
DIARY_ITEM DIARY_ITEM
STOPWATCH_ITEM TIMEX_ITEM
MEMCARD_LOAD_INV_ITEM MEMCARD_LOAD_INV_ITEM
MEMCARD_SAVE_INV_ITEM MEMCARD_SAVE_INV_ITEM
PC_LOAD_INV_ITEM PC_LOAD_INV_ITEM
@ -920,7 +893,7 @@ FLOOR_LASERS
KILL_ALL_TRIGGERS KILL_ALL_TRIGGERS
TRIGGER_TRIGGERER TRIGGER_TRIGGERER
HIGH_OBJECT1 HIGH_OBJECT1
EMBER_EMITTER HIGH_OBJECT2
SMASH_OBJECT1 SMASH_OBJECT1
SMASH_OBJECT2 SMASH_OBJECT2
SMASH_OBJECT3 SMASH_OBJECT3
@ -951,8 +924,6 @@ FISHTANK
DOPPELGANGER_ORIGIN DOPPELGANGER_ORIGIN
CORPSE CORPSE
WRAITH_TRAP WRAITH_TRAP
WATERFALL_EMITTER
FIREFLY_EMITTER
MESHSWAP1 MESHSWAP1
MESHSWAP2 MESHSWAP2
MESHSWAP3 MESHSWAP3
@ -972,7 +943,6 @@ MESHSWAP_ROMAN_GOD1
MESHSWAP_ROMAN_GOD2 MESHSWAP_ROMAN_GOD2
MESHSWAP_MONKEY_MEDIPACK MESHSWAP_MONKEY_MEDIPACK
MESHSWAP_MONKEY_KEY MESHSWAP_MONKEY_KEY
MESHSWAP_WINSTON_ARMY_OUTFIT
ANIMATING1 ANIMATING1
ANIMATING2 ANIMATING2
ANIMATING3 ANIMATING3
@ -1110,6 +1080,8 @@ BRIDGE_TILT3
BRIDGE_TILT4 BRIDGE_TILT4
BRIDGE_CUSTOM BRIDGE_CUSTOM
HORIZON HORIZON
BINOCULAR_GRAPHICS
TARGET_GRAPHICS
SKY_GRAPHICS SKY_GRAPHICS
DEFAULT_SPRITES DEFAULT_SPRITES
MISC_SPRITES MISC_SPRITES
@ -1124,24 +1096,24 @@ RUBBER_BOAT_WAVE_SPRITES
SKIDOO_SNOW_TRAIL_SPRITES SKIDOO_SNOW_TRAIL_SPRITES
KAYAK_PADDLE_TRAIL_SPRITE KAYAK_PADDLE_TRAIL_SPRITE
KAYAK_WAKE_SPRTIES KAYAK_WAKE_SPRTIES
BINOCULAR_GRAPHICS BINOCULAR_GRAPHIC
LASERSIGHT_GRAPHICS LASER_SIGHT_GRAPHIC
CAUSTIC_TEXTURES CAUSTICS_TEXTURES
BAR_BORDER_GRAPHICS BAR_BORDER_GRAPHIC
HEALTH_BAR_TEXTURE HEALTH_BAR_TEXTURE
AIR_BAR_TEXTURE AIR_BAR_TEXTURE
DASH_BAR_TEXTURE DASH_BAR_TEXTURE
SFX_BAR_TEXTURE SFX_BAR_TEXTURE
WATERFALL_SPRITES PANEL_BORDER
FIREFLY_SPRITES PANEL_MIDDLE
CROSSHAIR_GRAPHICS PANEL_CORNER
SPEEDOMETER_GRAPHICS PANEL_DIAGONAL
CUSTOM_BAR_GRAPHICS PANEL_STRIP
CUSTOM_AMMO_GRAPHICS PANEL_HALF_BORDER1
DIARY_SPRITES PANEL_HALF_BORDER2
DIARY_ENTRY_SPRITES PANEL_MIDDLE_CORNER
</code></pre> </code></pre>
<p>Table of constants.
@ -1156,8 +1128,7 @@ DIARY_ENTRY_SPRITES
<strong>PickupConstants</strong> <strong>PickupConstants</strong>
</dt> </dt>
<dd> <dd>
Objects.ObjID pickup constants. </p>
<p>Objects.ObjID pickup constants. </p>
<p>The following ObjID members refer to pickups.</p> <p>The following ObjID members refer to pickups.</p>
@ -1305,30 +1276,6 @@ PICKUP_ITEM15_COMBO1
PICKUP_ITEM15_COMBO2 PICKUP_ITEM15_COMBO2
PICKUP_ITEM16_COMBO1 PICKUP_ITEM16_COMBO1
PICKUP_ITEM16_COMBO2 PICKUP_ITEM16_COMBO2
EXAMINE1
EXAMINE2
EXAMINE3
EXAMINE4
EXAMINE5
EXAMINE6
EXAMINE7
EXAMINE8
EXAMINE1_COMBO1
EXAMINE1_COMBO2
EXAMINE2_COMBO1
EXAMINE2_COMBO2
EXAMINE3_COMBO1
EXAMINE3_COMBO2
EXAMINE4_COMBO1
EXAMINE4_COMBO2
EXAMINE5_COMBO1
EXAMINE5_COMBO2
EXAMINE6_COMBO1
EXAMINE6_COMBO2
EXAMINE7_COMBO1
EXAMINE7_COMBO2
EXAMINE8_COMBO1
EXAMINE8_COMBO2
HAMMER_ITEM HAMMER_ITEM
CROWBAR_ITEM CROWBAR_ITEM
BURNING_TORCH_ITEM BURNING_TORCH_ITEM
@ -1365,62 +1312,13 @@ FLARE_ITEM
FLARE_INV_ITEM FLARE_INV_ITEM
COMPASS_ITEM COMPASS_ITEM
DIARY_ITEM DIARY_ITEM
STOPWATCH_ITEM TIMEX_ITEM
MEMCARD_LOAD_INV_ITEM MEMCARD_LOAD_INV_ITEM
MEMCARD_SAVE_INV_ITEM MEMCARD_SAVE_INV_ITEM
PC_LOAD_INV_ITEM PC_LOAD_INV_ITEM
PC_SAVE_INV_ITEM PC_SAVE_INV_ITEM
</code></pre> </code></pre>
<p>Table of constants.
</dd>
<dt>
<a name = "SpriteConstants"></a>
<strong>SpriteConstants</strong>
</dt>
<dd>
<p>Objects.ObjID sprite constants. </p>
<p>The following ObjID members refer to sprites.</p>
<pre><code>SKY_GRAPHICS
DEFAULT_SPRITES
MISC_SPRITES
CUSTOM_SPRITES
FIRE_SPRITES
SMOKE_SPRITES
SPARK_SPRITE
DRIP_SPRITE
EXPLOSION_SPRITES
MOTORBOAT_FOAM_SPRITES
RUBBER_BOAT_WAVE_SPRITES
SKIDOO_SNOW_TRAIL_SPRITES
KAYAK_PADDLE_TRAIL_SPRITE
LASERSIGHT_GRAPHICS
CAUSTIC_TEXTURES
BAR_BORDER_GRAPHICS
HEALTH_BAR_TEXTURE
AIR_BAR_TEXTURE
DASH_BAR_TEXTURE
SFX_BAR_TEXTURE
WATERFALL_SPRITES
FIREFLY_SPRITES
CROSSHAIR_GRAPHICS
SPEEDOMETER_GRAPHICS
CUSTOM_BAR_GRAPHICS
CUSTOM_AMMO_GRAPHICS
DIARY_SPRITES
DIARY_ENTRY_SPRITES
</code></pre>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Objects_RoomFlagID_constants">Objects.RoomFlagID constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Objects.RoomFlagID">Objects.RoomFlagID</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Objects.RoomFlagID constants.</td> <td class="summary">Table of room flag ID constants (for use with Room:SetFlag / Room:GetFlag command).</td>
</tr> </tr>
</table> </table>
@ -133,31 +118,32 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Objects_RoomFlagID_constants"></a>Objects.RoomFlagID constants </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>
<ul> <pre><code>WATER
<li><code>WATER</code></li> QUICKSAND
<li><code>QUICKSAND</code></li> SKYBOX
<li><code>SKYBOX</code></li> WIND
<li><code>WIND</code></li> COLD
<li><code>COLD</code></li> DAMAGE
<li><code>DAMAGE</code></li> NOLENSFLARE
<li><code>NOLENSFLARE</code></li> </code></pre>
</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <here>Objects.RoomReverb</here></li> <li> <here>Objects.RoomReverb</here></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Objects_RoomReverb_constants">Objects.RoomReverb constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Objects.RoomReverb">Objects.RoomReverb</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Objects.RoomReverb constants.</td> <td class="summary">Table of room reverb constants (for use with Room:SetReverb / Room:GetReverb command).</td>
</tr> </tr>
</table> </table>
@ -133,29 +118,30 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Objects_RoomReverb_constants"></a>Objects.RoomReverb constants </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>
<ul> <pre><code>OUTSIDE
<li>OUTSIDE</li> SMALL
<li>SMALL</li> MEDIUM
<li>MEDIUM</li> LARGE
<li>LARGE</li> PIPE
<li>PIPE</li> </code></pre>
</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

@ -1,185 +0,0 @@
<!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 1.8.1 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <here>Objects.WeaponType</here></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/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Objects.WeaponType</code></h1>
<p>Constants for weapon types.</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">Table of Objects.WeaponType constants.</td>
</tr>
</table>
<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>Table of 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 table also contains the flare and torch, as they are internally counted as "weapons" the engine.</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>
</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li> <li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <here>Sound.SoundTrackType</here></li> <li> <here>Sound.SoundTrackType</here></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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Sound_SoundTrackType_constants">Sound.SoundTrackType constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Sound.SoundTrackType">Sound.SoundTrackType</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Sound.SoundTrackType constants.</td> <td class="summary">Table of sound track type constants (for use with sound track functions).</td>
</tr> </tr>
</table> </table>
@ -133,26 +118,28 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Sound_SoundTrackType_constants"></a>Sound.SoundTrackType constants </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 = "Sound.SoundTrackType"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>Sound.SoundTrackType</strong> <strong>CONSTANT_STRING_HERE</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>

View file

@ -1,173 +0,0 @@
<!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 1.8.1 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" -->
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<!-- 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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <here>Strings.DisplayStringOption</here></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/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>Strings.DisplayStringOption</code></h1>
<p>Constants for Display String Options.</p>
<p>
</p>
<h2><a href="#Tables">Tables</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Strings.DisplayStringOption">Strings.DisplayStringOption</a></td>
<td class="summary">Strings.DisplayStringOption constants.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
<dl class="function">
<dt>
<a name = "Strings.DisplayStringOption"></a>
<strong>Strings.DisplayStringOption</strong>
</dt>
<dd>
<p>Strings.DisplayStringOption constants. To be used with <a href="../2 classes/Strings.DisplayString.html#">Strings.DisplayString</a> class.</p>
<ul>
<li><code>CENTER</code> - set the horizontal origin point to the center of the string.</li>
<li><code>RIGHT</code> - set the horizontal origin point to right of the string.</li>
<li><code>SHADOW</code> - gives the string a small drop shadow.</li>
<li><code>BLINK</code> - blinks the string</li>
</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>
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View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <here>Util.LogLevel</here></li> <li> <here>Util.LogLevel</here></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</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.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#Util_LogLevel_constants">Util.LogLevel constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#Util.LogLevel">Util.LogLevel</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of Util.LogLevel constants.</td> <td class="summary">Table of LogLevel ID constants (for use with PrintLog() command).</td>
</tr> </tr>
</table> </table>
@ -133,24 +118,27 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="Util_LogLevel_constants"></a>Util.LogLevel constants </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 = "Util.LogLevel"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>Util.LogLevel</strong> <strong>CONSTANT_STRING_HERE</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <here>View.AlignMode</here></li> <li> <here>View.AlignMode</here></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#View_AlignMode_constants">View.AlignMode constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#View.AlignMode">View.AlignMode</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of View.AlignMode constants.</td> <td class="summary">Table of align modes.</td>
</tr> </tr>
</table> </table>
@ -133,32 +118,34 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="View_AlignMode_constants"></a>View.AlignMode constants </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 = "View.AlignMode"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>View.AlignMode</strong> <strong>CONSTANT_STRING_HERE</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <here>View.CameraType</here></li> <li> <here>View.CameraType</here></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#View_CameraType_constants">View.CameraType constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#CameraType">CameraType</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of View.CameraType constants.</td> <td class="summary">Table of camera type constants (for use with GetCameraType() function).</td>
</tr> </tr>
</table> </table>
@ -133,27 +118,31 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="View_CameraType_constants"></a>View.CameraType constants </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 = "CameraType"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>CameraType</strong> <strong>CONSTANT_STRING_HERE</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -121,11 +106,11 @@
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#View_PostProcessMode_constants">View.PostProcessMode constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#View.PostProcessMode">View.PostProcessMode</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of View.PostProcessMode effect constants.</td> <td class="summary">Table of post-process effect constants (for use with SetPostProcessMode() function).</td>
</tr> </tr>
</table> </table>
@ -133,25 +118,29 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="View_PostProcessMode_constants"></a>View.PostProcessMode constants </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 = "View.PostProcessMode"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>View.PostProcessMode</strong> <strong>CONSTANT_STRING_HERE</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -115,17 +100,17 @@
<div id="content"> <div id="content">
<h1>Enum <code>View.ScaleMode</code></h1> <h1>Enum <code>View.ScaleMode</code></h1>
<p>Constants for display sprite scale modes.</p> <p>Constants for scale modes.</p>
<p> <p>
</p> </p>
<h2><a href="#Tables">Tables</a></h2> <h2><a href="#View_ScaleMode_constants">View.ScaleMode constants </a></h2>
<table class="function_list"> <table class="function_list">
<tr> <tr>
<td class="name" ><a href="#View.ScaleMode">View.ScaleMode</a></td> <td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of View.ScaleMode constants.</td> <td class="summary">Table of display sprite scale modes.</td>
</tr> </tr>
</table> </table>
@ -133,24 +118,28 @@
<br/> <br/>
<h2 class="section-header "><a name="Tables"></a>Tables</h2> <h2 class="section-header has-description"><a name="View_ScaleMode_constants"></a>View.ScaleMode constants </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 = "View.ScaleMode"></a> <a name = "CONSTANT_STRING_HERE"></a>
<strong>View.ScaleMode</strong> <strong>CONSTANT_STRING_HERE</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>

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<h1>&nbsp;TombEngine</h1>
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<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <here>Diary</here></li>
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<div id="content">
<h1>Lua utility module <code>Diary</code></h1>
<p>This module provides functions to create and manage diaries.</p>
<p>
<p> It maintains diary definitions and entries through all levels and hubs.
Each diary is accessed by the object that was used to create it. </p>
<p> Example usage:</p>
<pre>
<span class="keyword">local</span> CustomDiary = <span class="global">require</span>(<span class="string">"Engine.CustomDiary"</span>)
<span class="comment">--This function creates a diary from the DiarySetup.lua template file in script folder
</span>CustomDiary.ImportDiary(<span class="string">"DiarySetup"</span>)
<span class="comment">--This method gets the diary that was created with the DIARY_ITEM object and stores it in variable diary.
</span><span class="keyword">local</span> diary = CustomDiary.Get(TEN.Objects.ObjID.DIARY_ITEM)
<span class="comment">--This method opens the diary on the 3rd page
</span>diary:showDiary(<span class="number">3</span>)
</pre>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CustomDiary.ImportDiary">CustomDiary.ImportDiary(fileName)</a></td>
<td class="summary">Imports diary from an external file.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary.Create">CustomDiary.Create(object, objectIdBg, spriteIdBg, colorBg, pos, rot, scale, alignMode, scaleMode, blendMode, alpha, pageSound, exitSound)</a></td>
<td class="summary">Creates a diary with extensive configuration options.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary.Get">CustomDiary.Get(object)</a></td>
<td class="summary">The function retrieves a diary by its unique object.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary.Delete">CustomDiary.Delete(object)</a></td>
<td class="summary">The function removes a custom diary and its associated data from the system.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary.Status">CustomDiary.Status(value)</a></td>
<td class="summary">The function adds the callback to enable diaries in levels.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:IsVisible">CustomDiary:IsVisible()</a></td>
<td class="summary">The function checks whether the specified diary is currently visible.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:ShowDiary">CustomDiary:ShowDiary(pageIndex)</a></td>
<td class="summary">The function displays the specified diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:GetUnlockedPageCount">CustomDiary:GetUnlockedPageCount()</a></td>
<td class="summary">The function returns the number of unlocked pages in the diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:UnlockPages">CustomDiary:UnlockPages(pageIndex, notification)</a></td>
<td class="summary">The function unlocks the specified diary up to the given page number.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:ClearPage">CustomDiary:ClearPage(pageIndex)</a></td>
<td class="summary">The function clears the page for the diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:AddTextEntry">CustomDiary:AddTextEntry(pageIndex, text, textPos, textOptions, textScale, textColor)</a></td>
<td class="summary">Adds a text entry to the specified page for the diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:AddImageEntry">CustomDiary:AddImageEntry(pageIndex, objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode)</a></td>
<td class="summary">Adds an image entry to the specified page for the diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:AddNarration">CustomDiary:AddNarration(pageIndex, trackName)</a></td>
<td class="summary">Add a narration track in the voice channel to the page.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:RemoveNarration">CustomDiary:RemoveNarration(pageIndex)</a></td>
<td class="summary">Remove the narration track from the page of the specified diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:AddBackground">CustomDiary:AddBackground(objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode, alpha)</a></td>
<td class="summary">Add a background image for the diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:ClearBackground">CustomDiary:ClearBackground()</a></td>
<td class="summary">Clears settings for the background for the specified diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:CustomizeNotification">CustomDiary:CustomizeNotification(notificationTime, objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode, notificationSound)</a></td>
<td class="summary">Customizes the notification icon and sound for the diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:ClearNotification">CustomDiary:ClearNotification()</a></td>
<td class="summary">Clears settings for the notification system for the specified diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:CustomizePageNumbers">CustomDiary:CustomizePageNumbers(pageNoType, prefix, separator, textPos, textOptions, textScale, textColor)</a></td>
<td class="summary">Customizes the page numbers for the diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:ClearPageNumbers">CustomDiary:ClearPageNumbers()</a></td>
<td class="summary">Clears settings for the page numbers for the specified diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:CustomizeControls">CustomDiary:CustomizeControls(textPos, textOptions, textScale, textColor)</a></td>
<td class="summary">Customizes the controls text for the diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:CustomizeControlsText">CustomDiary:CustomizeControlsText(string1, string2, string3, string4, separator)</a></td>
<td class="summary">Customizes the display text for controls for specified diary.</td>
</tr>
<tr>
<td class="name" ><a href="#CustomDiary:ClearControls">CustomDiary:ClearControls()</a></td>
<td class="summary">Clears settings for the specified diary's controls text.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "CustomDiary.ImportDiary"></a>
<strong>CustomDiary.ImportDiary(fileName)</strong>
</dt>
<dd>
Imports diary from an external file. There are different types that must be defined. (diary, background, controls, pageNumbers, notification, image, text, narration). Each of the section's arguements are the same as the functions described in this documentation.
Refer to DiarySetup.lua file for a sample script.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">fileName</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Name of file in the script folder without extension to import the diary from.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary.Create"></a>
<strong>CustomDiary.Create(object, objectIdBg, spriteIdBg, colorBg, pos, rot, scale, alignMode, scaleMode, blendMode, alpha, pageSound, exitSound)</strong>
</dt>
<dd>
Creates a diary with extensive configuration options.
Parameters:
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">object</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
The pickup object that will be used to create the diary. The diary can be created using PICKUP<em>ITEMX (596-611) or DIARY</em>ITEM (986). Access the diary by selecting the item in the inventory.
</li>
<li><span class="parameter">objectIdBg</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Object ID for the diary's sprite.
</li>
<li><span class="parameter">spriteIdBg</span>
<span class="types"><span class="type">int</span></span>
SpriteID from the specified object for the diary's sprite.
</li>
<li><span class="parameter">colorBg</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color of diary's sprite.
</li>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y position of the bar's background in screen percent (0-100).
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
rotation of the diary's sprite (0-360).
</li>
<li><span class="parameter">scale</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y Scaling factor for the bar's background sprite.
</li>
<li><span class="parameter">alignMode</span>
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
Alignment for the diary's sprite.
</li>
<li><span class="parameter">scaleMode</span>
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
Scaling for the diary's sprite.
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Blending modes for the diary's sprite.
</li>
<li><span class="parameter">alpha</span>
<span class="types"><span class="type">number</span></span>
alpha value for the diary's sprite (0-255).
</li>
<li><span class="parameter">pageSound</span>
<span class="types"><a class="type" href="../1 modules/Sound.html#">Sound</a></span>
Sound to play with page turn.
</li>
<li><span class="parameter">exitSound</span>
<span class="types"><a class="type" href="../1 modules/Sound.html#">Sound</a></span>
Sound to play when existing the diary.
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">CustomDiary</span></span>
</ol>
</dd>
<dt>
<a name = "CustomDiary.Get"></a>
<strong>CustomDiary.Get(object)</strong>
</dt>
<dd>
The function retrieves a diary by its unique object. This function is useful when you need to access or manipulate a diary that has already been created .
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">object</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
The pickup object that was used to create the diary (596-611,986).
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">CustomDiary</span></span>
The diary created using the object.
</ol>
</dd>
<dt>
<a name = "CustomDiary.Delete"></a>
<strong>CustomDiary.Delete(object)</strong>
</dt>
<dd>
The function removes a custom diary and its associated data from the system. It ensures that the diary is no longer tracked or accessible in the LevelVars.Engine.Diaries.
Please call this once a diary has served its purpose. It helps reduce the savegame size.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">object</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
The pickup object that was used to create the diary (596-611,986).
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary.Status"></a>
<strong>CustomDiary.Status(value)</strong>
</dt>
<dd>
The function adds the callback to enable diaries in levels. This needs to be added to every level preferably in the LevelFuncs.OnStart.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">value</span>
<span class="types"><span class="type">bool</span></span>
True enables the diaries to be activated. False would disable the diaries.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:IsVisible"></a>
<strong>CustomDiary:IsVisible()</strong>
</dt>
<dd>
The function checks whether the specified diary is currently visible.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
true if the diary is visible and false if it is not.
</ol>
</dd>
<dt>
<a name = "CustomDiary:ShowDiary"></a>
<strong>CustomDiary:ShowDiary(pageIndex)</strong>
</dt>
<dd>
The function displays the specified diary. Can be used to call the diary directly using volume or classic triggers.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pageIndex</span>
<span class="types"><span class="type">int</span></span>
The page number at which diary should be opened.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:GetUnlockedPageCount"></a>
<strong>CustomDiary:GetUnlockedPageCount()</strong>
</dt>
<dd>
The function returns the number of unlocked pages in the diary.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
total number of unlocked pages in the diary.
</ol>
</dd>
<dt>
<a name = "CustomDiary:UnlockPages"></a>
<strong>CustomDiary:UnlockPages(pageIndex, notification)</strong>
</dt>
<dd>
The function unlocks the specified diary up to the given page number. <br/>
This value can be overridden to lock or unlock pages as needed.
A lower number can be set to restrict access to previously unlocked pages.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pageIndex</span>
<span class="types"><span class="type">int</span></span>
The page number up to which the diary should be unlocked.
</li>
<li><span class="parameter">notification</span>
<span class="types"><span class="type">bool</span></span>
If true, and notification has been defined, a notification icon and sound will be played.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:ClearPage"></a>
<strong>CustomDiary:ClearPage(pageIndex)</strong>
</dt>
<dd>
The function clears the page for the diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pageIndex</span>
<span class="types"><span class="type">int</span></span>
The page number to be cleared.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:AddTextEntry"></a>
<strong>CustomDiary:AddTextEntry(pageIndex, text, textPos, textOptions, textScale, textColor)</strong>
</dt>
<dd>
Adds a text entry to the specified page for the diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pageIndex</span>
<span class="types"><span class="type">int</span></span>
page number to add the text entry to.
</li>
<li><span class="parameter">text</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Text entry to be added to the page.
</li>
<li><span class="parameter">textPos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y position of the text.
</li>
<li><span class="parameter">textOptions</span>
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span>
alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
</li>
<li><span class="parameter">textScale</span>
<span class="types"><span class="type">number</span></span>
Scale factor for the text.
</li>
<li><span class="parameter">textColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color of the text.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:AddImageEntry"></a>
<strong>CustomDiary:AddImageEntry(pageIndex, objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode)</strong>
</dt>
<dd>
Adds an image entry to the specified page for the diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pageIndex</span>
<span class="types"><span class="type">int</span></span>
page number to add the image entry to.
</li>
<li><span class="parameter">objectId</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Object ID for the image entry sprite.
</li>
<li><span class="parameter">spriteId</span>
<span class="types"><span class="type">number</span></span>
SpriteID from the specified object for the image entry.
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color of image entry.
</li>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y position of the image entry in screen percent (0-100).
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">number</span></span>
rotation of the image entry (0-360).
</li>
<li><span class="parameter">scale</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y Scaling factor for the image entry.
</li>
<li><span class="parameter">alignMode</span>
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
Alignment for the image entry.
</li>
<li><span class="parameter">scaleMode</span>
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
Scaling for the image entry.
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Blending modes for the image entry.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:AddNarration"></a>
<strong>CustomDiary:AddNarration(pageIndex, trackName)</strong>
</dt>
<dd>
Add a narration track in the voice channel to the page. Track is played with the draw button.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pageIndex</span>
<span class="types"><span class="type">int</span></span>
page number to add the narration track to.
</li>
<li><span class="parameter">trackName</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
of track (without file extension) to play.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:RemoveNarration"></a>
<strong>CustomDiary:RemoveNarration(pageIndex)</strong>
</dt>
<dd>
Remove the narration track from the page of the specified diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pageIndex</span>
<span class="types"><span class="type">int</span></span>
page number to remove the narration track from.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:AddBackground"></a>
<strong>CustomDiary:AddBackground(objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode, alpha)</strong>
</dt>
<dd>
Add a background image for the diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">objectId</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Object ID for the diary's background.
</li>
<li><span class="parameter">spriteId</span>
<span class="types"><span class="type">number</span></span>
SpriteID from the specified object for the diary's background.
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color of diary's background.
</li>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y position of the diary's background in screen percent (0-100).
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">float</span></span>
rotation of the diary's background sprite (0-360).
</li>
<li><span class="parameter">scale</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y Scaling factor for the diary's background.
</li>
<li><span class="parameter">alignMode</span>
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
Alignment for the diary's background.
</li>
<li><span class="parameter">scaleMode</span>
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
Scaling for the diary's background.
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Blending modes for the diary's background.
</li>
<li><span class="parameter">alpha</span>
<span class="types"><span class="type">number</span></span>
alpha value for the diary's background (0-255).
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:ClearBackground"></a>
<strong>CustomDiary:ClearBackground()</strong>
</dt>
<dd>
Clears settings for the background for the specified diary.
</dd>
<dt>
<a name = "CustomDiary:CustomizeNotification"></a>
<strong>CustomDiary:CustomizeNotification(notificationTime, objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode, notificationSound)</strong>
</dt>
<dd>
Customizes the notification icon and sound for the diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">notificationTime</span>
<span class="types"><span class="type">number</span></span>
Time in seconds the notification icon will show on screen.
</li>
<li><span class="parameter">objectId</span>
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
Object ID for the notification icon.
</li>
<li><span class="parameter">spriteId</span>
<span class="types"><span class="type">number</span></span>
SpriteID from the specified object for the notification icon.
</li>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color of notification icon.
</li>
<li><span class="parameter">pos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y position of the notification icon in screen percent (0-100).
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">number</span></span>
rotation of the notification icon (0-360).
</li>
<li><span class="parameter">scale</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y Scaling factor for the notification icon.
</li>
<li><span class="parameter">alignMode</span>
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
Alignment for the notification icon.
</li>
<li><span class="parameter">scaleMode</span>
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
Scaling for the notification icon.
</li>
<li><span class="parameter">blendMode</span>
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
Blending modes for the notification icon.
</li>
<li><span class="parameter">notificationSound</span>
<span class="types"><a class="type" href="../1 modules/Sound.html#">Sound</a></span>
Sound to play with notification icon.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:ClearNotification"></a>
<strong>CustomDiary:ClearNotification()</strong>
</dt>
<dd>
Clears settings for the notification system for the specified diary.
</dd>
<dt>
<a name = "CustomDiary:CustomizePageNumbers"></a>
<strong>CustomDiary:CustomizePageNumbers(pageNoType, prefix, separator, textPos, textOptions, textScale, textColor)</strong>
</dt>
<dd>
Customizes the page numbers for the diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">pageNoType</span>
<span class="types"><span class="type">int</span></span>
Specifies the format for page numbers (1 or 2). 1: Displays only the current page number. 2: Formats the page number as: [Prefix][CurrentPage][Separator][UnlockedPages].
</li>
<li><span class="parameter">prefix</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Prefix to be added for type 2 of page numbers.
</li>
<li><span class="parameter">separator</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Separator to be added for type 2 of page numbers.
</li>
<li><span class="parameter">textPos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y position of the page numbers.
</li>
<li><span class="parameter">textOptions</span>
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span>
alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
</li>
<li><span class="parameter">textScale</span>
<span class="types"><span class="type">number</span></span>
Scale factor for the page numbers.
</li>
<li><span class="parameter">textColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color of the page numbers.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:ClearPageNumbers"></a>
<strong>CustomDiary:ClearPageNumbers()</strong>
</dt>
<dd>
Clears settings for the page numbers for the specified diary.
</dd>
<dt>
<a name = "CustomDiary:CustomizeControls"></a>
<strong>CustomDiary:CustomizeControls(textPos, textOptions, textScale, textColor)</strong>
</dt>
<dd>
Customizes the controls text for the diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">textPos</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
X,Y position of the controls text.
</li>
<li><span class="parameter">textOptions</span>
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span>
alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT.
</li>
<li><span class="parameter">textScale</span>
<span class="types"><span class="type">number</span></span>
Scale factor for the controls.
</li>
<li><span class="parameter">textColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
Color of the page controls.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:CustomizeControlsText"></a>
<strong>CustomDiary:CustomizeControlsText(string1, string2, string3, string4, separator)</strong>
</dt>
<dd>
Customizes the display text for controls for specified diary.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">string1</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Text for Space key controls text.
</li>
<li><span class="parameter">string2</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Text for Left key controls text.
</li>
<li><span class="parameter">string3</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Text for Right key controls text.
</li>
<li><span class="parameter">string4</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Text for Esc key controls text.
</li>
<li><span class="parameter">separator</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
Text for separator between controls text.
</li>
</ul>
</dd>
<dt>
<a name = "CustomDiary:ClearControls"></a>
<strong>CustomDiary:ClearControls()</strong>
</dt>
<dd>
Clears settings for the specified diary's controls text.
</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

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <here>EventSequence</here></li> <li> <here>EventSequence</here></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>

View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" /> <link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><a href="../index.html">Index</a></li> <li><a href="../index.html">Index</a></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="../4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="../4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="../4 enums/Objects.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>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <here>Timer</here></li> <li> <here>Timer</here></li>
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>

View file

@ -1,673 +0,0 @@
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine 1.8.1 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>
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<!-- Menu -->
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<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/Collision.Probe.html">Collision.Probe</a></li>
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
<li> <here>Type</here></li>
</ul>
</div>
<div id="content">
<h1>Lua utility module <code>Type</code></h1>
<p>Type - This molule contains functions that allow to check the data type of a variable.</p>
<p>
<p> It also contains functions that allow to check if the variable is a TEN primitive class or a LevelFuncs.</p>
<p> To use the functions within the scripts, the module must be called:</p>
<pre>
<span class="keyword">local</span> Type = <span class="global">require</span>(<span class="string">"Engine.Type"</span>)
</pre>
<p> Example usage: check if a variable is of type Vec3()</p>
<pre>
<span class="keyword">local</span> Type= <span class="global">require</span>(<span class="string">"Engine.Type"</span>)
LevelFuncs.SetLaraPos = <span class="keyword">function</span> (pos)
<span class="keyword">if</span> Type.IsVec3(pos) <span class="keyword">then</span>
Lara:SetPosition(pos)
<span class="keyword">end</span>
<span class="keyword">end</span>
</pre>
<p> You can use the <code>not</code> keyword together with the functions of the Type module.</p>
<p> Example: checking if variable does not have a null value</p>
<pre>
LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
<span class="keyword">if</span> <span class="keyword">not</span> Type.IsNull(prop) <span class="keyword">then</span>
LevelVars.property = prop
<span class="keyword">end</span>
<span class="keyword">end</span>
</pre>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#IsNumber">IsNumber(variable)</a></td>
<td class="summary">Check if the variable is a number.</td>
</tr>
<tr>
<td class="name" ><a href="#IsString">IsString(variable)</a></td>
<td class="summary">Check if the variable is a string.</td>
</tr>
<tr>
<td class="name" ><a href="#IsBoolean">IsBoolean(variable)</a></td>
<td class="summary">Check if the variable is a boolean.</td>
</tr>
<tr>
<td class="name" ><a href="#IsTable">IsTable(variable)</a></td>
<td class="summary">Check if the variable is a table.</td>
</tr>
<tr>
<td class="name" ><a href="#IsNull">IsNull(variable)</a></td>
<td class="summary">Check if the variable has a null value.</td>
</tr>
<tr>
<td class="name" ><a href="#IsFunction">IsFunction(variable)</a></td>
<td class="summary">Check if the variable is a function.</td>
</tr>
<tr>
<td class="name" ><a href="#IsColor">IsColor(variable)</a></td>
<td class="summary">Check if the variable is a <a href="../3 primitive classes/Color.html#">Color</a>.</td>
</tr>
<tr>
<td class="name" ><a href="#IsRotation">IsRotation(variable)</a></td>
<td class="summary">Check if the variable is a <a href="../3 primitive classes/Rotation.html#">Rotation</a>.</td>
</tr>
<tr>
<td class="name" ><a href="#IsVec2">IsVec2(variable)</a></td>
<td class="summary">Check if the variable is a <a href="../3 primitive classes/Vec2.html#">Vec2</a>.</td>
</tr>
<tr>
<td class="name" ><a href="#IsVec3">IsVec3(variable)</a></td>
<td class="summary">Check if the variable is a <a href="../3 primitive classes/Vec3.html#">Vec3</a>.</td>
</tr>
<tr>
<td class="name" ><a href="#IsTime">IsTime(variable)</a></td>
<td class="summary">Check if the variable is a <a href="../3 primitive classes/Time.html#">Time</a> object.</td>
</tr>
<tr>
<td class="name" ><a href="#IsLevelFunc">IsLevelFunc(variable)</a></td>
<td class="summary">Check if the variable is a LevelFunc.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "IsNumber"></a>
<strong>IsNumber(variable)</strong>
</dt>
<dd>
Check if the variable is a number.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a number, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> <span class="keyword">local</span> num = <span class="number">255</span>
<span class="keyword">if</span> Type.IsNumber(num) <span class="keyword">then</span>
num = num + <span class="number">1</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsString"></a>
<strong>IsString(variable)</strong>
</dt>
<dd>
Check if the variable is a string.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a string, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> <span class="keyword">local</span> str = <span class="string">"Hi"</span>
<span class="keyword">if</span> Type.IsString(str) <span class="keyword">then</span>
TEN.Util.PrintLog(str .. <span class="string">"everyone!"</span>, Util.LogLevel.INFO)
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsBoolean"></a>
<strong>IsBoolean(variable)</strong>
</dt>
<dd>
Check if the variable is a boolean.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a boolean, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> LevelFuncs.test = <span class="keyword">function</span> (test)
<span class="keyword">if</span> Type.IsBoolean(test) <span class="keyword">then</span>
LevelVars.test = test
<span class="keyword">else</span>
TEN.Util.PrintLog(<span class="string">"Error!"</span>, Util.LogLevel.ERROR)
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsTable"></a>
<strong>IsTable(variable)</strong>
</dt>
<dd>
Check if the variable is a table.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a table, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> LevelFuncs.PairsTable = <span class="keyword">function</span> (<span class="global">table</span>)
<span class="keyword">if</span> Type.IsTable(<span class="global">table</span>) <span class="keyword">then</span>
<span class="keyword">for</span> k, v <span class="keyword">in</span> <span class="global">pairs</span>(<span class="global">table</span>) <span class="keyword">do</span>
TEN.Util.PrintLog(<span class="global">tostring</span>(k) .. <span class="string">" - "</span> .. <span class="global">tostring</span>(v), Util.LogLevel.INFO)
<span class="keyword">end</span>
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsNull"></a>
<strong>IsNull(variable)</strong>
</dt>
<dd>
Check if the variable has a null value.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a null, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
<span class="keyword">if</span> Type.IsNull(prop) <span class="keyword">then</span>
TEN.Util.PrintLog(<span class="string">"Error!"</span>, Util.LogLevel.ERROR)
<span class="keyword">else</span>
LevelVars.property = prop
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsFunction"></a>
<strong>IsFunction(variable)</strong>
</dt>
<dd>
Check if the variable is a function.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a function, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> LevelFuncs.RunFunc = <span class="keyword">function</span> (func)
<span class="keyword">if</span> Type.IsFunction(func) <span class="keyword">then</span>
func()
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsColor"></a>
<strong>IsColor(variable)</strong>
</dt>
<dd>
Check if the variable is a <a href="../3 primitive classes/Color.html#">Color</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a Color, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> LevelFuncs.SetColor = <span class="keyword">function</span>(color)
<span class="keyword">if</span> Type.IsColor(color) <span class="keyword">then</span>
<span class="global">string</span>:SetColor(color)
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsRotation"></a>
<strong>IsRotation(variable)</strong>
</dt>
<dd>
Check if the variable is a <a href="../3 primitive classes/Rotation.html#">Rotation</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a Rotation, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> LevelFuncs.SetRotation = <span class="keyword">function</span> (rot)
<span class="keyword">if</span> Type.IsRotation(rot) <span class="keyword">then</span>
Lara:SetRotation(rot)
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsVec2"></a>
<strong>IsVec2(variable)</strong>
</dt>
<dd>
Check if the variable is a <a href="../3 primitive classes/Vec2.html#">Vec2</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a Vec2, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> LevelFuncs.SetSpritePos = <span class="keyword">function</span> (pos)
<span class="keyword">if</span> Type.IsVec2(pos) <span class="keyword">then</span>
sprite:SetPosition(pos)
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsVec3"></a>
<strong>IsVec3(variable)</strong>
</dt>
<dd>
Check if the variable is a <a href="../3 primitive classes/Vec3.html#">Vec3</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a Vec3, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span>LevelFuncs.SetLaraPos = <span class="keyword">function</span> (pos)
<span class="keyword">if</span> Type.IsVec3(pos) <span class="keyword">then</span>
Lara:SetPosition(pos)
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsTime"></a>
<strong>IsTime(variable)</strong>
</dt>
<dd>
Check if the variable is a <a href="../3 primitive classes/Time.html#">Time</a> object.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a Time object, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span>LevelFuncs.IncreaseTime = <span class="keyword">function</span> (time)
<span class="keyword">if</span> Type.IsTime(time) <span class="keyword">then</span>
time + <span class="number">1</span>
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</ul>
</dd>
<dt>
<a name = "IsLevelFunc"></a>
<strong>IsLevelFunc(variable)</strong>
</dt>
<dd>
Check if the variable is a LevelFunc.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">variable</span>
<span class="types"><span class="type">variable</span></span>
to be check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">boolean</span></span>
<em>true</em> if the variable is a LevelFunc, <em>false</em> otherwise
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="comment">--example of use
</span> LevelFuncs.SetCallback = <span class="keyword">function</span> (func)
<span class="keyword">if</span> Type.IsFunction(func) <span class="keyword">then</span>
TEN.Logic.AddCallback(TEN.Logic.CallbackPoint.PRELOOP, func)
<span class="keyword">end</span>
<span class="keyword">end</span></pre>
</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" -->
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View file

@ -3,7 +3,7 @@
<html> <html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head> <head>
<title>TombEngine 1.8.1 Lua API</title> <title>TombEngine 1.3 Lua API</title>
<link rel="stylesheet" href="ldoc.css" type="text/css" /> <link rel="stylesheet" href="ldoc.css" type="text/css" />
</head> </head>
<body> <body>
@ -24,7 +24,7 @@
<div id="navigation"> <div id="navigation">
<br/> <br/>
<h1>&nbsp;TombEngine</h1> <h1>TombEngine</h1>
<ul> <ul>
<li><here>Index</here></li> <li><here>Index</here></li>
@ -45,10 +45,14 @@
</ul> </ul>
<h2>2 Classes</h2> <h2>2 Classes</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="2 classes/Collision.Probe.html">Collision.Probe</a></li> <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.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.Statistics.html">Flow.Statistics</a></li> <li> <a href="2 classes/Flow.SkyLayer.html">Flow.SkyLayer</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>
@ -59,42 +63,26 @@
<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.Horizon.html">Flow.Horizon</a></li>
<li> <a href="3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li> <a href="3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
<li> <a href="3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<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>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
<li> <a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></li> <li> <a href="4 enums/Effects.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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
<li> <a href="4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li> <li> <a href="4 enums/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.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li> <li> <a href="4 enums/Objects.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>
<li> <a href="4 enums/Objects.RoomReverb.html">Objects.RoomReverb</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/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/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.AlignMode.html">View.AlignMode</a></li>
<li> <a href="4 enums/View.CameraType.html">View.CameraType</a></li> <li> <a href="4 enums/View.CameraType.html">View.CameraType</a></li>
@ -103,11 +91,8 @@
</ul> </ul>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<ul class="nowrap"> <ul class="nowrap">
<li> <a href="5 lua utility modules/CustomBar.html">CustomBar</a></li>
<li> <a href="5 lua utility modules/Diary.html">Diary</a></li>
<li> <a href="5 lua utility modules/EventSequence.html">EventSequence</a></li> <li> <a href="5 lua utility modules/EventSequence.html">EventSequence</a></li>
<li> <a href="5 lua utility modules/Timer.html">Timer</a></li> <li> <a href="5 lua utility modules/Timer.html">Timer</a></li>
<li> <a href="5 lua utility modules/Type.html">Type</a></li>
</ul> </ul>
</div> </div>
@ -115,27 +100,27 @@
<div id="content"> <div id="content">
<h2>TombEngine 1.8.1 scripting interface</h2> <h2>TombEngine 1.3 scripting interface</h2>
<p>Welcome to the TombEngine scripting API.</p> <p>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.</p>
<p>Note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse. <p>At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>.</p>
At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>.</p> <h4>Module Hierarchy (boring but important)</h4>
<p>Other than the "special tables" (GameVars, LevelVars and LevelFuncs), every module described herein is held in a master table called TEN.
<h4>Module Hierarchy</h4>
<p>Other than the "special tables" (<code>GameVars</code>, <code>LevelVars</code> and <code>LevelFuncs</code>), every module described herein is held in a master table called TEN.
For convenience, these modules and classes are automatically put in the global table. For example, you can call GetMoveableByName either of these two ways:</p> For convenience, these modules and classes are automatically put in the global table. For example, you can call GetMoveableByName either of these two ways:</p>
<pre><code>local door = TEN.Objects.GetMoveableByName("door_type4_14") <pre><code>local door = TEN.Objects.GetMoveableByName("door_type4_14")
local door = GetMoveableByName("door_type4_14") local door = GetMoveableByName("door_type4_14")
</code></pre> </code></pre>
<h4>Always check logs/TENLog.txt</h4> <h4>Always check logs/TENLog.txt</h4>
<p>If you are scripting levels, TombEngine will often kick you back to the title screen, even if <code>errorMode</code> (see <a href="2 classes/Flow.Settings.html#">Flow.Settings</a>) is set to <code>ErrorMode.WARN</code> or <code>ErrorMode.SILENT</code>.</p> <p>If you are scripting levels, TombEngine will often kick you back to the title screen, even if <code>errorMode</code> (see Flow.Settings) is set to <code>ErrorMode.WARN</code> or <code>ErrorMode.SILENT</code>.</p>
<p>This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing <code>end</code> at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless. If this happens, check <strong>logs/TENLog.txt</strong> and look for an error message with the word "unrecoverable".</p> <p>This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing <code>end</code> at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless.</p>
<p>Happy building!</p> <p>If this happens, check <strong>logs/TENLog.txt</strong> and look for an error message with the word "unrecoverable".</p>
<p>- <em>squidshire and the TombEngine development team.</em></p> <p>Enjoy.</p>
<p>- <em>squidshire</em></p>
<h2>1 Modules</h2> <h2>1 Modules</h2>
<table class="module_list"> <table class="module_list">
@ -161,7 +146,7 @@ local door = GetMoveableByName("door_type4_14")
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="1 modules/Objects.html">Objects</a></td> <td class="name" ><a href="1 modules/Objects.html">Objects</a></td>
<td class="summary">Objects including moveables, statics, cameras, and others.</td> <td class="summary">Moveables, statics, cameras, and so on.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="1 modules/Sound.html">Sound</a></td> <td class="name" ><a href="1 modules/Sound.html">Sound</a></td>
@ -183,20 +168,36 @@ local door = GetMoveableByName("door_type4_14")
<h2>2 Classes</h2> <h2>2 Classes</h2>
<table class="module_list"> <table class="module_list">
<tr> <tr>
<td class="name" ><a href="2 classes/Collision.Probe.html">Collision.Probe</a></td> <td class="name" ><a href="2 classes/View.DisplaySprite.html">View.DisplaySprite</a></td>
<td class="summary">Represents a collision probe in the game world.</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>
<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> <tr>
<td class="name" ><a href="2 classes/Flow.Settings.html">Flow.Settings</a></td> <td class="name" ><a href="2 classes/Flow.Mirror.html">Flow.Mirror</a></td>
<td class="summary">Global engine settings which don't fall into particular category or can't be assigned to a specific object.</td> <td class="summary">A mirror effect.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Flow.Statistics.html">Flow.Statistics</a></td> <td class="name" ><a href="2 classes/Flow.Settings.html">Flow.Settings</a></td>
<td class="summary">A set of gameplay statistics.</td> <td class="summary">Settings that will be run on game startup.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></td>
<td class="summary">Describes a layer of moving clouds.</td>
</tr> </tr>
<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>
@ -208,19 +209,19 @@ local door = GetMoveableByName("door_type4_14")
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Objects.LaraObject.html">Objects.LaraObject</a></td> <td class="name" ><a href="2 classes/Objects.LaraObject.html">Objects.LaraObject</a></td>
<td class="summary">Class for extra player-only functions.</td> <td class="summary">Class for extra Lara-only functions.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Objects.Moveable.html">Objects.Moveable</a></td> <td class="name" ><a href="2 classes/Objects.Moveable.html">Objects.Moveable</a></td>
<td class="summary">Represents a moveable object in the game world.</td> <td class="summary">Represents any object inside the game world.</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Objects.Room.html">Objects.Room</a></td> <td class="name" ><a href="2 classes/Objects.Room.html">Objects.Room</a></td>
<td class="summary">Room object.</td> <td class="summary">Rooms</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Objects.Sink.html">Objects.Sink</a></td> <td class="name" ><a href="2 classes/Objects.Sink.html">Objects.Sink</a></td>
<td class="summary">Represents a sink object.</td> <td class="summary">Sink</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Objects.SoundSource.html">Objects.SoundSource</a></td> <td class="name" ><a href="2 classes/Objects.SoundSource.html">Objects.SoundSource</a></td>
@ -228,7 +229,7 @@ local door = GetMoveableByName("door_type4_14")
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Objects.Static.html">Objects.Static</a></td> <td class="name" ><a href="2 classes/Objects.Static.html">Objects.Static</a></td>
<td class="summary">Represents a static object in the game world.</td> <td class="summary">Statics</td>
</tr> </tr>
<tr> <tr>
<td class="name" ><a href="2 classes/Objects.Volume.html">Objects.Volume</a></td> <td class="name" ><a href="2 classes/Objects.Volume.html">Objects.Volume</a></td>
@ -238,48 +239,16 @@ 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">Represesnts distance fog.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></td>
<td class="summary">Represents a horizon.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></td>
<td class="summary">Represents the properties of an object as it appears in the inventory.</td>
</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 the lens flare 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 star field in the sky.</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">An RGBA or RGB color.</td>
</tr> </tr>
<tr> <tr>
<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 3D rotation.</td> <td class="summary">Represents a degree-based 3D rotation.</td>
</tr>
<tr>
<td class="name" ><a href="3 primitive classes/Time.html">Time</a></td>
<td class="summary">Represents a time value in game frames, with support for formatting to hours, minutes, seconds, and centiseconds (1/100th of a second).</td>
</tr> </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>
@ -292,10 +261,6 @@ local door = GetMoveableByName("door_type4_14")
</table> </table>
<h2>4 Enums</h2> <h2>4 Enums</h2>
<table class="module_list"> <table class="module_list">
<tr>
<td class="name" ><a href="4 enums/Collision.MaterialType.html">Collision.MaterialType</a></td>
<td class="summary">Constants for material types.</td>
</tr>
<tr> <tr>
<td class="name" ><a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></td> <td class="name" ><a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></td>
<td class="summary">Constants for blend mode IDs.</td> <td class="summary">Constants for blend mode IDs.</td>
@ -304,22 +269,6 @@ 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/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></td>
<td class="summary">Constants for feather modes.</td>
</tr>
<tr>
<td class="name" ><a href="4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></td>
<td class="summary">Constants for particle animation type constants.</td>
</tr>
<tr>
<td class="name" ><a href="4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></td>
<td class="summary">Constants for error modes.</td>
</tr>
<tr>
<td class="name" ><a href="4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></td>
<td class="summary">Constants for freeze modes.</td>
</tr>
<tr> <tr>
<td class="name" ><a href="4 enums/Flow.GameStatus.html">Flow.GameStatus</a></td> <td class="name" ><a href="4 enums/Flow.GameStatus.html">Flow.GameStatus</a></td>
<td class="summary">Constants for game statuses.</td> <td class="summary">Constants for game statuses.</td>
@ -332,14 +281,6 @@ 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.HandStatus.html">Objects.HandStatus</a></td>
<td class="summary">Constants for player hand statuses.</td>
</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>
@ -360,10 +301,6 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></td> <td class="name" ><a href="4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></td>
<td class="summary">Constants for the type of the audio tracks.</td> <td class="summary">Constants for the type of the audio tracks.</td>
</tr> </tr>
<tr>
<td class="name" ><a href="4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></td>
<td class="summary">Constants for Display String Options.</td>
</tr>
<tr> <tr>
<td class="name" ><a href="4 enums/Util.LogLevel.html">Util.LogLevel</a></td> <td class="name" ><a href="4 enums/Util.LogLevel.html">Util.LogLevel</a></td>
<td class="summary">Constants for LogLevel IDs.</td> <td class="summary">Constants for LogLevel IDs.</td>
@ -382,19 +319,11 @@ 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 display sprite scale modes.</td> <td class="summary">Constants for scale modes.</td>
</tr> </tr>
</table> </table>
<h2>5 Lua utility modules</h2> <h2>5 Lua utility modules</h2>
<table class="module_list"> <table class="module_list">
<tr>
<td class="name" ><a href="5 lua utility modules/CustomBar.html">CustomBar</a></td>
<td class="summary">This module provides functions for creating and managing custom progress bars.</td>
</tr>
<tr>
<td class="name" ><a href="5 lua utility modules/Diary.html">Diary</a></td>
<td class="summary">This module provides functions to create and manage diaries.</td>
</tr>
<tr> <tr>
<td class="name" ><a href="5 lua utility modules/EventSequence.html">EventSequence</a></td> <td class="name" ><a href="5 lua utility modules/EventSequence.html">EventSequence</a></td>
<td class="summary">Event sequence - a chain of functions to call at specified times, modeled after TRNG's organizers.</td> <td class="summary">Event sequence - a chain of functions to call at specified times, modeled after TRNG's organizers.</td>
@ -403,10 +332,6 @@ local door = GetMoveableByName("door_type4_14")
<td class="name" ><a href="5 lua utility modules/Timer.html">Timer</a></td> <td class="name" ><a href="5 lua utility modules/Timer.html">Timer</a></td>
<td class="summary">Basic timer - after a specified number of seconds, the specified thing happens.</td> <td class="summary">Basic timer - after a specified number of seconds, the specified thing happens.</td>
</tr> </tr>
<tr>
<td class="name" ><a href="5 lua utility modules/Type.html">Type</a></td>
<td class="summary">Type - This molule contains functions that allow to check the data type of a variable.</td>
</tr>
</table> </table>
</div> <!-- id="content" --> </div> <!-- id="content" -->

View file

@ -1,245 +1,241 @@
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font-family: "Andale Mono", monospace;
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table.index td { text-align: left; vertical-align: top; }
pre.example {
font-size: .85em; #container {
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margin-left: 1em; text-align: center;
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background-color: #f0f0f0; background-color: #ffffff;
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padding: 3px; table.module_list td.summary { width: 100%; }
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table.module_list td.summary { width: 100%; } border-style: solid;
border-color: #cccccc;
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padding: 3px; table.function_list td.summary { width: 100%; }
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table.function_list td.summary { width: 100%; } }
ul.nowrap { dl.table dt, dl.function dt {border-top: 1px solid #ccc; padding-top: 1em;}
white-space:nowrap; dl.table dd, dl.function dd {padding-bottom: 1em; margin: 10px 0 0 20px;}
} dl.table h3, dl.function h3 {font-size: .95em;}
dl.table dt, dl.function dt {border-top: 1px solid #ccc; padding-top: 1em;} /* stop sublists from having initial vertical space */
dl.table dd, dl.function dd {padding-bottom: 1em; margin: 10px 0 0 20px;} ul ul { margin-top: 0px; }
dl.table h3, dl.function h3 {font-size: .95em;} ol ul { margin-top: 0px; }
ol ol { margin-top: 0px; }
/* stop sublists from having initial vertical space */ ul ol { margin-top: 0px; }
ul ul { margin-top: 0px; }
ol ul { margin-top: 0px; } /* make the target distinct; helps when we're navigating to a function */
ol ol { margin-top: 0px; } a:target + * {
ul ol { margin-top: 0px; } background-color: #FF9;
}
/* make the target distinct; helps when we're navigating to a function */
a:target + * {
background-color: #FF9;
}

View file

@ -1,149 +0,0 @@
# PowerShell script to generate ObjectIDs.h from game_object_ids.h
$inputFile = "../TombEngine/Objects/game_object_ids.h" # Adjust path if necessary.
$tempOutputFile = "../TombEngine/Scripting/Internal/TEN/Objects/temp.h"
$outputFile = "../TombEngine/Scripting/Internal/TEN/Objects/ObjectIDs.h"
# Read the input file
if (-Not (Test-Path $inputFile))
{
Write-Host "Error: File '$inputFile' not found."
exit 1
}
# Get the last modified times for both files.
$inputFileLastModified = (Get-Item $inputFile).LastWriteTime
if (Test-Path $outputFile) {
$outputFileLastModified = (Get-Item $outputFile).LastWriteTime
} else {
$outputFileLastModified = [datetime]::MinValue # If output file doesn't exist, treat it as very old.
}
# Exit early if the output file is newer than the input file.
if ($outputFileLastModified -ge $inputFileLastModified) {
Write-Host "$outputFile is up to date. No changes made."
exit 0
}
$content = Get-Content $inputFile
# Extract enum values and categorize them.
$enumValues = @()
$pickupConstants = @()
$spriteConstants = @()
$inPickupSection = $false
$inSpriteSection = $false
foreach ($line in $content)
{
if ($line -match "^\s*ID_([A-Za-z0-9_]+)")
{
$enumName = $matches[1]
$enumValues += $enumName
if ($enumName -match "_ITEM|EXAMINE")
{
$pickupConstants += $enumName
}
elseif ($enumName -match "_SPRITE|_GRAPHIC|TEXTURE")
{
# These two object IDs are deprecated 3D objects, not sprites.
if ($enumName -in @("BINOCULAR_GRAPHICS", "TARGET_GRAPHICS"))
{
continue
}
$spriteConstants += $enumName
}
}
}
if ($enumValues.Count -gt 0) { $enumValues = $enumValues[1..($enumValues.Count - 2)] }
# Generate ObjectIDs.h content.
$header = @"
#pragma once
// This file is generated automatically, do not edit it.
// Last generated on $(Get-Date -Format "dd/MM/yyyy").
#include <unordered_map>
#include <string>
#include "Objects/game_object_ids.h"
/***
Constants for object IDs.
@enum Objects.ObjID
@pragma nostrip
*/
/*** Objects.ObjID constants.
The following constants are inside ObjID.
"@
$body = $enumValues | ForEach-Object { "`t$_" }
$footer = @"
@table Members
*/
"@
# Pickup Constants Section.
$pickupHeader = @"
/*** Objects.ObjID pickup constants.
The following ObjID members refer to pickups.
"@
$pickupBody = $pickupConstants | ForEach-Object { "`t$_" }
$pickupFooter = @"
@table PickupConstants
*/
"@
# Sprite Constants Section.
$spriteHeader = @"
/*** Objects.ObjID sprite constants.
The following ObjID members refer to sprites.
"@
$spriteBody = $spriteConstants | ForEach-Object { "`t$_" }
$spriteFooter = @"
@table SpriteConstants
*/
"@
# Map definition.
$mapHeader = "static const std::unordered_map<std::string, GAME_OBJECT_ID> GAME_OBJECT_IDS {"
$mapBody = ($enumValues | ForEach-Object { "`t" + '{ "' + "$_" + '", ID_' + "$_" + ' }' }) -join ",`r`n"
$mapFooter = "};"
# Write to output file
$header | Set-Content $tempOutputFile
$body | Add-Content $tempOutputFile
$footer | Add-Content $tempOutputFile
$pickupHeader | Add-Content $tempOutputFile
$pickupBody | Add-Content $tempOutputFile
$pickupFooter | Add-Content $tempOutputFile
$spriteHeader | Add-Content $tempOutputFile
$spriteBody | Add-Content $tempOutputFile
$spriteFooter | Add-Content $tempOutputFile
$mapHeader | Add-Content $tempOutputFile
$mapBody | ForEach-Object { Add-Content $tempOutputFile $_ }
$mapFooter | Add-Content $tempOutputFile
# Rename the temporary file to the final name.
if (Test-Path $outputFile) {
Remove-Item $outputFile -Force
}
Move-Item -Path $tempOutputFile -Destination $outputFile -Force
Write-Host "Generated $outputFile successfully."

View file

@ -32,9 +32,7 @@ span.types:after { content:")"; }
body, td, th { font-size: .95em; line-height: 1.2em;} body, td, th { font-size: .95em; line-height: 1.2em;}
p { line-height: 1.2em;} p { line-height: 1.2em;}
ul { margin: 10px 0 0 0px;} p, ul { margin: 10px 0 0 0px;}
p { margin: 3px 0px 0px 0px; }
strong { font-weight: bold;} strong { font-weight: bold;}
@ -65,10 +63,6 @@ blockquote { margin-left: 3em; }
ul { list-style-type: disc; } ul { list-style-type: disc; }
ul li:not(:last-child) {
margin-bottom: 0.3em;
}
p.name { p.name {
font-family: "Andale Mono", monospace; font-family: "Andale Mono", monospace;
padding-top: 1em; padding-top: 1em;
@ -109,11 +103,11 @@ table.index td { text-align: left; vertical-align: top; }
#main { #main {
background-color: #f0f0f0; background-color: #f0f0f0;
border-left: 2px solid #cccccc; border-left: 2px solid #cccccc;
display: flex
} }
#navigation { #navigation {
width: 18em; float: left;
width: 16em;
vertical-align: top; vertical-align: top;
background-color: #f0f0f0; background-color: #f0f0f0;
overflow: visible; overflow: visible;
@ -147,8 +141,9 @@ table.index td { text-align: left; vertical-align: top; }
} }
#content { #content {
padding: 2em; margin-left: 16em;
width: 900px; padding: 1em;
width: 700px;
border-left: 2px solid #cccccc; border-left: 2px solid #cccccc;
border-right: 2px solid #cccccc; border-right: 2px solid #cccccc;
background-color: #ffffff; background-color: #ffffff;
@ -225,6 +220,7 @@ table.function_list td.name { background-color: #f0f0f0; min-width: 250px; }
table.function_list td.summary { width: 100%; } table.function_list td.summary { width: 100%; }
ul.nowrap { ul.nowrap {
overflow:auto;
white-space:nowrap; white-space:nowrap;
} }

5490
Documentation/output.xml Normal file

File diff suppressed because it is too large Load diff

View file

@ -1,10 +0,0 @@
# Important Links
Here you will find other essential sources that TombEngine has.
- TombEngine website: https://tombengine.com/
- TombEngine Organization repository: https://github.com/TombEngine
- TombEngine LUA API webpage source: https://github.com/TombEngine/TombEngine.github.io
- TombEngine Assets used on the tombEngine website: https://github.com/TombEngine/Resources
- TombEngine releases: https://github.com/TombEngine/TombEditorReleases
- TombEditor repository: https://github.com/MontyTRC89/Tomb-Editor (A Tomb Raider Level Editor to build custom levels. Tomb Editor should be used to develop levels for TombEngine)

28
LICENSE
View file

@ -1,28 +0,0 @@
Modified MIT License (for non-commercial use only)
Copyright (c) 2025 TombEngine Team
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the “Software”), to use,
copy, modify, merge, publish, and distribute copies of the Software, and to
permit persons to whom the Software is furnished to do so, for non-commercial
purposes only, subject to the following conditions:
1. Commercial use of the Software — including, but not limited to, selling,
renting, leasing, or using it in a product or service for which you receive
compensation (monetary or otherwise) — is strictly prohibited.
2. The Software may be combined with proprietary or closed-source third-party
components, provided those components are available for non-commercial use,
and the resulting product is not used for commercial purposes.
3. The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

113
README.md
View file

@ -1,42 +1,93 @@
# Tomb Engine # TombEngine
![Logo](https://github.com/MontyTRC89/TombEngine/blob/7c50d26ca898c74978336d41e16ce3ce0c8ecacd/TEN%20logo.png) In the year 2000, Core Design granted us a great gift: their TR4-based Level Editor, which allowed people to create custom levels. It was, unfortunately, quite limited, hence why over the decades it was upgraded massively with fan projects such as Tomb Raider Engine Patcher (TREP) and Tomb Raider Next Generation (TRNG).
- TREP was a tool which allowed modification of the executable to expand certain limits and implement new features.
- TRNG built upon TREP and provided many new tools, including a scripting language, expanding even more limits with its own .DLL.
*Tomb Engine* (*TEN*) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes: Unfortunately, TRNG's toolset is poorly documented and not user-friendly; the program remains closed-source to this day and is in all practicality an abandonware. As a direct consequence, no one is able to fix the countless well-known bugs and issues extant in TRNG, rendering implementation of new features is impossible without an in-depth knowledge of C++ plugin creation and a solid understanding of the classic Tomb Raider engine's many idiosyncrasies.
- *Lua* as the native scripting language.
- Many objects from the original series (1-5). TombEngine (TEN) is a new, open-source engine which aims to abolish all limits, fix bugs from the original games, introduce new features while refining old ones, and provide for a refined, user-friendly level creation process. Current support includes:
- Support for high framerate, antialiasing, mipmapping, and SSAO. - Lua (as the native scripting language)
- Full diagonal geometry support. - All objects from the classic series (1-5)
- Uncapped map size. - Many more exciting gameplay functionalities such as diagonal shimmying and expanded crawlspace flexibility
- An enlarged 2D map, allowing for the creation of massive levels (imagine one big level may previously have been split into five!)
- A streamlined player control scheme. - A streamlined player control scheme.
*Tomb Engine* is used in conjunction with *Tomb Editor*. The repository can be found [here](https://github.com/MontyTRC89/Tomb-Editor). If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres
# Compiling *Tomb Engine* Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor
To compile *TEN*, ensure you have installed:
- *Microsoft Visual Studio* # Compiling TombEngine
- *Tomb Editor* (for level creation and testing) To compile TEN, ensure you have installed:
- Microsoft Visual Studio
- TombEditor (if you would like to create and test levels)
Steps: Steps:
1) Clone the repository to your GitHub Desktop. 1) Clone the repository to your GitHub Desktop
2) Open `TombEngine.sln`. 2) Launch TombEngine.sln and compile
4) Compile the solution. 3) Once compiled, create a separate folder to serve as your main TEN directory
5) Once compiled, create a separate folder to serve as your main *TEN* directory (or create a test *TEN* project using *TombIDE*) 4) Copy everything inside the Build folder to the main TEN directory
6) Copy everything inside the `Build` folder to the main *TEN* directory. 5) Copy the Scripts folder to your main TEN directory
7) Ensure you have the necessary level data and texture files. 6) Ensure you have the necessary level data and texture files as well
8) In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the `Libs` folder to your main `TEN` directory. 7) In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.
*Visual Studio* may warn about NuGet packages. To fix: Visual Studio may also warn about NuGet packages. To fix:
1) Delete the `Packages` folder. 1) Delete the Packages folder
2) Go back to *Microsoft Visual Studio*. 2) Go back to Microsoft Visual Studio
3) Right-click on the *TEN* solution in the *Solution Explorer* tab and select "Restore NuGet Packages". 3) Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
4) If it doesn't help, manually install `directxtk_desktop_2019` and `Microsoft.XAudio2.Redist` packages via NuGet Package Manager. 4) Compile again and once done, you should be able to compile a level with TombEditor and run it in TEN.
Once done, you should be able to build a level with *Tomb Editor* and run it in *TEN*.
# Contributions
Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our [Discord server](https://discord.gg/h5tUYFmres).
# Disclaimer # Disclaimer
Tomb Engine uses modified MIT license for non-commercial use only. For more information, see [license](LICENSE). Tomb Engine is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. *Tomb Raider* is a registered trademark of Embracer Group AB. Tomb Engine source code is open to encourage contributions and for study purposes. Tomb Engine team is not responsible for illegal use of this source code alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time. We do not and have never worked for Core Design, Eidos Interactive, or Square Enix. This is a hobby project. Tomb Raider is a registered trademark of Square Enix; TombEngine is not be sold. The code is open-source to encourage contributions and to be used for study purposes. We are not responsible for illegal uses of this source code. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.
# Credit List
## Developers
- MontyTRC (Project Leader)
- Gancian (general coding)
- Krystian (general coding)
- Kubsy (Some cleanups and fixes)
- l.m. (general coding, Lua enhancements, bug fixing)
- Lwmte (sound refactoring, general coding, code cleanups, bug fixing)
- Moooonyeah (Jumanji) (entity decompilation)
- Raildex (renderer refactoring, particle coding, general coding)
- RicardoLuis0 (general coding)
- Sezz (player state refactoring, general coding, code cleanups, bug fixing, assets)
- Squidshire (Hispidence) (Lua implementation, bug fixing)
- Stranger1992 (sound asset refactoring and organisation, assets)
- TokyoSU (entity and vehicle decompilation)
- Tomo (general coding, bug fixing)
- Troye (general coding, refactoring)
- WolfCheese (general coding)
## Testers
- Adngel
- Caesum
- Dustie
- GeckoKid
- JoeyQuint
- Kamillos
- Kubsy
- LGG_PRODUCTION
- Lore
- RemRem
- Stranger1992
- WolfCheese
## Assets and Miscellaneous
- Geckokid (Sprites and test level creator).
### Animations
- SrDanielPonces (Diagonal shimmy transitions, backwards monkey swinging)
- Krystian (Flexibility crawlspace, slope climbing animations)
- Sezz (Additional Animations for player state refactoring)
- Naotheia (Underwater puzzle placement, crouch 180° turn, crawl 180° turn, water surface 180° turn)
- JoeyQuint (Standing 180° turn, monkey swing 180° turn)
### TombEngine Marketing
- Kubsy (Twitter and forum posts)
- Stranger1992 (This website, Facebook, Instagram, Youtube and Twitch.

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@ -1,216 +0,0 @@
return {
{
type = "diary",
object = TEN.Objects.ObjID.DIARY_ITEM,
objectIdBg = TEN.Objects.ObjID.DIARY_SPRITES,
spriteIdBg = 0,
colorBg = TEN.Color(255, 255, 255),
pos = TEN.Vec2(50,47.5),
rot = 0,
scale = TEN.Vec2(100,95),
alignMode = TEN.View.AlignMode.CENTER,
scaleMode = TEN.View.ScaleMode.FIT,
blendMode = TEN.Effects.BlendID.ALPHABLEND,
alpha = 255,
pageSound=369,
exitSound=369,
pagesToUnlock = 1
},
{
type = "background",
objectIdBg = TEN.Objects.ObjID.DIARY_SPRITES,
spriteIdBg = 1,
colorBg = TEN.Color(255,0, 0),
pos = TEN.Vec2(50,50),
rot = 0,
scale = TEN.Vec2(100,100),
alignMode = TEN.View.AlignMode.CENTER,
scaleMode = TEN.View.ScaleMode.STRETCH,
blendMode = TEN.Effects.BlendID.ALPHABLEND,
alpha = 160
},
{
type = "pageNumbers",
pageNoType = 2,
prefix = "Page: ",
separator = " of ",
textPos = TEN.Vec2(98,95),
textOptions = {TEN.Strings.DisplayStringOption.RIGHT, TEN.Strings.DisplayStringOption.SHADOW},
textScale = 0.5,
textColor = TEN.Color(255, 255, 255)
},
{
type = "controls",
string1 = "Space: Play Voice Note",
string2 = "Left Key: Previous Page",
string3 = "Right Key: Next Page",
string4 = "Esc: Back",
separator = " | ",
textPos = TEN.Vec2(5,95),
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
textScale = 0.5,
textColor = TEN.Color(255, 255, 255)
},
{
type = "notification",
notificationTime = 3,
objectId = TEN.Objects.ObjID.DIARY_SPRITES,
spriteId = 2,
color = TEN.Color(255,255,255),
pos = TEN.Vec2(90,90),
rot = 0,
scale = TEN.Vec2(5,5),
alignMode = TEN.View.AlignMode.CENTER,
scaleMode = TEN.View.ScaleMode.FIT,
blendMode = TEN.Effects.BlendID.ALPHABLEND,
notificationSound = 114
},
{
type = "image",
pageIndex = 1,
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
spriteId = 0,
color = TEN.Color(255, 255, 255),
pos = TEN.Vec2(35,47.5),
rot = 0,
scale = TEN.Vec2(40,40),
alignMode = TEN.View.AlignMode.CENTER,
scaleMode = TEN.View.ScaleMode.FIT,
blendMode = TEN.Effects.BlendID.ALPHABLEND
},
{
type = "text",
pageIndex = 1,
text = "Welcome to TEN diary.",
textPos = TEN.Vec2(52,47.5),
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
textScale = 1,
textColor = TEN.Color(255, 255, 255)
},
{
type = "image",
pageIndex = 2,
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
spriteId = 1,
color = TEN.Color(255, 255, 255),
pos = TEN.Vec2(35,47.5),
rot = 0,
scale = TEN.Vec2(40,40),
alignMode = TEN.View.AlignMode.CENTER,
scaleMode = TEN.View.ScaleMode.FIT,
blendMode = TEN.Effects.BlendID.ALPHABLEND
},
{
type = "text",
pageIndex = 2,
text = "You can edit the diary by\nediting the file\nDiarySetup.lua in script\nfolder.",
textPos = TEN.Vec2(52,10),
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
textScale = 1,
textColor = TEN.Color(128, 255, 128)
},
{
type = "image",
pageIndex = 3,
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
spriteId = 2,
color = TEN.Color(255, 255, 255),
pos = TEN.Vec2(35,47.5),
rot = 0,
scale = TEN.Vec2(30,30),
alignMode = TEN.View.AlignMode.CENTER,
scaleMode = TEN.View.ScaleMode.FIT,
blendMode = TEN.Effects.BlendID.ALPHABLEND
},
{
type = "text",
pageIndex = 3,
text = "You can also use nodes\nto unlock pages.\nAdd additional text or\nimage entries.\nAdd or update narration.",
textPos = TEN.Vec2(52,10),
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
textScale = 1,
textColor = TEN.Color(128, 255, 128)
},
{
type = "image",
pageIndex = 4,
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
spriteId = 4,
color = TEN.Color(255, 255, 255),
pos = TEN.Vec2(25.5,40),
rot = 0,
scale = TEN.Vec2(15,15),
alignMode = TEN.View.AlignMode.CENTER_BOTTOM,
scaleMode = TEN.View.ScaleMode.FIT,
blendMode = TEN.Effects.BlendID.ALPHABLEND
},
{
type = "image",
pageIndex = 4,
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
spriteId = 5,
color = TEN.Color(255, 255, 255),
pos = TEN.Vec2(41.5,40),
rot = 0,
scale = TEN.Vec2(15,15),
alignMode = TEN.View.AlignMode.CENTER_BOTTOM,
scaleMode = TEN.View.ScaleMode.FIT,
blendMode = TEN.Effects.BlendID.ALPHABLEND
},
{
type = "image",
pageIndex = 4,
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
spriteId = 3,
color = TEN.Color(255, 255, 255),
pos = TEN.Vec2(33.5,80),
rot = 0,
scale = TEN.Vec2(30,30),
alignMode = TEN.View.AlignMode.CENTER_BOTTOM,
scaleMode = TEN.View.ScaleMode.FIT,
blendMode = TEN.Effects.BlendID.ALPHABLEND
},
{
type = "text",
pageIndex = 4,
text = "Funerary Mask",
textPos = TEN.Vec2(25.5,42),
textOptions = {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW},
textScale = 0.3,
textColor = TEN.Color(255, 184, 47)
},
{
type = "text",
pageIndex = 4,
text = "Queen's Bust",
textPos = TEN.Vec2(41.5,42),
textOptions = {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW},
textScale = 0.3,
textColor = TEN.Color(255, 184, 47)
},
{
type = "text",
pageIndex = 4,
text = "Amulet",
textPos = TEN.Vec2(33.5,82),
textOptions = {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW},
textScale = 0.3,
textColor = TEN.Color(255, 184, 47)
},
{
type = "text",
pageIndex = 4,
text = "You can create quite\ncomplex pages.\n\nThis page has 3 images\nand text.\n\nIt also has a narration\nthat can be played\nwith Space.",
textPos = TEN.Vec2(52,10),
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
textScale = 1,
textColor = TEN.Color(255, 128, 128)
},
{
type = "narration",
pageIndex = 4,
trackName = "027",
},
}

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@ -1,951 +0,0 @@
------
-- This module provides functions for creating and managing custom progress bars. It stores bar definitions and configurations in `LevelVars.Engine.CustomBars`, enabling seamless state management.
-- Each bar is independently controlled through its associated functions.
--
-- Example usage:
--
-- local CustomBar = require("Engine.CustomBar")
--
-- -- Create a table with all the bar properties
-- local barData = {
-- barName = "water",
-- startValue = 0,
-- maxValue = 1000,
-- objectIdBg = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
-- spriteIdBg = 0,
-- colorBg = TEN.Color(255,255,255),
-- posBg = TEN.Vec2(20, 20),
-- rotBg = 0,
-- scaleBg = TEN.Vec2(19.05, 19.1),
-- alignModeBg = TEN.View.AlignMode.CENTER_LEFT,
-- scaleModeBg = TEN.View.ScaleMode.FIT,
-- blendModeBg = TEN.Effects.BlendID.ALPHABLEND,
-- objectIdBar = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
-- spriteIdBar = 1,
-- colorBar = TEN.Color(255,0,0),
-- posBar = TEN.Vec2(20.15, 20),
-- rot = 0,
-- scaleBar = TEN.Vec2(18.7, 18.48),
-- alignMode = TEN.View.AlignMode.CENTER_LEFT,
-- scaleMode = TEN.View.ScaleMode.FIT,
-- blendMode = TEN.Effects.BlendID.ALPHABLEND,
-- text = "Water Bar",
-- textPos = TEN.Vec2(20, 15),
-- textOptions = {TEN.Strings.DisplayStringOption.SHADOW,TEN.Strings.DisplayStringOption.CENTER},
-- textScale = 1,
-- textColor = TEN.Color(255,0,0),
-- hideText = false,
-- alphaBlendSpeed = 50,
-- blink = false,
-- blinkLimit = 0.25
-- }
--
-- -- This function creates the bar.
-- CustomBar.Create(barData)
--
-- -- This method gets the bar with name "water" and stores it in variable bar.
-- local bar = CustomBar.Get("water")
-- -- This method displays the bar
-- bar:SetVisibility(true)
-- -- This method sets the bar value to 1000 over 5 seconds.
-- bar:SetBarValue(1000,5)
--
-- @luautil CustomBar
local CustomBar = {}
CustomBar.__index = CustomBar
LevelFuncs.Engine.CustomBar = {}
LevelVars.Engine.CustomBars = {bars = {}, enemiesHpBar = {status = nil}}
---
-- Creates a custom progress bar with extensive configuration options.
-- @tparam table barData The table that contains all the bar data. Refer to table setup for barData.
--
-- @treturn CustomBar The custombar in its hidden state
--
CustomBar.Create = function (barData)
local dataName = barData.barName .. "_bar_data"
local self = {name = dataName}
if LevelVars.Engine.CustomBars.bars[dataName] then
print("Warning: a customBar with name " .. dataName .. " already exists; overwriting it with a new one...")
end
---
-- Table setup for creating custom bar.
-- @table barData
-- @tfield string barName Unique identifier for the bar.
-- @tfield float startValue Initial value of the bar.
-- @tfield float maxValue Maximum value of the bar.
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
-- @tfield Color colorBg Color of bar's background.
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
-- @tfield float rotBg rotation of the bar's background. sprite (0-360).
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
-- @tfield Color colorBar Color of the bar.
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
-- @tfield float rot rotation of the bar's sprite (0-360).
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
-- @tfield View.AlignMode alignMode Alignment for the bar.
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
-- @tfield string text Text to display on the bar.
-- @tfield Vec2 textPos X,Y position of the text.
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
-- @tfield number textScale Scale factor for the text.
-- @tfield Color textColor Color of the text.
-- @tfield bool hideText Whether to hide the text.
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
-- @tfield bool blink Whether the bar blinks.
-- @tfield number blinkLimit % Limit below which bar starts blinking (0-1).
LevelVars.Engine.CustomBars.bars[dataName] = {}
LevelVars.Engine.CustomBars.bars[dataName].name = dataName
LevelVars.Engine.CustomBars.bars[dataName].fixedInterval = 1/30
LevelVars.Engine.CustomBars.bars[dataName].progress = barData.startValue / barData.maxValue -- Set initial progress from start value
LevelVars.Engine.CustomBars.bars[dataName].objectIdBg = barData.objectIdBg
LevelVars.Engine.CustomBars.bars[dataName].spriteIdBg = barData.spriteIdBg
LevelVars.Engine.CustomBars.bars[dataName].colorBg = barData.colorBg
LevelVars.Engine.CustomBars.bars[dataName].posBg = barData.posBg
LevelVars.Engine.CustomBars.bars[dataName].scaleBg = barData.scaleBg
LevelVars.Engine.CustomBars.bars[dataName].rotBg = barData.rotBg
LevelVars.Engine.CustomBars.bars[dataName].alignModeBg = barData.alignModeBg
LevelVars.Engine.CustomBars.bars[dataName].scaleModeBg = barData.scaleModeBg
LevelVars.Engine.CustomBars.bars[dataName].blendModeBg = barData.blendModeBg
LevelVars.Engine.CustomBars.bars[dataName].objectIdBar = barData.objectIdBar
LevelVars.Engine.CustomBars.bars[dataName].spriteIdBar = barData.spriteIdBar
LevelVars.Engine.CustomBars.bars[dataName].colorBar = barData.colorBar
LevelVars.Engine.CustomBars.bars[dataName].posBar = barData.posBar
LevelVars.Engine.CustomBars.bars[dataName].scaleBar = barData.scaleBar
LevelVars.Engine.CustomBars.bars[dataName].rot = barData.rot
LevelVars.Engine.CustomBars.bars[dataName].alignMode = barData.alignMode
LevelVars.Engine.CustomBars.bars[dataName].scaleMode = barData.scaleMode
LevelVars.Engine.CustomBars.bars[dataName].blendMode = barData.blendMode
LevelVars.Engine.CustomBars.bars[dataName].oldValue = barData.startValue -- stores the current bar value
LevelVars.Engine.CustomBars.bars[dataName].targetValue = barData.startValue -- target value to reach
LevelVars.Engine.CustomBars.bars[dataName].maxValue = barData.maxValue
LevelVars.Engine.CustomBars.bars[dataName].text = barData.text
LevelVars.Engine.CustomBars.bars[dataName].textPos = barData.textPos
LevelVars.Engine.CustomBars.bars[dataName].textOptions = barData.textOptions
LevelVars.Engine.CustomBars.bars[dataName].textScale = barData.textScale
LevelVars.Engine.CustomBars.bars[dataName].textColor = barData.textColor
LevelVars.Engine.CustomBars.bars[dataName].hideText = barData.hideText -- required to hide bar text
LevelVars.Engine.CustomBars.bars[dataName].visible = false
LevelVars.Engine.CustomBars.bars[dataName].currentAlpha = 0
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 0
LevelVars.Engine.CustomBars.bars[dataName].alphaBlendSpeed = barData.alphaBlendSpeed
LevelVars.Engine.CustomBars.bars[dataName].blink = barData.blink
LevelVars.Engine.CustomBars.bars[dataName].blinkLimit = barData.blinkLimit
LevelVars.Engine.CustomBars.bars[dataName].blinkSpeed = 8
LevelVars.Engine.CustomBars.bars[dataName].showBar = nil --required to hide bar when enemy is not targeted
LevelVars.Engine.CustomBars.bars[dataName].object = nil
LevelVars.Engine.CustomBars.bars[dataName].getActionType = nil
LevelVars.Engine.CustomBars.bars[dataName].currentTimer = 0
return setmetatable(self, CustomBar)
end
---
-- Creates a bar tied to Players's attributes (Health, Air, Stamina).
-- @tparam table playerBarData The table that contains all the player bar data. Refer to table setup for playerBarData.
-- @treturn CustomBar Player attribute bar.
CustomBar.CreatePlayerBar = function (playerBarData)
local barName = "Player" .. playerBarData.getActionType
local dataName = barName .. "_bar_data"
if playerBarData.getActionType >= 1 and playerBarData.getActionType <= 3 then
local startValue = playerBarData.getActionType == 1 and Lara:GetHP() or
(playerBarData.getActionType == 2 and Lara:GetAir() or
(playerBarData.getActionType == 3 and Lara:GetStamina()))
local maxValue = playerBarData.getActionType == 1 and 1000 or (playerBarData.getActionType == 2 and 1800 or (playerBarData.getActionType == 3 and 120))
---
-- Table setup for creating custom player attribute bar.
-- @table playerBarData
-- @tfield number getActionType Determines the bar type: 1: Health, 2: Air, 3: Stamina.
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
-- @tfield Color colorBg Color of bar's background.
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
-- @tfield Color colorBar Color of the bar.
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
-- @tfield number rot rotation of the bar's sprite (0-360).
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
-- @tfield View.AlignMode alignMode Alignment for the bar.
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
-- @tfield bool showBar Option to always show the bar. If set to false, the bars will automatically hide when they stop updating.
-- @tfield bool blink Whether the bar blinks.
-- @tfield number blinkLimit % Limit below which bar starts blinking (0-1).
local playerBar = {
barName = barName,
startValue = startValue,
maxValue = maxValue,
objectIdBg = playerBarData.objectIdBg,
spriteIdBg = playerBarData.spriteIdBg,
colorBg = playerBarData.colorBg,
posBg = playerBarData.posBg,
rotBg = playerBarData.rotBg,
scaleBg = playerBarData.scaleBg,
alignModeBg = playerBarData.alignModeBg,
scaleModeBg = playerBarData.scaleModeBg,
blendModeBg = playerBarData.blendModeBg,
objectIdBar = playerBarData.objectIdBar,
spriteIdBar = playerBarData.spriteIdBar,
colorBar = playerBarData.colorBar,
posBar = playerBarData.posBar,
rot = playerBarData.rot,
scaleBar = playerBarData.scaleBar,
alignMode = playerBarData.alignMode,
scaleMode = playerBarData.scaleMode,
blendMode = playerBarData.blendMode,
text = "BLANK",
textPos = TEN.Vec2(0,0),
textOptions = {},
textScale = 0,
textColor = TEN.Color(0,0,0),
hideText = true,
alphaBlendSpeed = playerBarData.alphaBlendSpeed,
blink = playerBarData.blink,
blinkLimit = playerBarData.blinkLimit,
}
CustomBar.Create(playerBar)
end
LevelVars.Engine.CustomBars.bars[dataName].getActionType = playerBarData.getActionType
LevelVars.Engine.CustomBars.bars[dataName].showBar = playerBarData.showBar
LevelVars.Engine.CustomBars.bars[dataName].visible = true
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 255
end
---
-- Creates a custom health bar for a specific enemy (like a boss). Ensure this function is called before Lara aims at the enemy if using generic enemy HP bars as well.
-- Also be sure to call this function after increasing the HP of the enemy via LUA.
-- @tparam table enemyBarData The table that contains all the enemy bar data. Refer to table setup for enemyBarData.
-- @treturn CustomBar Enemy health bar.
CustomBar.CreateEnemyHpBar = function (enemyBarData)
local dataName = enemyBarData.barName .. "_bar_data"
local enemyHP = TEN.Objects.GetMoveableByName(enemyBarData.object):GetHP()
---
-- Table setup for creating a specific enemy health bar.
-- @table enemyBarData
-- @tfield string barName Unique identifier for the bar.
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
-- @tfield Color colorBg Color of bar's background.
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
-- @tfield Color colorBar Color of the bar.
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
-- @tfield number rot rotation of the bar's sprite (0-360).
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
-- @tfield View.AlignMode alignMode Alignment for the bar.
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
-- @tfield string text Text to display for the enemy.
-- @tfield Vec2 textPos X,Y position of the text.
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
-- @tfield number textScale Scale factor for the text.
-- @tfield Color textColor Color of the text.
-- @tfield bool hideText Whether to hide the text.
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
-- @tfield string object Enemy name set in Editor for which to create HP for.
-- @tfield bool showBar Option to always show the bar whether the enemy is current target or not. Useful for boss health bars.
-- @tfield bool blink Whether the bar blinks.
-- @tfield number blinkLimit %Limit below which bar starts blinking (0-1).
local enemyBar = {
barName = enemyBarData.barName,
startValue = enemyHP,
maxValue = enemyHP,
objectIdBg = enemyBarData.objectIdBg,
spriteIdBg = enemyBarData.spriteIdBg,
colorBg = enemyBarData.colorBg,
posBg = enemyBarData.posBg,
rotBg = enemyBarData.rotBg,
scaleBg = enemyBarData.scaleBg,
alignModeBg = enemyBarData.alignModeBg,
scaleModeBg = enemyBarData.scaleModeBg,
blendModeBg = enemyBarData.blendModeBg,
objectIdBar = enemyBarData.objectIdBar,
spriteIdBar = enemyBarData.spriteIdBar,
colorBar = enemyBarData.colorBar,
posBar = enemyBarData.posBar,
rot = enemyBarData.rot,
scaleBar = enemyBarData.scaleBar,
alignMode = enemyBarData.alignMode,
scaleMode = enemyBarData.scaleMode,
blendMode = enemyBarData.blendMode,
text = enemyBarData.text,
textPos = enemyBarData.textPos,
textOptions = enemyBarData.textOptions,
textScale = enemyBarData.textScale,
textColor = enemyBarData.textColor,
hideText = enemyBarData.hideText,
alphaBlendSpeed = enemyBarData.alphaBlendSpeed,
blink = enemyBarData.blink,
blinkLimit = enemyBarData.blinkLimit
}
CustomBar.Create(enemyBar)
LevelVars.Engine.CustomBars.bars[dataName].showBar = enemyBarData.showBar
LevelVars.Engine.CustomBars.bars[dataName].object = enemyBarData.object
LevelVars.Engine.CustomBars.bars[dataName].getActionType = 0
LevelVars.Engine.CustomBars.bars[dataName].visible = true
LevelVars.Engine.CustomBars.bars[dataName].fixedInterval = 1/3
LevelVars.Engine.CustomBars.bars[dataName].currentAlpha = 0
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 255
end
---
-- Creates health bars for all enemies. A new bar is generated whenever Lara targets an enemy. If the "hide text" option is disabled, the enemy's name (as set in the editor) is displayed.
-- Multiple enemies can share the same name by appending _number to the name in the editor. If adjusting an enemy's max HP, ensure this is done before Lara targets the enemy.
-- To create health bars for specific enemies, use CustomBar.CreateEnemyHpBar, ensuring the bar is created prior to targeting.
-- @tparam table enemiesBarData The table that contains all the enemies bar data. Refer to table setup for enemiesBarData.
-- @treturn CustomBar Enemy health bars.
CustomBar.SetEnemiesHpGenericBar = function (enemiesBarData)
if LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBg then
print("Warning: Overwriting enemy HP bar definitions")
end
---
-- Table setup for creating health bars for all enemies.
-- @table enemiesBarData
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
-- @tfield Color colorBg Color of bar's background.
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
-- @tfield Color colorBar Color of the bar.
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
-- @tfield number rot rotation of the bar's sprite (0-360).
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
-- @tfield View.AlignMode alignMode Alignment for the bar.
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
-- @tfield number textPos X position of the text.
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
-- @tfield number textScale Scale factor for the text.
-- @tfield Color textColor Color of the text.
-- @tfield bool hideText Whether to hide the enemy name text.
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
-- @tfield bool blink Whether the bar blinks.
-- @tfield number blinkLimit %Limit below which bar starts blinking (0-1).
LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBg = enemiesBarData.objectIdBg
LevelVars.Engine.CustomBars.enemiesHpBar.spriteIdBg = enemiesBarData.spriteIdBg
LevelVars.Engine.CustomBars.enemiesHpBar.colorBg = enemiesBarData.colorBg
LevelVars.Engine.CustomBars.enemiesHpBar.posBg = enemiesBarData.posBg
LevelVars.Engine.CustomBars.enemiesHpBar.scaleBg = enemiesBarData.scaleBg
LevelVars.Engine.CustomBars.enemiesHpBar.rotBg = enemiesBarData.rotBg
LevelVars.Engine.CustomBars.enemiesHpBar.alignModeBg = enemiesBarData.alignModeBg
LevelVars.Engine.CustomBars.enemiesHpBar.scaleModeBg = enemiesBarData.scaleModeBg
LevelVars.Engine.CustomBars.enemiesHpBar.blendModeBg = enemiesBarData.blendModeBg
LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBar = enemiesBarData.objectIdBar
LevelVars.Engine.CustomBars.enemiesHpBar.spriteIdBar = enemiesBarData.spriteIdBar
LevelVars.Engine.CustomBars.enemiesHpBar.colorBar = enemiesBarData.colorBar
LevelVars.Engine.CustomBars.enemiesHpBar.posBar = enemiesBarData.posBar
LevelVars.Engine.CustomBars.enemiesHpBar.scaleBar = enemiesBarData.scaleBar
LevelVars.Engine.CustomBars.enemiesHpBar.rot = enemiesBarData.rot
LevelVars.Engine.CustomBars.enemiesHpBar.alignMode = enemiesBarData.alignMode
LevelVars.Engine.CustomBars.enemiesHpBar.scaleMode = enemiesBarData.scaleMode
LevelVars.Engine.CustomBars.enemiesHpBar.blendMode = enemiesBarData.blendMode
LevelVars.Engine.CustomBars.enemiesHpBar.textPos = enemiesBarData.textPos
LevelVars.Engine.CustomBars.enemiesHpBar.textOptions = enemiesBarData.textOptions
LevelVars.Engine.CustomBars.enemiesHpBar.textScale = enemiesBarData.textScale
LevelVars.Engine.CustomBars.enemiesHpBar.textColor = enemiesBarData.textColor
LevelVars.Engine.CustomBars.enemiesHpBar.hideText = enemiesBarData.hideText
LevelVars.Engine.CustomBars.enemiesHpBar.alphaBlendSpeed = enemiesBarData.alphaBlendSpeed
LevelVars.Engine.CustomBars.enemiesHpBar.blink = enemiesBarData.blink
LevelVars.Engine.CustomBars.enemiesHpBar.blinkLimit = enemiesBarData.blinkLimit
LevelVars.Engine.CustomBars.enemiesHpBar.status = true
end
--- The function retrieves an existing bar instance by its unique identifier (barName). This function is useful when you need to access or manipulate a bar that has already been created.
-- @string barName The unique identifier assigned to the bar when it was created using CustomBar.New
CustomBar.Get = function(barName)
local dataName = barName .. "_bar_data"
if LevelVars.Engine.CustomBars.bars[dataName] then
local self = {name = dataName}
return setmetatable(self, CustomBar)
end
end
--- The function removes a custom bar and its associated data from the system. It ensures that the bar is no longer tracked or accessible in the LevelVars.Engine.CustomBars.bars table.
-- @string barName The name of the custom bar to be deleted.
CustomBar.Delete = function (barName)
local dataName = barName .. "_bar_data"
if LevelVars.Engine.CustomBars.bars[dataName] then
LevelVars.Engine.CustomBars.bars[dataName] = nil
end
end
--- The function sets the value of a custom bar over a specified time period.
-- @number value The new target to which the bar's current value should transition. (Must be a non-negative number; between 0 and the bar's maxValue.
-- @number time The time (in seconds) over which the bar's value should transition to the target value.
function CustomBar:SetBarValue(value, time)
if LevelVars.Engine.CustomBars.bars[self.name] then
if type(value) =="number" and value >= 0 then
local currentValue = LevelVars.Engine.CustomBars.bars[self.name].oldValue
local maxValue = LevelVars.Engine.CustomBars.bars[self.name].maxValue
local newTargetValue = math.max(0, math.min(maxValue, value))
LevelVars.Engine.CustomBars.bars[self.name].targetValue = newTargetValue
LevelVars.Engine.CustomBars.bars[self.name].fixedInterval = (newTargetValue - currentValue) / (time * 30)
end
end
end
--- The function adjusts the bar's value relative to its current or target value over a specified time span.
-- @number value The relative value to add (positive or negative) to the current bar value.
-- @number time The duration (in seconds) over which the change should occur.
function CustomBar:ChangeBarValueOverTimespan(value, time)
-- Check if bar data and timer exist
if LevelVars.Engine.CustomBars.bars[self.name] then
-- Get the current target value or old value if no target value exists
local currentValue = LevelVars.Engine.CustomBars.bars[self.name].oldValue
local maxValue = LevelVars.Engine.CustomBars.bars[self.name].maxValue
local currentTarget = LevelVars.Engine.CustomBars.bars[self.name].targetValue or currentValue
-- Calculate new target value by adding the relative 'value' and clamp between 0 and 1000
local newTargetValue = math.max(0, math.min(maxValue, currentTarget + value))
-- Set the new target value
LevelVars.Engine.CustomBars.bars[self.name].targetValue = newTargetValue
-- Calculate total frames based on time and FPS (30 FPS)
local totalFrames = time * 30
-- Calculate the fixed interval for the entire transition
LevelVars.Engine.CustomBars.bars[self.name].fixedInterval = (newTargetValue - currentValue) / totalFrames
end
end
--- The function controls the visibility of a custom bar.
-- @bool visible true: Makes the bar visible.; false: Hides the bar.
function CustomBar:SetVisibility(visible)
--the visible variable is a boolean
if LevelVars.Engine.CustomBars.bars[self.name] then
if visible and type(visible) == "boolean" then
LevelVars.Engine.CustomBars.bars[self.name].targetAlpha = 255
LevelVars.Engine.CustomBars.bars[self.name].visible = true
else
LevelVars.Engine.CustomBars.bars[self.name].targetAlpha = 0
end
end
end
--- The function checks whether a custom bar is currently visible.
-- @treturn bool true if the bar is visible and false if it is not.
function CustomBar:IsVisible()
if LevelVars.Engine.CustomBars.bars[self.name] then
if LevelVars.Engine.CustomBars.bars[self.name].visible then
return true
else
return false
end
end
end
--- The function retrieves the current value of a custom bar.
-- @treturn float returns the current value of a custom bar.
function CustomBar:GetValue()
if LevelVars.Engine.CustomBars.bars[self.name] then
return LevelVars.Engine.CustomBars.bars[self.name].oldValue
end
end
--- The function deletes all custom bars.
CustomBar.DeleteAllBars = function ()
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
end
end
--- This function prevents the creation of new health bars for enemies when set to false. However, it does not affect the health bars that have already been created.
-- @bool value Specifies whether new health bars for enemies should be created.
CustomBar.ShowEnemiesHpGenericBar = function(value)
if type(value) == "boolean" then
LevelVars.Engine.CustomBars.enemiesHpBar.status = value
end
end
--- The function deletes all the enemy health bars excluding those created by CustomBar.CreateEnemyHpBar.
CustomBar.DeleteExistingHpGenericBars = function ()
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
if customBar.getActionType == 4 then
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
end
end
end
--- Sets the custom bar background sprite position.
-- @tparam Vec2 pos X,Y position of the bar's background in screen percent (0-100).
--
function CustomBar:SetBackgroundPosition(pos)
if pos and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].posBg = pos
end
end
--- Sets the custom bar background sprite rotation.
-- @tparam number rot rotation of the bar's background. sprite (0-360).
--
function CustomBar:SetBackgroundRotation(rot)
if rot and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].rotBg = rot
end
end
-- Sets the custom bar background sprite color.
-- @tparam Color color Color of bar's background.
--
function CustomBar:SetBackgroundColor(color)
if color and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].colorBg = color
end
end
---
-- Sets the custom bar background sprite scale.
-- @tparam Vec2 scale X,Y Scaling factor for the bar's background sprite.
--
function CustomBar:SetBackgroundScale(scale)
if scale and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].scaleBg = scale
end
end
---
-- Sets the custom bar background sprite slot and sprite ID.
-- @tparam Objects.ObjID slot Object ID for the bar's background sprite.
-- @tparam number id SpriteID from the specified object for the bar's background.
--
function CustomBar:SetBackgroundSpriteSlot(slot, id)
if slot and id and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].objectIdBg = slot
LevelVars.Engine.CustomBars.bars[self.name].spriteIdBg = id
end
end
---
-- Sets the custom bar background sprite align mode.
-- @tparam View.AlignMode alignMode Alignment for the bar's background.
--
function CustomBar:SetBackgroundAlignMode(alignMode)
if alignMode and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].alignModeBg = alignMode
end
end
---
-- Sets the custom bar background sprite scale mode.
-- @tparam View.ScaleMode scaleMode Scaling for the bar's background.
--
function CustomBar:SetBackgroundScaleMode(scaleMode)
if scaleMode and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].scaleModeBg = scaleMode
end
end
---
-- Sets the custom bar background sprite blend mode.
-- @tparam Effects.BlendID blendMode Blending modes for the bar's background.
--
function CustomBar:SetBackgroundBlendMode(blendMode)
if blendMode and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].blendModeBg = blendMode
end
end
---
-- Sets the custom bar sprite position.
-- @tparam Vec2 pos X,Y position of the bar in screen percent (0-100).
--
function CustomBar:SetBarPosition(pos)
if pos and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].posBar = pos
end
end
---
-- Sets the custom bar sprite rotation.
-- @tparam number rot rotation of the bar's sprite (0-360).
--
function CustomBar:SetBarRotation(rot)
if rot and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].rot = rot
end
end
---
-- Sets the custom bar sprite color.
-- @tparam Color color Color of the bar.
--
function CustomBar:SetBarColor(color)
if color and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].colorBar = color
end
end
---
-- Sets the custom bar sprite scale.
-- @tparam Vec2 scale X,Y Scaling factor for the bar's sprite.
--
function CustomBar:SetBarScale(scale)
if scale and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].scaleBar = scale
end
end
---
-- Sets the custom bar sprite slot and sprite ID.
-- @tparam Objects.ObjID slot Object ID for the bar sprite.
-- @tparam number id SpriteID from the specified object for the bar.
--
function CustomBar:SetBarSpriteSlot(slot, id)
if slot and id and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].objectIdBar = slot
LevelVars.Engine.CustomBars.bars[self.name].spriteIdBar = id
end
end
---
-- Sets the custom bar sprite alignment mode.
-- @tparam View.AlignMode alignMode Alignment for the bar.
--
function CustomBar:SetBarAlignMode(alignMode)
if alignMode and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].alignMode = alignMode
end
end
---
-- Sets the custom bar sprite scale mode.
-- @tparam View.ScaleMode scaleMode Scaling for the bar.
--
function CustomBar:SetBarScaleMode(scaleMode)
if scaleMode and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].scaleMode = scaleMode
end
end
---
-- Sets the custom bar sprite blend mode.
-- @tparam Effects.BlendID blendMode Blending modes for the bar.
--
function CustomBar:SetBarBlendMode(blendMode)
if blendMode and LevelVars.Engine.CustomBars.bars[self.name] then
LevelVars.Engine.CustomBars.bars[self.name].blendMode = blendMode
end
end
LevelFuncs.Engine.CustomBar.UpdateCustomBars = function()
local playerTarget = Lara:GetTarget()
if playerTarget ~= nil and LevelVars.Engine.CustomBars.enemiesHpBar.status then
local playerTargetName = playerTarget:GetName()
local displayName = LevelFuncs.Engine.Node.SplitString(playerTargetName, "_")
local enemytable = playerTargetName .. "_bar_data"
if LevelVars.Engine.CustomBars.bars[enemytable] == nil then
local eB = LevelVars.Engine.CustomBars.enemiesHpBar
local enemyBar = {
barName = playerTargetName,
objectIdBg = eB.objectIdBg,
spriteIdBg = eB.spriteIdBg,
colorBg = eB.colorBg,
posBg = eB.posBg,
rotBg = eB.rotBg,
scaleBg = eB.scaleBg,
alignModeBg = eB.alignModeBg,
scaleModeBg = eB.scaleModeBg,
blendModeBg = eB.blendModeBg,
objectIdBar = eB.objectIdBar,
spriteIdBar = eB.spriteIdBar,
colorBar = eB.colorBar,
posBar = eB.posBar,
rot = eB.rot,
scaleBar = eB.scaleBar,
alignMode = eB.alignMode,
scaleMode = eB.scaleMode,
blendMode = eB.blendMode,
text = displayName[1],
textPos = eB.textPos,
textOptions = eB.textOptions,
textScale = eB.textScale,
textColor = eB.textColor,
hideText = eB.hideText,
alphaBlendSpeed = eB.alphaBlendSpeed,
blink = eB.blink,
blinkLimit = eB.blinkLimit,
showBar = false,
object = playerTargetName
}
CustomBar.CreateEnemyHpBar(enemyBar)
LevelVars.Engine.CustomBars.bars[enemytable].getActionType = 4
end
end
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
if customBar ~= nil then
-- Smoothly transition to target value
local currentValue = customBar.oldValue or 0
local targetValue = customBar.targetValue or 0
local delta = customBar.fixedInterval
if customBar.object ~=nil and (customBar.getActionType == 0 or customBar.getActionType == 4) then
local enemy = GetMoveableByName(customBar.object)
currentValue = enemy:GetHP()
targetValue = currentValue
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
if customBar.showBar == true then
-- If showBar is true, the bar is always visible at full alpha
customBar.targetAlpha = 255
customBar.visible = true
else
-- If showBar is false, only show the bar if the enemy is the player's current target
if playerTarget == enemy then
customBar.targetAlpha = 255 -- Set to full alpha if this enemy is the target
customBar.visible = true
else
customBar.targetAlpha = 0 -- Set to 0 alpha if this enemy is not the target
end
end
if currentValue <= 0 then
customBar.targetAlpha = 0
end
-- When Alpha reaches 0 set visibility to false
if currentValue <= 0 and customBar.currentAlpha == 0 then
customBar.visible = false
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
end
end
if customBar.getActionType == 1 then
currentValue = Lara:GetHP()
targetValue = currentValue
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
-- Check if `hideBar` is true, which overrides all other behaviors
if customBar.showBar == true then
customBar.targetAlpha = 255 -- Bar is always visible
customBar.visible = true
elseif currentValue ~= (customBar.oldValue or currentValue) then
customBar.targetAlpha = 255 -- Show the bar if value changes
customBar.visible = true
customBar.currentTimer = customBar.currentTimer + 1
if customBar.currentTimer >= 90 then
customBar.oldValue = currentValue
customBar.currentTimer = 0
end
elseif Lara:GetHandStatus() == 0 and currentValue >= customBar.blinkLimit*1000 then
-- Hide bar if hands are free and HP is 200 or more
customBar.targetAlpha = 0
customBar.visible = false
elseif Lara:GetHandStatus() == 2 or Lara:GetHandStatus() == 3 or Lara:GetHandStatus() == 4 then
-- Show bar if hand status is 2, 3, or 4 (weapon drawn)
customBar.targetAlpha = 255
customBar.visible = true
elseif Lara:GetHandStatus() == 0 and currentValue < customBar.blinkLimit*1000 then
-- Show bar if hands are free and HP is less than 200
customBar.targetAlpha = 255
customBar.visible = true
end
elseif customBar.getActionType == 2 then
currentValue = Lara:GetAir()
targetValue = currentValue
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
if customBar.showBar == true then
-- If showBar is true, the bar is always visible
customBar.targetAlpha = 255
customBar.visible = true
else
-- If showBar is false, hide the bar when currentValue is at max
if currentValue == customBar.maxValue then
customBar.targetAlpha = 0 -- Hide the bar when at max value
else
customBar.targetAlpha = 255 -- Show the bar if currentValue is not max
customBar.visible = true
end
end
elseif customBar.getActionType == 3 then
currentValue = Lara:GetStamina()
targetValue = currentValue
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
if customBar.showBar == true then
-- If showBar is true, the bar is always visible
customBar.targetAlpha = 255
customBar.visible = true
else
-- If showBar is false, hide the bar when currentValue is at max
if currentValue == customBar.maxValue then
customBar.targetAlpha = 0 -- Hide the bar when at max value
else
customBar.targetAlpha = 255 -- Show the bar if currentValue is not max
customBar.visible = true
end
end
end
if currentValue ~= targetValue then
-- Update current value by delta (increment or decrement)
if currentValue < targetValue then
currentValue = math.min(currentValue + delta, targetValue)
else
currentValue = math.max(currentValue + delta, targetValue)
end
-- Update the bar's progress (0-1 scale)
customBar.oldValue = currentValue
customBar.progress = currentValue / customBar.maxValue
end
-- Smoothly transition alpha
if customBar.currentAlpha ~= customBar.targetAlpha then
local alphaDelta = customBar.alphaBlendSpeed
if customBar.currentAlpha < customBar.targetAlpha then
customBar.currentAlpha = math.floor(math.min(customBar.currentAlpha + alphaDelta, customBar.targetAlpha))
else
customBar.currentAlpha = math.floor(math.max(customBar.currentAlpha - alphaDelta, customBar.targetAlpha))
end
end
-- Set parameters to draw the background
local posBg = customBar.posBg
local scaleBg = customBar.scaleBg
local rotBg = customBar.rotBg
local alignMBg = LevelFuncs.Engine.Node.GetDisplaySpriteAlignMode(customBar.alignModeBg)
local scaleMBg = LevelFuncs.Engine.Node.GetDisplaySpriteScaleMode(customBar.scaleModeBg)
local blendIdBg = LevelFuncs.Engine.Node.GetBlendMode(customBar.blendModeBg)
-- Adjust color with alpha blending
local bgColor = Color(customBar.colorBg.r,customBar.colorBg.g,customBar.colorBg.b,customBar.currentAlpha)
-- Set parameters to draw the bar
local pos = customBar.posBar
local rot = customBar.rot
local alignM = LevelFuncs.Engine.Node.GetDisplaySpriteAlignMode(customBar.alignMode)
local scaleM = LevelFuncs.Engine.Node.GetDisplaySpriteScaleMode(customBar.scaleMode)
local blendID = LevelFuncs.Engine.Node.GetBlendMode(customBar.blendMode)
local barColor = TEN.Color(customBar.colorBar.r,customBar.colorBar.g,customBar.colorBar.b,customBar.currentAlpha)
-- when Alpha reaches 0 set visibility to false
if customBar.currentAlpha > 0 then
customBar.visible = true
elseif customBar.currentAlpha == 0 then
customBar.visible = false
end
--draw bar if alpha is greater than 1 and visibility is true
if customBar.visible and customBar.currentAlpha > 0 then
-- Draw background sprite
local bgSprite = TEN.DisplaySprite(customBar.objectIdBg, customBar.spriteIdBg, posBg, rotBg, scaleBg, bgColor)
bgSprite:Draw(0, alignMBg, scaleMBg, blendIdBg)
-- Draw foreground sprite (the bar itself) proportional to Progress
local barScale = TEN.Vec2(customBar.scaleBar.x * customBar.progress, customBar.scaleBar.y)
local barSprite = TEN.DisplaySprite(customBar.objectIdBar, customBar.spriteIdBar, pos, rot, barScale, barColor)
if customBar.frameCounter == nil then
customBar.frameCounter = 0
end
-- Calculate HP percentage
local Percentage = (currentValue / customBar.maxValue)
-- Update frame counter
customBar.frameCounter = customBar.frameCounter + 1
-- Check if blink is enabled and value is below blinkLimit
if customBar.blink == true and Percentage <= customBar.blinkLimit then
-- Only draw the sprite every other frame
if customBar.frameCounter % (customBar.blinkSpeed * 2) < customBar.blinkSpeed then
barSprite:Draw(1, alignM, scaleM, blendID)
end
else
-- Draw the sprite normally if blink is off or value is above blinkLimit
barSprite:Draw(1, alignM, scaleM, blendID)
end
-- Reset the frame counter if it reaches the blinkSpeed limit to prevent overflow
if customBar.frameCounter >= customBar.blinkSpeed * 2 then
customBar.frameCounter = 0
end
if customBar.hideText == false then
-- Draw text (enemy name and health)
local barText = tostring(customBar.text) --debug text .. " (" .. currentHP .. " / " .. totalHP .. ")"
local textColor = TEN.Color(customBar.textColor.r, customBar.textColor.g, customBar.textColor.b, customBar.currentAlpha)
local posInPixel = TEN.Vec2(TEN.Util.PercentToScreen(customBar.textPos.x, customBar.textPos.y))
local IsString = TEN.Flow.IsStringPresent(barText)
local myText = TEN.Strings.DisplayString(barText, posInPixel, customBar.textScale, textColor, IsString, customBar.textOptions)
TEN.Strings.ShowString(myText, 1/30)
end
end
end
end
end
TEN.Logic.AddCallback(TEN.Logic.CallbackPoint.PRELOOP, LevelFuncs.Engine.CustomBar.UpdateCustomBars)
return CustomBar

File diff suppressed because it is too large Load diff

View file

@ -81,7 +81,7 @@ Timer = {
print("Warning: a timer with name " .. name .. " already exists; overwriting it with a new one...") print("Warning: a timer with name " .. name .. " already exists; overwriting it with a new one...")
end end
LevelVars.Engine.Timer.timers[name] = {} LevelVars.Engine.Timer.timers[name] ={}
local thisTimer = LevelVars.Engine.Timer.timers[name] local thisTimer = LevelVars.Engine.Timer.timers[name]
thisTimer.name = name thisTimer.name = name
thisTimer.totalTime = totalTime thisTimer.totalTime = totalTime
@ -98,14 +98,6 @@ Timer = {
end end
return obj return obj
end; end;
Delete = function(name)
if LevelVars.Engine.Timer.timers[name] then
LevelVars.Engine.Timer.timers[name] = nil
else
print("Warning: a timer with name " .. name .. " does not exist and can't be deleted.")
end
end;
--- Get a timer by its name. --- Get a timer by its name.
-- @string name The label that was given to the timer when it was created -- @string name The label that was given to the timer when it was created
@ -202,7 +194,7 @@ Timer = {
str:SetColor(pausedColor) str:SetColor(pausedColor)
end end
TEN.Strings.ShowString(str, 1, false) TEN.Strings.ShowString(str, 1)
end end
end end

View file

@ -1,211 +0,0 @@
-----
--- Type - This molule contains functions that allow to check the data type of a variable. It also contains functions that allow to check if the variable is a TEN primitive class or a LevelFuncs.
--
--
-- To use the functions within the scripts, the module must be called:
-- local Type = require("Engine.Type")
--
--
-- Example usage: check if a variable is of type Vec3()
-- local Type= require("Engine.Type")
--
-- LevelFuncs.SetLaraPos = function (pos)
-- if Type.IsVec3(pos) then
-- Lara:SetPosition(pos)
-- end
-- end
--
--
-- You can use the `not` keyword together with the functions of the Type module.
--
-- Example: checking if variable does not have a null value
-- LevelFuncs.AddProp = function (prop)
-- if not Type.IsNull(prop) then
-- LevelVars.property = prop
-- end
-- end
-- @luautil Type
local color = TEN.Color(0,0,0)
local rotation = TEN.Rotation(0, 0, 0)
local time = TEN.Time()
local vec2 = TEN.Vec2(0,0)
local vec3 = TEN.Vec3(0,0,0)
LevelFuncs.TypeControlLevelFunc = function () end
local Type = {}
--- Check if the variable is a number.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a number, *false* otherwise
-- @usage
-- --example of use
-- local num = 255
-- if Type.IsNumber(num) then
-- num = num + 1
-- end
Type.IsNumber = function (variable)
return type(variable) == "number"
end
--- Check if the variable is a string.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a string, *false* otherwise
-- @usage
-- --example of use
-- local str = "Hi"
-- if Type.IsString(str) then
-- TEN.Util.PrintLog(str .. "everyone!", Util.LogLevel.INFO)
-- end
Type.IsString = function (variable)
return type(variable) == "string"
end
--- Check if the variable is a boolean.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a boolean, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.test = function (test)
-- if Type.IsBoolean(test) then
-- LevelVars.test = test
-- else
-- TEN.Util.PrintLog("Error!", Util.LogLevel.ERROR)
-- end
-- end
Type.IsBoolean = function (variable)
return type(variable) == "boolean"
end
--- Check if the variable is a table.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a table, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.PairsTable = function (table)
-- if Type.IsTable(table) then
-- for k, v in pairs(table) do
-- TEN.Util.PrintLog(tostring(k) .. " - " .. tostring(v), Util.LogLevel.INFO)
-- end
-- end
-- end
Type.IsTable = function (variable)
return type(variable) == "table"
end
--- Check if the variable has a null value.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a null, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.AddProp = function (prop)
-- if Type.IsNull(prop) then
-- TEN.Util.PrintLog("Error!", Util.LogLevel.ERROR)
-- else
-- LevelVars.property = prop
-- end
-- end
Type.IsNull = function (variable)
return type(variable) == "nil"
end
--- Check if the variable is a function.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a function, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.RunFunc = function (func)
-- if Type.IsFunction(func) then
-- func()
-- end
-- end
Type.IsFunction = function (variable)
return type(variable) == "function"
end
--- Check if the variable is a @{Color}.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a Color, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.SetColor = function(color)
-- if Type.IsColor(color) then
-- string:SetColor(color)
-- end
-- end
Type.IsColor = function (variable)
return getmetatable(variable) == getmetatable(color)
end
--- Check if the variable is a @{Rotation}.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a Rotation, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.SetRotation = function (rot)
-- if Type.IsRotation(rot) then
-- Lara:SetRotation(rot)
-- end
-- end
Type.IsRotation = function (variable)
return getmetatable(variable) == getmetatable(rotation)
end
--- Check if the variable is a @{Vec2}.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a Vec2, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.SetSpritePos = function (pos)
-- if Type.IsVec2(pos) then
-- sprite:SetPosition(pos)
-- end
-- end
Type.IsVec2 = function (variable)
return getmetatable(variable) == getmetatable(vec2)
end
--- Check if the variable is a @{Vec3}.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a Vec3, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.SetLaraPos = function (pos)
-- if Type.IsVec3(pos) then
-- Lara:SetPosition(pos)
-- end
-- end
Type.IsVec3 = function (variable)
return getmetatable(variable) == getmetatable(vec3)
end
--- Check if the variable is a @{Time} object.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a Time object, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.IncreaseTime = function (time)
-- if Type.IsTime(time) then
-- time + 1
-- end
-- end
Type.IsTime = function (variable)
return getmetatable(variable) == getmetatable(time)
end
--- Check if the variable is a LevelFunc.
-- @tparam variable variable to be check
-- @treturn boolean *true* if the variable is a LevelFunc, *false* otherwise
-- @usage
-- --example of use
-- LevelFuncs.SetCallback = function (func)
-- if Type.IsFunction(func) then
-- TEN.Logic.AddCallback(TEN.Logic.CallbackPoint.PRELOOP, func)
-- end
-- end
Type.IsLevelFunc = function (variable)
return getmetatable(variable) == getmetatable(LevelFuncs.TypeControlLevelFunc)
end
return Type

View file

@ -1,4 +1,3 @@
-- ldignore
local Util = {} local Util = {}
Util.ShortenTENCalls = function() Util.ShortenTENCalls = function()

View file

@ -57,7 +57,7 @@ test = Level.new()
test.nameKey = "level_test" test.nameKey = "level_test"
test.scriptFile = "Scripts\\Levels\\New_Level.lua" test.scriptFile = "Scripts\\Levels\\New_Level.lua"
test.ambientTrack = "108" test.ambientTrack = "108"
test.levelFile = "Data\\Tut1_water.ten" test.levelFile = "Data\\TestLevel.ten"
test.loadScreenFile = "Screens\\rome.jpg" test.loadScreenFile = "Screens\\rome.jpg"
-- 0 is no weather, 1 is rain, 2 is snow. -- 0 is no weather, 1 is rain, 2 is snow.

View file

@ -4,146 +4,17 @@
local Flow = TEN.Flow local Flow = TEN.Flow
local settings = Flow.Settings.new() local settings = Flow.Settings.new()
settings.errorMode = Flow.ErrorMode.WARN
settings.Animations.crouchRoll = true
settings.Animations.crawlspaceSwandive = true
settings.Animations.sprintJump = false
settings.Animations.ledgeJumps = false
settings.Animations.poseTimeout = 0
settings.Camera.binocularLightColor = Color(192, 192, 96)
settings.Camera.lasersightLightColor = Color(255, 0, 0)
settings.Camera.objectCollision = true
settings.Flare.color = Color(128, 64, 0)
settings.Flare.offset = Vec3(0, 0, 41)
settings.Flare.range = 9
settings.Flare.timeout = 60
settings.Flare.lensflareBrightness = 1.0
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
settings.System.multithreaded = 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.UZIS].accuracy = 8
settings.Weapons[WeaponType.UZIS].targetingDistance = 8192
settings.Weapons[WeaponType.UZIS].interval = 3
settings.Weapons[WeaponType.UZIS].waterLevel = 650
settings.Weapons[WeaponType.UZIS].flashDuration = 2
settings.Weapons[WeaponType.UZIS].flashRange = 9
settings.Weapons[WeaponType.UZIS].flashColor = Color(192, 128, 0)
settings.Weapons[WeaponType.UZIS].damage = 1
settings.Weapons[WeaponType.UZIS].smoke = true
settings.Weapons[WeaponType.UZIS].shell = true
settings.Weapons[WeaponType.UZIS].muzzleFlash = true
settings.Weapons[WeaponType.UZIS].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.UZIS].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) Flow.SetSettings(settings)
local anims = Flow.Animations.new()
anims.crawlExtended = true
anims.crouchRoll = true
anims.crawlspaceSwandive = true
anims.monkeyAutoJump = false
anims.overhangClimb = false
anims.slideExtended = false
anims.sprintJump = false
anims.pose = false
anims.ledgeJumps = false
Flow.SetAnimations(anims)

View file

@ -58,7 +58,7 @@ local strings =
-- Level name strings -- Level name strings
home_level = { "Home Level" }, lara_home = { "Lara's Home" },
test_level = { "Test Level" }, test_level = { "Test Level" },
title = { "Title" }, title = { "Title" },
} }

View file

@ -51,8 +51,7 @@ local strings =
ammo_used = { "Ammo Used" }, ammo_used = { "Ammo Used" },
antialiasing = { "Antialiasing" }, antialiasing = { "Antialiasing" },
apply = { "Apply" }, apply = { "Apply" },
auto_monkey_swing_jump = { "Auto Monkey Jump" }, automatic_targeting = { "Automatic Targeting" },
auto_targeting = { "Auto Targeting" },
back = { "Back" }, back = { "Back" },
cancel = { "Cancel" }, cancel = { "Cancel" },
caustics = { "Underwater Caustics" }, caustics = { "Underwater Caustics" },
@ -75,17 +74,13 @@ local strings =
exit_to_title = { "Exit to Title" }, exit_to_title = { "Exit to Title" },
general_actions = { "General Actions" }, general_actions = { "General Actions" },
high = { "High" }, high = { "High" },
high_framerate = { "High Framerate" },
level_secrets_found = { "Secrets Found in Level" }, level_secrets_found = { "Secrets Found in Level" },
load_game = { "Load Game" }, load_game = { "Load Game" },
low = { "Low" }, low = { "Low" },
medium = { "Medium" }, medium = { "Medium" },
menu_actions = { "Menu Actions" }, menu_actions = { "Menu Actions" },
menu_option_looping = { "Menu Option Looping" },
menu_option_looping_all_menus = { "All Menus" },
menu_option_looping_disabled = { "Disabled" },
menu_option_looping_save_load_only = { "Save/Load Only" },
mouse_sensitivity = { "Mouse Sensitivity" }, mouse_sensitivity = { "Mouse Sensitivity" },
mouse_smoothing = { "Mouse Smoothing" },
music_volume = { "Music Volume" }, music_volume = { "Music Volume" },
new_game = { "New Game" }, new_game = { "New Game" },
none = { "None" }, none = { "None" },
@ -100,7 +95,7 @@ local strings =
reverb = { "Reverb" }, reverb = { "Reverb" },
rumble = { "Rumble" }, rumble = { "Rumble" },
save_game = { "Save Game" }, save_game = { "Save Game" },
savegame_timestamp = { "%02d:%02d:%02d" }, savegame_timestamp = { "%02d Days %02d:%02d:%02d" },
screen_resolution = { "Screen Resolution" }, screen_resolution = { "Screen Resolution" },
select_level = { "Select Level" }, select_level = { "Select Level" },
separate = { "Separate" }, separate = { "Separate" },

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View file

@ -38,10 +38,10 @@ namespace TEN::Gui
{ ID_CROSSBOW_AMMO3_ITEM, 0, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_CROSSBOW_AMMO_3, NO_JOINT_BITS, INV_ROT_Y }, { ID_CROSSBOW_AMMO3_ITEM, 0, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_CROSSBOW_AMMO_3, NO_JOINT_BITS, INV_ROT_Y },
{ ID_HK_ITEM, 0, 0.5f, EulerAngles(ANGLE(280.0f), 0, 0), OPT_EQUIP | OPT_COMBINABLE | OPT_CHOOSE_AMMO_HK, STRING_HK, 0x01, INV_ROT_Y }, { ID_HK_ITEM, 0, 0.5f, EulerAngles(ANGLE(280.0f), 0, 0), OPT_EQUIP | OPT_COMBINABLE | OPT_CHOOSE_AMMO_HK, STRING_HK, 0x01, INV_ROT_Y },
{ ID_HK_ITEM, 0, 0.5f, EulerAngles(ANGLE(280.0f), ANGLE(-45.0f), 0), OPT_EQUIP | OPT_SEPERABLE | OPT_CHOOSE_AMMO_HK, STRING_HK_LASERSIGHT, NO_JOINT_BITS, INV_ROT_Y }, { ID_HK_ITEM, 0, 0.5f, EulerAngles(ANGLE(280.0f), ANGLE(-45.0f), 0), OPT_EQUIP | OPT_SEPERABLE | OPT_CHOOSE_AMMO_HK, STRING_HK_LASERSIGHT, NO_JOINT_BITS, INV_ROT_Y },
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_AMMO, NO_JOINT_BITS, INV_ROT_Y }, { ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_AMMO, 0x02, INV_ROT_Y },
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_RAPID_MODE, NO_JOINT_BITS, INV_ROT_Y }, { ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_RAPID_MODE, 0x03, INV_ROT_Y },
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_BURST_MODE, NO_JOINT_BITS, INV_ROT_Y }, { ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_BURST_MODE, 0x04, INV_ROT_Y },
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_SNIPER_MODE, NO_JOINT_BITS, INV_ROT_Y }, { ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_SNIPER_MODE, 0x05, INV_ROT_Y },
{ ID_GRENADE_GUN_ITEM, 0, 0.5f, EulerAngles(0, ANGLE(90.0f), ANGLE(65)), OPT_EQUIP | OPT_COMBINABLE | OPT_CHOOSE_AMMO_GRENADEGUN, STRING_GRENADE_LAUNCHER, NO_JOINT_BITS, INV_ROT_Y }, { ID_GRENADE_GUN_ITEM, 0, 0.5f, EulerAngles(0, ANGLE(90.0f), ANGLE(65)), OPT_EQUIP | OPT_COMBINABLE | OPT_CHOOSE_AMMO_GRENADEGUN, STRING_GRENADE_LAUNCHER, NO_JOINT_BITS, INV_ROT_Y },
{ ID_GRENADE_AMMO1_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_GRENADE_LAUNCHER_AMMO_1, NO_JOINT_BITS, INV_ROT_Y }, { ID_GRENADE_AMMO1_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_GRENADE_LAUNCHER_AMMO_1, NO_JOINT_BITS, INV_ROT_Y },
{ ID_GRENADE_AMMO2_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_GRENADE_LAUNCHER_AMMO_2, NO_JOINT_BITS, INV_ROT_Y }, { ID_GRENADE_AMMO2_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_GRENADE_LAUNCHER_AMMO_2, NO_JOINT_BITS, INV_ROT_Y },
@ -58,12 +58,12 @@ namespace TEN::Gui
{ ID_SMALLMEDI_ITEM, 0, 0.7f, EulerAngles(ANGLE(112.0f), ANGLE(180.0f), 0), OPT_USE, STRING_SMALL_MEDIPACK, NO_JOINT_BITS, INV_ROT_Y }, { ID_SMALLMEDI_ITEM, 0, 0.7f, EulerAngles(ANGLE(112.0f), ANGLE(180.0f), 0), OPT_USE, STRING_SMALL_MEDIPACK, NO_JOINT_BITS, INV_ROT_Y },
{ ID_BINOCULARS_ITEM, -1, 0.5f, EulerAngles(ANGLE(10.0f), ANGLE(180.0f), 0), OPT_USE, STRING_BINOCULARS, NO_JOINT_BITS, INV_ROT_Y }, { ID_BINOCULARS_ITEM, -1, 0.5f, EulerAngles(ANGLE(10.0f), ANGLE(180.0f), 0), OPT_USE, STRING_BINOCULARS, NO_JOINT_BITS, INV_ROT_Y },
{ ID_FLARE_INV_ITEM, 52, 0.8f, EulerAngles::Identity, OPT_USE, STRING_FLARES, NO_JOINT_BITS, INV_ROT_Y }, { ID_FLARE_INV_ITEM, 52, 0.8f, EulerAngles::Identity, OPT_USE, STRING_FLARES, NO_JOINT_BITS, INV_ROT_Y },
{ ID_STOPWATCH_ITEM, 2, 0.8f, EulerAngles::Identity, OPT_STATS, STRING_STATISTICS, NO_JOINT_BITS, INV_ROT_Y }, { ID_TIMEX_ITEM, 2, 0.4f, EulerAngles::Identity, OPT_STATS, STRING_STATISTICS, NO_JOINT_BITS, INV_ROT_Y },
{ ID_PC_LOAD_INV_ITEM, 52, 0.3f, EulerAngles(0, ANGLE(180.0f), 0), OPT_LOAD, STRING_LOAD_GAME, NO_JOINT_BITS, INV_ROT_Y }, { ID_PC_LOAD_INV_ITEM, 52, 0.3f, EulerAngles(0, ANGLE(180.0f), 0), OPT_LOAD, STRING_LOAD_GAME, NO_JOINT_BITS, INV_ROT_Y },
{ ID_PC_SAVE_INV_ITEM, 52, 0.3f, EulerAngles(0, ANGLE(180.0f), 0), OPT_SAVE, STRING_SAVE_GAME, NO_JOINT_BITS, INV_ROT_Y }, { ID_PC_SAVE_INV_ITEM, 52, 0.3f, EulerAngles(0, ANGLE(180.0f), 0), OPT_SAVE, STRING_SAVE_GAME, NO_JOINT_BITS, INV_ROT_Y },
{ ID_BURNING_TORCH_ITEM, 14, 0.5f, EulerAngles(ANGLE(90.0f), 0, 0), OPT_USE, STRING_TORCH, NO_JOINT_BITS, INV_ROT_Y }, { ID_BURNING_TORCH_ITEM, 14, 0.5f, EulerAngles(ANGLE(90.0f), 0, 0), OPT_USE, STRING_TORCH, NO_JOINT_BITS, INV_ROT_Y },
{ ID_CROWBAR_ITEM, 4, 0.5f, EulerAngles(ANGLE(90.0f), 0, 0), OPT_USE, STRING_CROWBAR, NO_JOINT_BITS, INV_ROT_Y }, { ID_CROWBAR_ITEM, 4, 0.5f, EulerAngles(ANGLE(90.0f), 0, 0), OPT_USE, STRING_CROWBAR, NO_JOINT_BITS, INV_ROT_Y },
{ ID_DIARY_ITEM, 0, 0.3f, EulerAngles(0, ANGLE(180.0f), 0), OPT_USE, STRING_DIARY, NO_JOINT_BITS, INV_ROT_Y }, { ID_DIARY_ITEM, 0, 0.3f, EulerAngles(0, ANGLE(180.0f), 0), OPT_DIARY, STRING_DIARY, NO_JOINT_BITS, INV_ROT_Y },
{ ID_COMPASS_ITEM, -14, 0.5f, EulerAngles(ANGLE(90.0f), ANGLE(180.0f), 0), 0, STRING_LOAD_GAME, NO_JOINT_BITS, INV_ROT_Y }, { ID_COMPASS_ITEM, -14, 0.5f, EulerAngles(ANGLE(90.0f), ANGLE(180.0f), 0), 0, STRING_LOAD_GAME, NO_JOINT_BITS, INV_ROT_Y },
{ ID_CLOCKWORK_BEETLE, 14, 0.5f, EulerAngles::Identity, OPT_USE, STRING_MECHANICAL_SCARAB, NO_JOINT_BITS, INV_ROT_Y }, { ID_CLOCKWORK_BEETLE, 14, 0.5f, EulerAngles::Identity, OPT_USE, STRING_MECHANICAL_SCARAB, NO_JOINT_BITS, INV_ROT_Y },
{ ID_CLOCKWORK_BEETLE_COMBO1, 18, 0.5f, EulerAngles::Identity, OPT_COMBINABLE, STRING_MECHANICAL_SCARAB_1, NO_JOINT_BITS, INV_ROT_Y }, { ID_CLOCKWORK_BEETLE_COMBO1, 18, 0.5f, EulerAngles::Identity, OPT_COMBINABLE, STRING_MECHANICAL_SCARAB_1, NO_JOINT_BITS, INV_ROT_Y },
@ -331,21 +331,21 @@ namespace TEN::Gui
void CombineRevolverLasersight(ItemInfo* item, bool flag) void CombineRevolverLasersight(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
if (flag) if (flag)
{ {
player.Inventory.HasLasersight = true; lara->Inventory.HasLasersight = true;
player.Weapons[(int)LaraWeaponType::Revolver].HasLasersight = false; lara->Weapons[(int)LaraWeaponType::Revolver].HasLasersight = false;
} }
else else
{ {
player.Inventory.HasLasersight = false; lara->Inventory.HasLasersight = false;
player.Weapons[(int)LaraWeaponType::Revolver].HasLasersight = true; lara->Weapons[(int)LaraWeaponType::Revolver].HasLasersight = true;
} }
if (player.Control.HandStatus != HandStatus::Free && if (lara->Control.HandStatus != HandStatus::Free &&
player.Control.Weapon.GunType == LaraWeaponType::Revolver) lara->Control.Weapon.GunType == LaraWeaponType::Revolver)
{ {
UndrawPistolMesh(*item, LaraWeaponType::Revolver, true); UndrawPistolMesh(*item, LaraWeaponType::Revolver, true);
DrawPistolMeshes(*item, LaraWeaponType::Revolver); DrawPistolMeshes(*item, LaraWeaponType::Revolver);
@ -354,21 +354,21 @@ namespace TEN::Gui
void CombineCrossbowLasersight(ItemInfo* item, bool flag) void CombineCrossbowLasersight(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
if (flag) if (flag)
{ {
player.Inventory.HasLasersight = true; lara->Inventory.HasLasersight = true;
player.Weapons[(int)LaraWeaponType::Crossbow].HasLasersight = false; lara->Weapons[(int)LaraWeaponType::Crossbow].HasLasersight = false;
} }
else else
{ {
player.Inventory.HasLasersight = false; lara->Inventory.HasLasersight = false;
player.Weapons[(int)LaraWeaponType::Crossbow].HasLasersight = true; lara->Weapons[(int)LaraWeaponType::Crossbow].HasLasersight = true;
} }
if (player.Control.HandStatus != HandStatus::Free && if (lara->Control.HandStatus != HandStatus::Free &&
player.Control.Weapon.GunType == LaraWeaponType::Crossbow) lara->Control.Weapon.GunType == LaraWeaponType::Crossbow)
{ {
UndrawShotgunMeshes(*item, LaraWeaponType::Crossbow); UndrawShotgunMeshes(*item, LaraWeaponType::Crossbow);
DrawShotgunMeshes(*item, LaraWeaponType::Crossbow); DrawShotgunMeshes(*item, LaraWeaponType::Crossbow);
@ -377,21 +377,21 @@ namespace TEN::Gui
void CombineHKLasersight(ItemInfo* item, bool flag) void CombineHKLasersight(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
if (flag) if (flag)
{ {
player.Inventory.HasLasersight = true; lara->Inventory.HasLasersight = true;
player.Weapons[(int)LaraWeaponType::HK].HasLasersight = false; lara->Weapons[(int)LaraWeaponType::HK].HasLasersight = false;
} }
else else
{ {
player.Inventory.HasLasersight = false; lara->Inventory.HasLasersight = false;
player.Weapons[(int)LaraWeaponType::HK].HasLasersight = true; lara->Weapons[(int)LaraWeaponType::HK].HasLasersight = true;
} }
if (player.Control.HandStatus != HandStatus::Free && if (lara->Control.HandStatus != HandStatus::Free &&
player.Control.Weapon.GunType == LaraWeaponType::HK) lara->Control.Weapon.GunType == LaraWeaponType::HK)
{ {
UndrawShotgunMeshes(*item, LaraWeaponType::HK); UndrawShotgunMeshes(*item, LaraWeaponType::HK);
DrawShotgunMeshes(*item, LaraWeaponType::HK); DrawShotgunMeshes(*item, LaraWeaponType::HK);
@ -400,514 +400,514 @@ namespace TEN::Gui
void CombinePuzzleItem1(ItemInfo* item, bool flag) void CombinePuzzleItem1(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[0] = false; lara->Inventory.PuzzlesCombo[0] = false;
player.Inventory.PuzzlesCombo[1] = false; lara->Inventory.PuzzlesCombo[1] = false;
player.Inventory.Puzzles[0] = true; lara->Inventory.Puzzles[0] = true;
} }
void CombinePuzzleItem2(ItemInfo* item, bool flag) void CombinePuzzleItem2(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[2] = false; lara->Inventory.PuzzlesCombo[2] = false;
player.Inventory.PuzzlesCombo[3] = false; lara->Inventory.PuzzlesCombo[3] = false;
player.Inventory.Puzzles[1] = true; lara->Inventory.Puzzles[1] = true;
} }
void CombinePuzzleItem3(ItemInfo* item, bool flag) void CombinePuzzleItem3(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[4] = false; lara->Inventory.PuzzlesCombo[4] = false;
player.Inventory.PuzzlesCombo[5] = false; lara->Inventory.PuzzlesCombo[5] = false;
player.Inventory.Puzzles[2] = true; lara->Inventory.Puzzles[2] = true;
} }
void CombinePuzzleItem4(ItemInfo* item, bool flag) void CombinePuzzleItem4(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[6] = false; lara->Inventory.PuzzlesCombo[6] = false;
player.Inventory.PuzzlesCombo[7] = false; lara->Inventory.PuzzlesCombo[7] = false;
player.Inventory.Puzzles[3] = true; lara->Inventory.Puzzles[3] = true;
} }
void CombinePuzzleItem5(ItemInfo* item, bool flag) void CombinePuzzleItem5(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[8] = false; lara->Inventory.PuzzlesCombo[8] = false;
player.Inventory.PuzzlesCombo[9] = false; lara->Inventory.PuzzlesCombo[9] = false;
player.Inventory.Puzzles[4] = true; lara->Inventory.Puzzles[4] = true;
} }
void CombinePuzzleItem6(ItemInfo* item, bool flag) void CombinePuzzleItem6(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[10] = false; lara->Inventory.PuzzlesCombo[10] = false;
player.Inventory.PuzzlesCombo[11] = false; lara->Inventory.PuzzlesCombo[11] = false;
player.Inventory.Puzzles[5] = true; lara->Inventory.Puzzles[5] = true;
} }
void CombinePuzzleItem7(ItemInfo* item, bool flag) void CombinePuzzleItem7(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[12] = false; lara->Inventory.PuzzlesCombo[12] = false;
player.Inventory.PuzzlesCombo[13] = false; lara->Inventory.PuzzlesCombo[13] = false;
player.Inventory.Puzzles[6] = true; lara->Inventory.Puzzles[6] = true;
} }
void CombinePuzzleItem8(ItemInfo* item, bool flag) void CombinePuzzleItem8(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[14] = false; lara->Inventory.PuzzlesCombo[14] = false;
player.Inventory.PuzzlesCombo[15] = false; lara->Inventory.PuzzlesCombo[15] = false;
player.Inventory.Puzzles[7] = true; lara->Inventory.Puzzles[7] = true;
} }
void CombinePuzzleItem9(ItemInfo* item, bool flag) void CombinePuzzleItem9(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[16] = false; lara->Inventory.PuzzlesCombo[16] = false;
player.Inventory.PuzzlesCombo[17] = false; lara->Inventory.PuzzlesCombo[17] = false;
player.Inventory.Puzzles[8] = true; lara->Inventory.Puzzles[8] = true;
} }
void CombinePuzzleItem10(ItemInfo* item, bool flag) void CombinePuzzleItem10(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[18] = false; lara->Inventory.PuzzlesCombo[18] = false;
player.Inventory.PuzzlesCombo[19] = false; lara->Inventory.PuzzlesCombo[19] = false;
player.Inventory.Puzzles[9] = true; lara->Inventory.Puzzles[9] = true;
} }
void CombinePuzzleItem11(ItemInfo* item, bool flag) void CombinePuzzleItem11(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[20] = false; lara->Inventory.PuzzlesCombo[20] = false;
player.Inventory.PuzzlesCombo[21] = false; lara->Inventory.PuzzlesCombo[21] = false;
player.Inventory.Puzzles[10] = true; lara->Inventory.Puzzles[10] = true;
} }
void CombinePuzzleItem12(ItemInfo* item, bool flag) void CombinePuzzleItem12(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[22] = false; lara->Inventory.PuzzlesCombo[22] = false;
player.Inventory.PuzzlesCombo[23] = false; lara->Inventory.PuzzlesCombo[23] = false;
player.Inventory.Puzzles[11] = true; lara->Inventory.Puzzles[11] = true;
} }
void CombinePuzzleItem13(ItemInfo* item, bool flag) void CombinePuzzleItem13(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[24] = false; lara->Inventory.PuzzlesCombo[24] = false;
player.Inventory.PuzzlesCombo[25] = false; lara->Inventory.PuzzlesCombo[25] = false;
player.Inventory.Puzzles[12] = true; lara->Inventory.Puzzles[12] = true;
} }
void CombinePuzzleItem14(ItemInfo* item, bool flag) void CombinePuzzleItem14(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[26] = false; lara->Inventory.PuzzlesCombo[26] = false;
player.Inventory.PuzzlesCombo[27] = false; lara->Inventory.PuzzlesCombo[27] = false;
player.Inventory.Puzzles[13] = true; lara->Inventory.Puzzles[13] = true;
} }
void CombinePuzzleItem15(ItemInfo* item, bool flag) void CombinePuzzleItem15(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[28] = false; lara->Inventory.PuzzlesCombo[28] = false;
player.Inventory.PuzzlesCombo[29] = false; lara->Inventory.PuzzlesCombo[29] = false;
player.Inventory.Puzzles[14] = true; lara->Inventory.Puzzles[14] = true;
} }
void CombinePuzzleItem16(ItemInfo* item, bool flag) void CombinePuzzleItem16(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.PuzzlesCombo[30] = false; lara->Inventory.PuzzlesCombo[30] = false;
player.Inventory.PuzzlesCombo[31] = false; lara->Inventory.PuzzlesCombo[31] = false;
player.Inventory.Puzzles[15] = true; lara->Inventory.Puzzles[15] = true;
} }
void CombineKeyItem1(ItemInfo* item, bool flag) void CombineKeyItem1(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[0] = true; lara->Inventory.Keys[0] = true;
player.Inventory.KeysCombo[0] = false; lara->Inventory.KeysCombo[0] = false;
player.Inventory.KeysCombo[1] = false; lara->Inventory.KeysCombo[1] = false;
} }
void CombineKeyItem2(ItemInfo* item, bool flag) void CombineKeyItem2(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[1] = true; lara->Inventory.Keys[1] = true;
player.Inventory.KeysCombo[2] = false; lara->Inventory.KeysCombo[2] = false;
player.Inventory.KeysCombo[3] = false; lara->Inventory.KeysCombo[3] = false;
} }
void CombineKeyItem3(ItemInfo* item, bool flag) void CombineKeyItem3(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[2] = true; lara->Inventory.Keys[2] = true;
player.Inventory.KeysCombo[4] = false; lara->Inventory.KeysCombo[4] = false;
player.Inventory.KeysCombo[5] = false; lara->Inventory.KeysCombo[5] = false;
} }
void CombineKeyItem4(ItemInfo* item, bool flag) void CombineKeyItem4(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[3] = true; lara->Inventory.Keys[3] = true;
player.Inventory.KeysCombo[6] = false; lara->Inventory.KeysCombo[6] = false;
player.Inventory.KeysCombo[7] = false; lara->Inventory.KeysCombo[7] = false;
} }
void CombineKeyItem5(ItemInfo* item, bool flag) void CombineKeyItem5(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[4] = true; lara->Inventory.Keys[4] = true;
player.Inventory.KeysCombo[8] = false; lara->Inventory.KeysCombo[8] = false;
player.Inventory.KeysCombo[9] = false; lara->Inventory.KeysCombo[9] = false;
} }
void CombineKeyItem6(ItemInfo* item, bool flag) void CombineKeyItem6(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[5] = true; lara->Inventory.Keys[5] = true;
player.Inventory.KeysCombo[10] = false; lara->Inventory.KeysCombo[10] = false;
player.Inventory.KeysCombo[11] = false; lara->Inventory.KeysCombo[11] = false;
} }
void CombineKeyItem7(ItemInfo* item, bool flag) void CombineKeyItem7(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[6] = true; lara->Inventory.Keys[6] = true;
player.Inventory.KeysCombo[12] = false; lara->Inventory.KeysCombo[12] = false;
player.Inventory.KeysCombo[13] = false; lara->Inventory.KeysCombo[13] = false;
} }
void CombineKeyItem8(ItemInfo* item, bool flag) void CombineKeyItem8(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[7] = true; lara->Inventory.Keys[7] = true;
player.Inventory.KeysCombo[14] = false; lara->Inventory.KeysCombo[14] = false;
player.Inventory.KeysCombo[15] = false; lara->Inventory.KeysCombo[15] = false;
} }
void CombineKeyItem9(ItemInfo* item, bool flag) void CombineKeyItem9(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[8] = true; lara->Inventory.Keys[8] = true;
player.Inventory.KeysCombo[16] = false; lara->Inventory.KeysCombo[16] = false;
player.Inventory.KeysCombo[17] = false; lara->Inventory.KeysCombo[17] = false;
} }
void CombineKeyItem10(ItemInfo* item, bool flag) void CombineKeyItem10(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[9] = true; lara->Inventory.Keys[9] = true;
player.Inventory.KeysCombo[18] = false; lara->Inventory.KeysCombo[18] = false;
player.Inventory.KeysCombo[19] = false; lara->Inventory.KeysCombo[19] = false;
} }
void CombineKeyItem11(ItemInfo* item, bool flag) void CombineKeyItem11(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[10] = true; lara->Inventory.Keys[10] = true;
player.Inventory.KeysCombo[20] = false; lara->Inventory.KeysCombo[20] = false;
player.Inventory.KeysCombo[21] = false; lara->Inventory.KeysCombo[21] = false;
} }
void CombineKeyItem12(ItemInfo* item, bool flag) void CombineKeyItem12(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[11] = true; lara->Inventory.Keys[11] = true;
player.Inventory.KeysCombo[22] = false; lara->Inventory.KeysCombo[22] = false;
player.Inventory.KeysCombo[23] = false; lara->Inventory.KeysCombo[23] = false;
} }
void CombineKeyItem13(ItemInfo* item, bool flag) void CombineKeyItem13(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[12] = true; lara->Inventory.Keys[12] = true;
player.Inventory.KeysCombo[24] = false; lara->Inventory.KeysCombo[24] = false;
player.Inventory.KeysCombo[25] = false; lara->Inventory.KeysCombo[25] = false;
} }
void CombineKeyItem14(ItemInfo* item, bool flag) void CombineKeyItem14(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[13] = true; lara->Inventory.Keys[13] = true;
player.Inventory.KeysCombo[26] = false; lara->Inventory.KeysCombo[26] = false;
player.Inventory.KeysCombo[27] = false; lara->Inventory.KeysCombo[27] = false;
} }
void CombineKeyItem15(ItemInfo* item, bool flag) void CombineKeyItem15(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[14] = true; lara->Inventory.Keys[14] = true;
player.Inventory.KeysCombo[28] = false; lara->Inventory.KeysCombo[28] = false;
player.Inventory.KeysCombo[29] = false; lara->Inventory.KeysCombo[29] = false;
} }
void CombineKeyItem16(ItemInfo* item, bool flag) void CombineKeyItem16(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Keys[15] = true; lara->Inventory.Keys[15] = true;
player.Inventory.KeysCombo[30] = false; lara->Inventory.KeysCombo[30] = false;
player.Inventory.KeysCombo[31] = false; lara->Inventory.KeysCombo[31] = false;
} }
void CombinePickupItem1(ItemInfo* item, bool flag) void CombinePickupItem1(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[0] = true; lara->Inventory.Pickups[0] = true;
player.Inventory.PickupsCombo[0] = false; lara->Inventory.PickupsCombo[0] = false;
player.Inventory.PickupsCombo[1] = false; lara->Inventory.PickupsCombo[1] = false;
} }
void CombinePickupItem2(ItemInfo* item, bool flag) void CombinePickupItem2(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[1] = true; lara->Inventory.Pickups[1] = true;
player.Inventory.PickupsCombo[2] = false; lara->Inventory.PickupsCombo[2] = false;
player.Inventory.PickupsCombo[3] = false; lara->Inventory.PickupsCombo[3] = false;
} }
void CombinePickupItem3(ItemInfo* item, bool flag) void CombinePickupItem3(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[2] = true; lara->Inventory.Pickups[2] = true;
player.Inventory.PickupsCombo[4] = false; lara->Inventory.PickupsCombo[4] = false;
player.Inventory.PickupsCombo[5] = false; lara->Inventory.PickupsCombo[5] = false;
} }
void CombinePickupItem4(ItemInfo* item, bool flag) void CombinePickupItem4(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[3] = true; lara->Inventory.Pickups[3] = true;
player.Inventory.PickupsCombo[6] = false; lara->Inventory.PickupsCombo[6] = false;
player.Inventory.PickupsCombo[7] = false; lara->Inventory.PickupsCombo[7] = false;
} }
void CombinePickupItem5(ItemInfo* item, bool flag) void CombinePickupItem5(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[4] = true; lara->Inventory.Pickups[4] = true;
player.Inventory.PickupsCombo[8] = false; lara->Inventory.PickupsCombo[8] = false;
player.Inventory.PickupsCombo[9] = false; lara->Inventory.PickupsCombo[9] = false;
} }
void CombinePickupItem6(ItemInfo* item, bool flag) void CombinePickupItem6(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[5] = true; lara->Inventory.Pickups[5] = true;
player.Inventory.PickupsCombo[10] = false; lara->Inventory.PickupsCombo[10] = false;
player.Inventory.PickupsCombo[11] = false; lara->Inventory.PickupsCombo[11] = false;
} }
void CombinePickupItem7(ItemInfo* item, bool flag) void CombinePickupItem7(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[6] = true; lara->Inventory.Pickups[6] = true;
player.Inventory.PickupsCombo[12] = false; lara->Inventory.PickupsCombo[12] = false;
player.Inventory.PickupsCombo[13] = false; lara->Inventory.PickupsCombo[13] = false;
} }
void CombinePickupItem8(ItemInfo* item, bool flag) void CombinePickupItem8(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[7] = true; lara->Inventory.Pickups[7] = true;
player.Inventory.PickupsCombo[14] = false; lara->Inventory.PickupsCombo[14] = false;
player.Inventory.PickupsCombo[15] = false; lara->Inventory.PickupsCombo[15] = false;
} }
void CombinePickupItem9(ItemInfo* item, bool flag) void CombinePickupItem9(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[8] = true; lara->Inventory.Pickups[8] = true;
player.Inventory.PickupsCombo[16] = false; lara->Inventory.PickupsCombo[16] = false;
player.Inventory.PickupsCombo[17] = false; lara->Inventory.PickupsCombo[17] = false;
} }
void CombinePickupItem10(ItemInfo* item, bool flag) void CombinePickupItem10(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[9] = true; lara->Inventory.Pickups[9] = true;
player.Inventory.PickupsCombo[18] = false; lara->Inventory.PickupsCombo[18] = false;
player.Inventory.PickupsCombo[19] = false; lara->Inventory.PickupsCombo[19] = false;
} }
void CombinePickupItem11(ItemInfo* item, bool flag) void CombinePickupItem11(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[10] = true; lara->Inventory.Pickups[10] = true;
player.Inventory.PickupsCombo[20] = false; lara->Inventory.PickupsCombo[20] = false;
player.Inventory.PickupsCombo[21] = false; lara->Inventory.PickupsCombo[21] = false;
} }
void CombinePickupItem12(ItemInfo* item, bool flag) void CombinePickupItem12(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[11] = true; lara->Inventory.Pickups[11] = true;
player.Inventory.PickupsCombo[22] = false; lara->Inventory.PickupsCombo[22] = false;
player.Inventory.PickupsCombo[23] = false; lara->Inventory.PickupsCombo[23] = false;
} }
void CombinePickupItem13(ItemInfo* item, bool flag) void CombinePickupItem13(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[12] = true; lara->Inventory.Pickups[12] = true;
player.Inventory.PickupsCombo[24] = false; lara->Inventory.PickupsCombo[24] = false;
player.Inventory.PickupsCombo[25] = false; lara->Inventory.PickupsCombo[25] = false;
} }
void CombinePickupItem14(ItemInfo* item, bool flag) void CombinePickupItem14(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[13] = true; lara->Inventory.Pickups[13] = true;
player.Inventory.PickupsCombo[26] = false; lara->Inventory.PickupsCombo[26] = false;
player.Inventory.PickupsCombo[27] = false; lara->Inventory.PickupsCombo[27] = false;
} }
void CombinePickupItem15(ItemInfo* item, bool flag) void CombinePickupItem15(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[14] = true; lara->Inventory.Pickups[14] = true;
player.Inventory.PickupsCombo[28] = false; lara->Inventory.PickupsCombo[28] = false;
player.Inventory.PickupsCombo[29] = false; lara->Inventory.PickupsCombo[29] = false;
} }
void CombinePickupItem16(ItemInfo* item, bool flag) void CombinePickupItem16(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Pickups[15] = true; lara->Inventory.Pickups[15] = true;
player.Inventory.PickupsCombo[30] = false; lara->Inventory.PickupsCombo[30] = false;
player.Inventory.PickupsCombo[31] = false; lara->Inventory.PickupsCombo[31] = false;
} }
void CombineExamine1(ItemInfo* item, bool flag) void CombineExamine1(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Examines[0] = true; lara->Inventory.Examines[0] = true;
player.Inventory.ExaminesCombo[0] = false; lara->Inventory.ExaminesCombo[0] = false;
player.Inventory.ExaminesCombo[1] = false; lara->Inventory.ExaminesCombo[1] = false;
} }
void CombineExamine2(ItemInfo* item, bool flag) void CombineExamine2(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Examines[1] = true; lara->Inventory.Examines[1] = true;
player.Inventory.ExaminesCombo[2] = false; lara->Inventory.ExaminesCombo[2] = false;
player.Inventory.ExaminesCombo[3] = false; lara->Inventory.ExaminesCombo[3] = false;
} }
void CombineExamine3(ItemInfo* item, bool flag) void CombineExamine3(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Examines[2] = true; lara->Inventory.Examines[2] = true;
player.Inventory.ExaminesCombo[4] = false; lara->Inventory.ExaminesCombo[4] = false;
player.Inventory.ExaminesCombo[5] = false; lara->Inventory.ExaminesCombo[5] = false;
} }
void CombineExamine4(ItemInfo* item, bool flag) void CombineExamine4(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Examines[3] = true; lara->Inventory.Examines[3] = true;
player.Inventory.ExaminesCombo[6] = false; lara->Inventory.ExaminesCombo[6] = false;
player.Inventory.ExaminesCombo[7] = false; lara->Inventory.ExaminesCombo[7] = false;
} }
void CombineExamine5(ItemInfo* item, bool flag) void CombineExamine5(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Examines[4] = true; lara->Inventory.Examines[4] = true;
player.Inventory.ExaminesCombo[8] = false; lara->Inventory.ExaminesCombo[8] = false;
player.Inventory.ExaminesCombo[9] = false; lara->Inventory.ExaminesCombo[9] = false;
} }
void CombineExamine6(ItemInfo* item, bool flag) void CombineExamine6(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Examines[5] = true; lara->Inventory.Examines[5] = true;
player.Inventory.ExaminesCombo[10] = false; lara->Inventory.ExaminesCombo[10] = false;
player.Inventory.ExaminesCombo[11] = false; lara->Inventory.ExaminesCombo[11] = false;
} }
void CombineExamine7(ItemInfo* item, bool flag) void CombineExamine7(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Examines[6] = true; lara->Inventory.Examines[6] = true;
player.Inventory.ExaminesCombo[12] = false; lara->Inventory.ExaminesCombo[12] = false;
player.Inventory.ExaminesCombo[13] = false; lara->Inventory.ExaminesCombo[13] = false;
} }
void CombineExamine8(ItemInfo* item, bool flag) void CombineExamine8(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.Examines[7] = true; lara->Inventory.Examines[7] = true;
player.Inventory.ExaminesCombo[14] = false; lara->Inventory.ExaminesCombo[14] = false;
player.Inventory.ExaminesCombo[15] = false; lara->Inventory.ExaminesCombo[15] = false;
} }
void CombineClockWorkBeetle(ItemInfo* item, bool flag) void CombineClockWorkBeetle(ItemInfo* item, bool flag)
{ {
auto& player = GetLaraInfo(*item); auto* lara = GetLaraInfo(item);
player.Inventory.BeetleComponents |= BEETLECOMP_FLAG_BEETLE; // Get beetle. lara->Inventory.BeetleComponents |= BEETLECOMP_FLAG_BEETLE; // Get beetle.
player.Inventory.BeetleComponents &= BEETLECOMP_FLAG_COMBO_1; // Remove combo 1. lara->Inventory.BeetleComponents &= BEETLECOMP_FLAG_COMBO_1; // Remove combo 1.
player.Inventory.BeetleComponents &= BEETLECOMP_FLAG_COMBO_2; // Remove combo 2. lara->Inventory.BeetleComponents &= BEETLECOMP_FLAG_COMBO_2; // Remove combo 2.
} }
} }

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