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* First iteration * Revise Moveable class documentation * Revise remaining documentation * Extend laraType description * Enum documentation revisions * Edit version * Corrections and updates * Corrections
1004 lines
39 KiB
HTML
1004 lines
39 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
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<head>
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<title>TombEngine 1.8.2 Lua API</title>
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<link rel="stylesheet" href="../ldoc.css" type="text/css" />
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</head>
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<body>
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<div id="container">
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<div id="product">
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<div id="product_logo"></div>
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<div id="product_name"><big><b></b></big></div>
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<div id="product_description"></div>
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</div> <!-- id="product" -->
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<div id="main">
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<!-- Menu -->
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<div id="navigation">
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<br/>
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<h1> TombEngine</h1>
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<ul>
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<li><a href="../index.html">Index</a></li>
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</ul>
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<h2>1 Modules</h2>
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<ul class="nowrap">
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<li> <here>Effects</here></li>
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<li> <a href="../1 modules/Flow.html">Flow</a></li>
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<li> <a href="../1 modules/Input.html">Input</a></li>
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<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
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<li> <a href="../1 modules/Logic.html">Logic</a></li>
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<li> <a href="../1 modules/Objects.html">Objects</a></li>
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<li> <a href="../1 modules/Sound.html">Sound</a></li>
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<li> <a href="../1 modules/Strings.html">Strings</a></li>
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<li> <a href="../1 modules/Util.html">Util</a></li>
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<li> <a href="../1 modules/View.html">View</a></li>
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</ul>
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<h2>2 Classes</h2>
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<ul class="nowrap">
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<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
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<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
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<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
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<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
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<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
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<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</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.Moveable.html">Objects.Moveable</a></li>
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<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
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<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
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<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
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<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
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<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
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<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
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<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
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</ul>
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
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<li> <a href="../3 primitive classes/Color.html">Color</a></li>
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<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
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<li> <a href="../3 primitive classes/Time.html">Time</a></li>
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<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
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<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
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</ul>
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<h2>4 Enums</h2>
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<ul class="nowrap">
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<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
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<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
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<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
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<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
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<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
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<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
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<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
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<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
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<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
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<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
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<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
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<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
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<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
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<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
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<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
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<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
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<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
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</ul>
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<h2>5 Lua utility modules</h2>
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<ul class="nowrap">
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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/Diary.html">Diary</a></li>
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<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
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<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
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<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
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</ul>
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</div>
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<div id="content">
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<h1>Table <code>Effects</code></h1>
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<p>Functions to generate effects.</p>
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<p>
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</p>
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<h2><a href="#Functions">Functions</a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#EmitLightningArc">EmitLightningArc(origin, target, [color.], [life], [amplitude], [beamWidth], [detail], [smooth], [endDrift])</a></td>
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<td class="summary">Emit a lightning arc.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitParticle">EmitParticle(pos, vel, spriteID, [gravity], [rotVel], [startColor], [endColor], [blendMode], [startSize], [endSize], [life], [damage], [poison], [spriteSeqID], [startRot])</a></td>
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<td class="summary">Emit a particle.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(particleData)</a></td>
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<td class="summary">Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitShockwave">EmitShockwave(pos, [innerRadius], [outerRadius], [color], [lifetime], [speed], [angle], [hurtsLara])</a></td>
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<td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitLight">EmitLight(pos, [color], [radius], [shadows], [name])</a></td>
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<td class="summary">Emit dynamic light that lasts for a single frame.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitSpotLight">EmitSpotLight(pos, dir, [color], [radius], [falloff], [distance], [shadows], [name])</a></td>
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<td class="summary">Emit dynamic directional spotlight that lasts for a single frame.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitBlood">EmitBlood(pos, [count])</a></td>
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<td class="summary">Emit blood.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitAirBubble">EmitAirBubble(pos, [size], [amp])</a></td>
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<td class="summary">Emit an air bubble in a water room.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitFire">EmitFire(pos, [size])</a></td>
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<td class="summary">Emit fire for one frame.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#MakeExplosion">MakeExplosion(pos, [size], [shockwave])</a></td>
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<td class="summary">Make an explosion.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#MakeEarthquake">MakeEarthquake([strength])</a></td>
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<td class="summary">Make an earthquake</td>
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</tr>
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<tr>
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<td class="name" ><a href="#GetWind">GetWind()</a></td>
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<td class="summary">Get the wind vector for the current game frame.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitStreamer">EmitStreamer(mov, tag, pos, dir, [rot], [startColor], [endColor], [width], [life], [vel], [expRate], [rotRate], [edgeFeatherMode], [lengthFeatherMode], [blendID])</a></td>
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<td class="summary">Emit an extending streamer effect.</td>
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</tr>
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</table>
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<h2><a href="#Tables">Tables</a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#ParticleData">ParticleData</a></td>
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<td class="summary">Structure for EmitAdvancedParticle table.</td>
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</tr>
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</table>
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<br/>
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<br/>
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<h2 class="section-header "><a name="Functions"></a>Functions</h2>
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<dl class="function">
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<dt>
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<a name = "EmitLightningArc"></a>
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<strong>EmitLightningArc(origin, target, [color.], [life], [amplitude], [beamWidth], [detail], [smooth], [endDrift])</strong>
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</dt>
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<dd>
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Emit a lightning arc.
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">origin</span>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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</li>
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<li><span class="parameter">target</span>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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</li>
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<li><span class="parameter">color.</span>
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<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
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<em>Default: Color(255, 255, 255).</em>
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</li>
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<li><span class="parameter">life</span>
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<span class="types"><span class="type">float</span></span>
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Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths.
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<em>Default: 1.</em>
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</li>
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<li><span class="parameter">amplitude</span>
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<span class="types"><span class="type">int</span></span>
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Strength of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255].
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<em>Default: 20.</em>
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</li>
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<li><span class="parameter">beamWidth</span>
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<span class="types"><span class="type">int</span></span>
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Beam width. Clamped to [1, 127].
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<em>Default: 2.</em>
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</li>
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<li><span class="parameter">detail</span>
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<span class="types"><span class="type">int</span></span>
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Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127].
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<em>Default: 10.</em>
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</li>
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<li><span class="parameter">smooth</span>
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<span class="types"><span class="type">bool</span></span>
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If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes.
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<em>Default: false.</em>
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</li>
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<li><span class="parameter">endDrift</span>
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<span class="types"><span class="type">bool</span></span>
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If true, the end of the arc will be able to gradually drift away from its destination in a random direction.
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<em>Default: false.</em>
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "EmitParticle"></a>
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<strong>EmitParticle(pos, vel, spriteID, [gravity], [rotVel], [startColor], [endColor], [blendMode], [startSize], [endSize], [life], [damage], [poison], [spriteSeqID], [startRot])</strong>
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</dt>
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<dd>
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Emit a particle.
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">pos</span>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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World position.
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</li>
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<li><span class="parameter">vel</span>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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Directional velocity.
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</li>
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<li><span class="parameter">spriteID</span>
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<span class="types"><span class="type">int</span></span>
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Sprite ID in the sprite sequence slot.
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</li>
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<li><span class="parameter">gravity</span>
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<span class="types"><span class="type">float</span></span>
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Effect of gravity. Positive value ascends, negative value descends.
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<em>Default: 0.</em>
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</li>
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<li><span class="parameter">rotVel</span>
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<span class="types"><span class="type">float</span></span>
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Rotational velocity in degrees.
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<em>Default: 0.</em>
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</li>
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<li><span class="parameter">startColor</span>
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<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
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Color at start of life.
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<em>Default: Color(255, 255, 255).</em>
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</li>
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<li><span class="parameter">endColor</span>
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<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
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Color at end of life. This will finish long before the end of the particle's life due to internal math.
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<em>Default: Color(255, 255, 255).</em>
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</li>
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<li><span class="parameter">blendMode</span>
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<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
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Render blend mode.
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<em>Default: TEN.Effects.BlendID.ALPHA_BLEND.</em>
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</li>
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<li><span class="parameter">startSize</span>
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<span class="types"><span class="type">float</span></span>
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Size at start of life.
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<em>Default: 10.</em>
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</li>
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<li><span class="parameter">endSize</span>
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<span class="types"><span class="type">float</span></span>
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Size at end of life.
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<em>Default: 0.</em>
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</li>
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<li><span class="parameter">life</span>
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<span class="types"><span class="type">float</span></span>
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Lifespan in seconds.
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<em>Default: 2.</em>
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</li>
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<li><span class="parameter">damage</span>
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<span class="types"><span class="type">bool</span></span>
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Harm the player on collision.
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<em>Default: false.</em>
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</li>
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<li><span class="parameter">poison</span>
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<span class="types"><span class="type">bool</span></span>
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Poison the player on collision.
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<em>Default: false.</em>
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</li>
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<li><span class="parameter">spriteSeqID</span>
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<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
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Sprite sequence slot ID.
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<em>Default: Objects.ObjID.DEFAULT_SPRITES.</em>
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</li>
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<li><span class="parameter">startRot</span>
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<span class="types"><span class="type">float</span></span>
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Rotation at start of life.
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<em>Default: random.</em>
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</li>
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</ul>
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<h3>Usage:</h3>
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<ul>
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<pre class="example">EmitParticle(
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pos,
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Vec3(<span class="global">math</span>.random(), <span class="global">math</span>.random(), <span class="global">math</span>.random()),
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<span class="number">22</span>, <span class="comment">-- spriteID
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</span> <span class="number">0</span>, <span class="comment">-- gravity
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</span> -<span class="number">2</span>, <span class="comment">-- rotVel
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</span> Color(<span class="number">255</span>, <span class="number">0</span>, <span class="number">0</span>), <span class="comment">-- startColor
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</span> Color(<span class="number">0</span>, <span class="number">255</span>, <span class="number">0</span>), <span class="comment">-- endColor
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</span> TEN.Effects.BlendID.ADDITIVE, <span class="comment">-- blendMode
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</span> <span class="number">15</span>, <span class="comment">-- startSize
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</span> <span class="number">50</span>, <span class="comment">-- endSize
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</span> <span class="number">20</span>, <span class="comment">-- life
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</span> <span class="keyword">false</span>, <span class="comment">-- damage
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</span> <span class="keyword">true</span>, <span class="comment">-- poison
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</span> Objects.ObjID.DEFAULT_SPRITES, <span class="comment">-- spriteSeqID
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</span> <span class="number">180</span>) <span class="comment">-- startRot</span></pre>
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</ul>
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</dd>
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<dt>
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<a name = "EmitAdvancedParticle"></a>
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<strong>EmitAdvancedParticle(particleData)</strong>
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</dt>
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<dd>
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Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">particleData</span>
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<span class="types"><a class="type" href="../1 modules/Effects.html#ParticleData">ParticleData</a></span>
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Table containing particle data.
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</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>
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "EmitShockwave"></a>
|
|
<strong>EmitShockwave(pos, [innerRadius], [outerRadius], [color], [lifetime], [speed], [angle], [hurtsLara])</strong>
|
|
</dt>
|
|
<dd>
|
|
Emit a shockwave, similar to that seen when a harpy projectile hits something.
|
|
|
|
|
|
|
|
<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 Position.
|
|
</li>
|
|
<li><span class="parameter">innerRadius</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">outerRadius</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Initial outer radius of the shockwave circle.
|
|
<em>Default: 128.</em>
|
|
</li>
|
|
<li><span class="parameter">color</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
Color.
|
|
<em>Default: Color(255, 255, 255).</em>
|
|
</li>
|
|
<li><span class="parameter">lifetime</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Lifetime in seconds (max 8.5 because of inner maths weirdness).
|
|
<em>Default: 1.0.</em>
|
|
</li>
|
|
<li><span class="parameter">speed</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Initial speed of the shockwave's expansion (the shockwave will always slow as it goes).
|
|
<em>Default: 50.</em>
|
|
</li>
|
|
<li><span class="parameter">angle</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">hurtsLara</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "EmitLight"></a>
|
|
<strong>EmitLight(pos, [color], [radius], [shadows], [name])</strong>
|
|
</dt>
|
|
<dd>
|
|
Emit dynamic light 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">color</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
light color.
|
|
<em>Default: Color(255, 255, 255).</em>
|
|
</li>
|
|
<li><span class="parameter">radius</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Measured in "clicks" or 256 world units.
|
|
<em>Default: 20.</em>
|
|
</li>
|
|
<li><span class="parameter">shadows</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
Determines whether light should generate dynamic shadows for applicable moveables.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
<li><span class="parameter">name</span>
|
|
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
|
If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
|
|
<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><span class="parameter">color</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
Color.
|
|
<em>Default: Color(255, 255, 255).</em>
|
|
</li>
|
|
<li><span class="parameter">radius</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units.
|
|
<em>Default: 10.</em>
|
|
</li>
|
|
<li><span class="parameter">falloff</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Radius, at which light starts to fade out, measured in "clicks".
|
|
<em>Default: 5.</em>
|
|
</li>
|
|
<li><span class="parameter">distance</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Distance, at which light cone fades out, measured in "clicks".
|
|
<em>Default: 20.</em>
|
|
</li>
|
|
<li><span class="parameter">shadows</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
Determines whether light should generate dynamic shadows for applicable moveables.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
<li><span class="parameter">name</span>
|
|
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
|
If provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights).
|
|
<em>Optional.</em>
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "EmitBlood"></a>
|
|
<strong>EmitBlood(pos, [count])</strong>
|
|
</dt>
|
|
<dd>
|
|
Emit blood.
|
|
|
|
|
|
|
|
<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>
|
|
|
|
|
|
|
|
</li>
|
|
<li><span class="parameter">count</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Sprite count.
|
|
<em>Default: 1.</em>
|
|
</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.
|
|
<em>Default: 32.</em>
|
|
</li>
|
|
<li><span class="parameter">amp</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Oscillation amplitude.
|
|
<em>Default: 32.</em>
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "EmitFire"></a>
|
|
<strong>EmitFire(pos, [size])</strong>
|
|
</dt>
|
|
<dd>
|
|
Emit fire for one frame. Will not hurt player. Call this each frame if you want a continuous fire.
|
|
|
|
|
|
|
|
<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.
|
|
</li>
|
|
<li><span class="parameter">size</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Fire size.
|
|
<em>Default: 1.</em>
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "MakeExplosion"></a>
|
|
<strong>MakeExplosion(pos, [size], [shockwave])</strong>
|
|
</dt>
|
|
<dd>
|
|
Make an explosion. Does not hurt Lara
|
|
|
|
|
|
|
|
<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>
|
|
|
|
|
|
|
|
</li>
|
|
<li><span class="parameter">size</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
This will not be the size of the sprites, but rather the distance between the origin and any additional sprites.
|
|
<em>Default: 512.</em>
|
|
</li>
|
|
<li><span class="parameter">shockwave</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
If true, create a very faint white shockwave which will not hurt Lara.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
<dt>
|
|
<a name = "MakeEarthquake"></a>
|
|
<strong>MakeEarthquake([strength])</strong>
|
|
</dt>
|
|
<dd>
|
|
Make an earthquake
|
|
|
|
|
|
|
|
<h3>Parameters:</h3>
|
|
<ul>
|
|
<li><span class="parameter">strength</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
|
|
<em>Default: 100.</em>
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</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</span></span>
|
|
Numeric tag with which to associate the effect on the moveable.
|
|
</li>
|
|
<li><span class="parameter">pos</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
|
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.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">startColor</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
Color at the start of life.
|
|
<em>Default: Color(255, 255, 255).</em>
|
|
</li>
|
|
<li><span class="parameter">endColor</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
Color at the end of life.
|
|
<em>Default: Color(0, 0, 0).</em>
|
|
</li>
|
|
<li><span class="parameter">width</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Width in world units.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">life</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Lifetime in seconds.
|
|
<em>Default: 1.</em>
|
|
</li>
|
|
<li><span class="parameter">vel</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Movement velocity in world units per second.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">expRate</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Width expansion rate in world units per second.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">rotRate</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Rotation rate in degrees per second.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">edgeFeatherMode</span>
|
|
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
|
|
Edge feather mode.
|
|
<em>Default: Effects.StreamerFeatherMode.NONE.</em>
|
|
</li>
|
|
<li><span class="parameter">lengthFeatherMode</span>
|
|
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
|
|
Length feather mode. <em>Not yet implemented.</em>
|
|
<em>Default: Effects.StreamerFeatherMode.LEFT.</em>
|
|
</li>
|
|
<li><span class="parameter">blendID</span>
|
|
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
|
Renderer blend ID.
|
|
<em>Default: Effects.BlendID.ALPHA_BLEND.</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.
|
|
<em>Default: Objects.ObjID.DEFAULT_SPRITES.</em>
|
|
</li>
|
|
<li><span class="parameter">spriteID</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Sprite ID in the sprite sequence slot.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">life</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Lifespan in seconds.
|
|
<em>Default: 2.</em>
|
|
</li>
|
|
<li><span class="parameter">maxYVel</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Maximum vertical velocity in world units per second.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">gravity</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Effect of gravity in world units per second. Positive value ascend, negative value descend.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">friction</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Friction affecting velocity over time in world units per second.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">startRot</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Rotation at start of life.
|
|
<em>Default: random.</em>
|
|
</li>
|
|
<li><span class="parameter">rotVel</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Rotational velocity in degrees per second.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">startSize</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Size at start of life.
|
|
<em>Default: 10.</em>
|
|
</li>
|
|
<li><span class="parameter">endSize</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Size at end of life.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">startColor</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
Color at start of life.
|
|
<em>Default: Color(255, 255, 255).</em>
|
|
</li>
|
|
<li><span class="parameter">endColor</span>
|
|
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
|
Color at end of life. Note that this will finish long before the end of life due to internal math.
|
|
<em>Default: Color(255, 255, 255).</em>
|
|
</li>
|
|
<li><span class="parameter">blendMode</span>
|
|
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
|
Render blend mode.
|
|
<em>Default: TEN.Effects.BlendID.ALPHA_BLEND.</em>
|
|
</li>
|
|
<li><span class="parameter">damage</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
Harm the player on collision.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
<li><span class="parameter">poison</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
Poison the player on collision.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
<li><span class="parameter">burn</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
Burn the player on collision.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
<li><span class="parameter">wind</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
Affect position by wind in outside rooms.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
<li><span class="parameter">damageHit</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Player damage amount on collision.
|
|
<em>Default: 2.</em>
|
|
</li>
|
|
<li><span class="parameter">light</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
Emit a colored light. <strong>Caution</strong>: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
<li><span class="parameter">lightRadius</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Light radius in 1/4 blocks.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">lightFlicker</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Interval at which the light should flicker.
|
|
<em>Default: 0.</em>
|
|
</li>
|
|
<li><span class="parameter">soundID</span>
|
|
<span class="types"><span class="type">int</span></span>
|
|
Sound ID to play. <strong>Caution</strong>: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system.
|
|
<em>Optional.</em>
|
|
</li>
|
|
<li><span class="parameter">animated</span>
|
|
<span class="types"><span class="type">bool</span></span>
|
|
Play animates sprite sequence.
|
|
<em>Default: false.</em>
|
|
</li>
|
|
<li><span class="parameter">animType</span>
|
|
<span class="types"><a class="type" href="../4 enums/Effects.ParticleAnimationType.html#">ParticleAnimationType</a></span>
|
|
Animation type of the sprite sequence.
|
|
<em>Default: TEN.Effects.ParticleAnimationType.LOOP.</em>
|
|
</li>
|
|
<li><span class="parameter">frameRate</span>
|
|
<span class="types"><span class="type">float</span></span>
|
|
Sprite sequence animation framerate.
|
|
<em>Default: 1.</em>
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
|
|
|
|
</div> <!-- id="content" -->
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|
</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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</div> <!-- id="about" -->
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</div> <!-- id="container" -->
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</body>
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</html>
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