TombEngine/Documentation/doc/2 classes/Flow.Settings.html
TrainWrack e0b50439b3
Custom bar module (#1492)
* Update to bug report form

* Update bug_report.yaml

* Update AUTHORS.md

- Tomo (general coding, special FX coding, bug fixing)

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update bug_report.yaml

* Add files via upload

* Update CHANGELOG.md

* Add files via upload

* Update CustomBar.lua

* Fix bugs with bar property setters

* Update CustomBar.lua

* Update documentation

---------

Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Nemoel-Tomo <tomo_669@hotmail.com>
Co-authored-by: Jakub <kubabilinski03@gmail.com>
Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com>
Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
2025-03-09 06:59:49 +02:00

1324 lines
32 KiB
HTML

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine 1.7.2 (Developer) Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>&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> <here>Flow.Settings</here></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.FeatherMode.html">Effects.FeatherMode</a></li>
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
</ul>
<h2>5 Lua utility modules</h2>
<ul class="nowrap">
<li> <a href="../5 lua utility modules/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.Settings</code></h1>
<p>Global engine settings which don't fall into particular category or can't be assigned to a specific object.</p>
<p> Can be accessed using <a href="../1 modules/Flow.html#SetSettings">Flow.SetSettings</a> and <a href="../1 modules/Flow.html#GetSettings">Flow.GetSettings</a> functions.</p>
<h2><a href="#Animations">Animations </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#crawlExtended">crawlExtended</a></td>
<td class="summary">Extended crawl moveset.</td>
</tr>
<tr>
<td class="name" ><a href="#crouchRoll">crouchRoll</a></td>
<td class="summary">Crouch roll.</td>
</tr>
<tr>
<td class="name" ><a href="#crawlspaceSwandive">crawlspaceSwandive</a></td>
<td class="summary">Crawlspace dive.</td>
</tr>
<tr>
<td class="name" ><a href="#sprintJump">sprintJump</a></td>
<td class="summary">Sprint jump.</td>
</tr>
<tr>
<td class="name" ><a href="#ledgeJumps">ledgeJumps</a></td>
<td class="summary">Ledge jumps.</td>
</tr>
<tr>
<td class="name" ><a href="#poseTimeout">poseTimeout</a></td>
<td class="summary">Pose timeout.</td>
</tr>
</table>
<h2><a href="#Camera">Camera </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#binocularLightColor">binocularLightColor</a></td>
<td class="summary">Determines highlight color in binocular mode.</td>
</tr>
<tr>
<td class="name" ><a href="#lasersightLightColor">lasersightLightColor</a></td>
<td class="summary">Determines highlight color in lasersight mode.</td>
</tr>
<tr>
<td class="name" ><a href="#objectCollision">objectCollision</a></td>
<td class="summary">Specify whether camera can collide with objects.</td>
</tr>
</table>
<h2><a href="#Flare">Flare </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#color">color</a></td>
<td class="summary">Flare color.</td>
</tr>
<tr>
<td class="name" ><a href="#offset">offset</a></td>
<td class="summary">Muzzle offset.</td>
</tr>
<tr>
<td class="name" ><a href="#range">range</a></td>
<td class="summary">Light range.</td>
</tr>
<tr>
<td class="name" ><a href="#timeout">timeout</a></td>
<td class="summary">Burn timeout.</td>
</tr>
<tr>
<td class="name" ><a href="#pickupCount">pickupCount</a></td>
<td class="summary">Default flare pickup count.</td>
</tr>
<tr>
<td class="name" ><a href="#lensflareBrightness">lensflareBrightness</a></td>
<td class="summary">Lens flare brightness.</td>
</tr>
<tr>
<td class="name" ><a href="#sparks">sparks</a></td>
<td class="summary">Toggle spark effect.</td>
</tr>
<tr>
<td class="name" ><a href="#smoke">smoke</a></td>
<td class="summary">Toggle smoke effect.</td>
</tr>
<tr>
<td class="name" ><a href="#flicker">flicker</a></td>
<td class="summary">Toggle flicker effect.</td>
</tr>
</table>
<h2><a href="#Hair">Hair </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#mesh">mesh</a></td>
<td class="summary">Root mesh to which hair object will attach to.</td>
</tr>
<tr>
<td class="name" ><a href="#offset">offset</a></td>
<td class="summary">Relative braid offset to a headmesh.</td>
</tr>
<tr>
<td class="name" ><a href="#indices">indices</a></td>
<td class="summary">Braid connection indices.</td>
</tr>
</table>
<h2><a href="#Hud">Hud </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#statusBars">statusBars</a></td>
<td class="summary">Toggle in-game status bars visibility.</td>
</tr>
<tr>
<td class="name" ><a href="#loadingBar">loadingBar</a></td>
<td class="summary">Toggle loading bar visibility.</td>
</tr>
<tr>
<td class="name" ><a href="#speedometer">speedometer</a></td>
<td class="summary">Toggle speedometer visibility.</td>
</tr>
<tr>
<td class="name" ><a href="#pickupNotifier">pickupNotifier</a></td>
<td class="summary">Toggle pickup notifier visibility.</td>
</tr>
</table>
<h2><a href="#Physics">Physics </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#gravity">gravity</a></td>
<td class="summary">Global world gravity.</td>
</tr>
<tr>
<td class="name" ><a href="#swimVelocity">swimVelocity</a></td>
<td class="summary">Swim velocity.</td>
</tr>
</table>
<h2><a href="#Weapons">Weapons </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#accuracy">accuracy</a></td>
<td class="summary">Shooting accuracy.</td>
</tr>
<tr>
<td class="name" ><a href="#targetingDistance">targetingDistance</a></td>
<td class="summary">Targeting distance.</td>
</tr>
<tr>
<td class="name" ><a href="#interval">interval</a></td>
<td class="summary">Shooting interval.</td>
</tr>
<tr>
<td class="name" ><a href="#damage">damage</a></td>
<td class="summary">Damage.</td>
</tr>
<tr>
<td class="name" ><a href="#alternateDamage">alternateDamage</a></td>
<td class="summary">Alternate damage.</td>
</tr>
<tr>
<td class="name" ><a href="#waterLevel">waterLevel</a></td>
<td class="summary">Water level.</td>
</tr>
<tr>
<td class="name" ><a href="#pickupCount">pickupCount</a></td>
<td class="summary">Default ammo pickup count.</td>
</tr>
<tr>
<td class="name" ><a href="#flashColor">flashColor</a></td>
<td class="summary">Gunflash color.</td>
</tr>
<tr>
<td class="name" ><a href="#flashRange">flashRange</a></td>
<td class="summary">Gunflash range.</td>
</tr>
<tr>
<td class="name" ><a href="#flashDuration">flashDuration</a></td>
<td class="summary">Gunflash duration.</td>
</tr>
<tr>
<td class="name" ><a href="#smoke">smoke</a></td>
<td class="summary">Gun smoke.</td>
</tr>
<tr>
<td class="name" ><a href="#shell">shell</a></td>
<td class="summary">Gun shell.</td>
</tr>
<tr>
<td class="name" ><a href="#muzzleFlash">muzzleFlash</a></td>
<td class="summary">Display muzzle flash.</td>
</tr>
<tr>
<td class="name" ><a href="#colorizeMuzzleFlash">colorizeMuzzleFlash</a></td>
<td class="summary">Colorize muzzle flash.</td>
</tr>
</table>
<h2><a href="#System">System </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#errorMode">errorMode</a></td>
<td class="summary">How should the application respond to script errors?</td>
</tr>
<tr>
<td class="name" ><a href="#multithreaded">multithreaded</a></td>
<td class="summary">Use multithreading in certain calculations.</td>
</tr>
<tr>
<td class="name" ><a href="#fastReload">fastReload</a></td>
<td class="summary">Can the game utilize the fast reload feature?</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header has-description"><a name="Animations"></a>Animations </h2>
<div class="section-description">
These settings determine whether a specific moveset is available in-game.
</div>
<dl class="function">
<dt>
<a name = "crawlExtended"></a>
<strong>crawlExtended</strong>
</dt>
<dd>
Extended crawl moveset.
<ul>
<li><span class="parameter">crawlExtended</span>
<span class="types"><span class="type">bool</span></span>
when enabled, player will be able to traverse across one-click steps in crawlspaces.
</li>
</ul>
</dd>
<dt>
<a name = "crouchRoll"></a>
<strong>crouchRoll</strong>
</dt>
<dd>
Crouch roll.
<ul>
<li><span class="parameter">crouchRoll</span>
<span class="types"><span class="type">bool</span></span>
when enabled, player can perform crawlspace roll by pressing sprint key.
</li>
</ul>
</dd>
<dt>
<a name = "crawlspaceSwandive"></a>
<strong>crawlspaceSwandive</strong>
</dt>
<dd>
Crawlspace dive.
<ul>
<li><span class="parameter">crawlspaceSwandive</span>
<span class="types"><span class="type">bool</span></span>
when enabled, player will be able to swandive into crawlspaces.
</li>
</ul>
</dd>
<dt>
<a name = "sprintJump"></a>
<strong>sprintJump</strong>
</dt>
<dd>
Sprint jump.
<ul>
<li><span class="parameter">sprintJump</span>
<span class="types"><span class="type">bool</span></span>
if enabled, player will be able to perform extremely long jump when sprinting.
</li>
</ul>
</dd>
<dt>
<a name = "ledgeJumps"></a>
<strong>ledgeJumps</strong>
</dt>
<dd>
Ledge jumps.
<ul>
<li><span class="parameter">ledgeJumps</span>
<span class="types"><span class="type">bool</span></span>
if this setting is enabled, player will be able to jump upwards while hanging on the ledge.
</li>
</ul>
</dd>
<dt>
<a name = "poseTimeout"></a>
<strong>poseTimeout</strong>
</dt>
<dd>
Pose timeout.
<ul>
<li><span class="parameter">poseTimeout</span>
<span class="types"><span class="type">int</span></span>
if this setting is larger than 0, idle standing pose animation will be performed after given timeout (in seconds).
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Camera"></a>Camera </h2>
<div class="section-description">
Parameters to customize camera and everything related to it.
</div>
<dl class="function">
<dt>
<a name = "binocularLightColor"></a>
<strong>binocularLightColor</strong>
</dt>
<dd>
Determines highlight color in binocular mode.
<ul>
<li><span class="parameter">binocularLightColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
color of highlight, when player presses action. Zero color means there will be no highlight.
</li>
</ul>
</dd>
<dt>
<a name = "lasersightLightColor"></a>
<strong>lasersightLightColor</strong>
</dt>
<dd>
Determines highlight color in lasersight mode.
<ul>
<li><span class="parameter">lasersightLightColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
lasersight highlight color. Zero color means there will be no highlight.
</li>
</ul>
</dd>
<dt>
<a name = "objectCollision"></a>
<strong>objectCollision</strong>
</dt>
<dd>
Specify whether camera can collide with objects.
<ul>
<li><span class="parameter">objectCollision</span>
<span class="types"><span class="type">bool</span></span>
when enabled, camera will collide with moveables and statics. Disable or TR4-like camera behaviour.
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Flare"></a>Flare </h2>
<div class="section-description">
These settings change appearance and behaviour of a flare.
</div>
<dl class="function">
<dt>
<a name = "color"></a>
<strong>color</strong>
</dt>
<dd>
Flare color.
<ul>
<li><span class="parameter">color</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
flare color. Used for sparks and lensflare coloring as well.
</li>
</ul>
</dd>
<dt>
<a name = "offset"></a>
<strong>offset</strong>
</dt>
<dd>
Muzzle offset.
<ul>
<li><span class="parameter">offset</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
a relative muzzle offset where light and particle effects originate from.
</li>
</ul>
</dd>
<dt>
<a name = "range"></a>
<strong>range</strong>
</dt>
<dd>
Light range.
<ul>
<li><span class="parameter">range</span>
<span class="types"><span class="type">int</span></span>
flare light radius or range. Represented in "clicks" equal to 256 world units.
</li>
</ul>
</dd>
<dt>
<a name = "timeout"></a>
<strong>timeout</strong>
</dt>
<dd>
Burn timeout.
<ul>
<li><span class="parameter">timeout</span>
<span class="types"><span class="type">int</span></span>
flare burn timeout. Flare will stop working after given timeout (specified in seconds).
</li>
</ul>
</dd>
<dt>
<a name = "pickupCount"></a>
<strong>pickupCount</strong>
</dt>
<dd>
Default flare pickup count.
<ul>
<li><span class="parameter">pickupCount</span>
<span class="types"><span class="type">int</span></span>
specifies amount of flares that you get when you pick up a box of flares.
</li>
</ul>
</dd>
<dt>
<a name = "lensflareBrightness"></a>
<strong>lensflareBrightness</strong>
</dt>
<dd>
Lens flare brightness.
<ul>
<li><span class="parameter">lensflareBrightness</span>
<span class="types"><span class="type">float</span></span>
brightness multiplier. Specifies how bright lens flare is in relation to light (on a range from 0 to 1).
</li>
</ul>
</dd>
<dt>
<a name = "sparks"></a>
<strong>sparks</strong>
</dt>
<dd>
Toggle spark effect.
<ul>
<li><span class="parameter">sparks</span>
<span class="types"><span class="type">bool</span></span>
spark effect. Determines whether flare generates sparks when burning.
</li>
</ul>
</dd>
<dt>
<a name = "smoke"></a>
<strong>smoke</strong>
</dt>
<dd>
Toggle smoke effect.
<ul>
<li><span class="parameter">smoke</span>
<span class="types"><span class="type">bool</span></span>
smoke effect. Determines whether flare generates smoke when burning.
</li>
</ul>
</dd>
<dt>
<a name = "flicker"></a>
<strong>flicker</strong>
</dt>
<dd>
Toggle flicker effect.
<ul>
<li><span class="parameter">flicker</span>
<span class="types"><span class="type">bool</span></span>
light and lensflare flickering. When turned off, flare light will be constant.
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Hair"></a>Hair </h2>
<div class="section-description">
This is a table of braid object settings. <br>
Table consists of three entries, with first one representing classic Lara braid, and 2 and 3 representing left and right young Lara braids respectively.
Therefore, if you want to access classic Lara braid settings, use <code>settings.Hair[1]</code>, and so on.
</div>
<dl class="function">
<dt>
<a name = "mesh"></a>
<strong>mesh</strong>
</dt>
<dd>
Root mesh to which hair object will attach to.
<ul>
<li><span class="parameter">mesh</span>
<span class="types"><span class="type">int</span></span>
index of a root mesh to which hair will attach. Root mesh may be different for each hair object.
</li>
</ul>
</dd>
<dt>
<a name = "offset"></a>
<strong>offset</strong>
</dt>
<dd>
Relative braid offset to a headmesh.
<ul>
<li><span class="parameter">offset</span>
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
specifies how braid is positioned in relation to a headmesh.
</li>
</ul>
</dd>
<dt>
<a name = "indices"></a>
<strong>indices</strong>
</dt>
<dd>
Braid connection indices.
<ul>
<li><span class="parameter">indices</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.6">table</a></span>
a list of headmesh's vertex connection indices. Each index corresponds to nearest braid rootmesh vertex. Amount of indices is unlimited.
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Hud"></a>Hud </h2>
<div class="section-description">
These settings determine visibility of particular in-game HUD elements.
</div>
<dl class="function">
<dt>
<a name = "statusBars"></a>
<strong>statusBars</strong>
</dt>
<dd>
Toggle in-game status bars visibility.
<ul>
<li><span class="parameter">statusBars</span>
<span class="types"><span class="type">bool</span></span>
if disabled, all status bars (health, air, stamina) will be hidden.
</li>
</ul>
</dd>
<dt>
<a name = "loadingBar"></a>
<strong>loadingBar</strong>
</dt>
<dd>
Toggle loading bar visibility.
<ul>
<li><span class="parameter">loadingBar</span>
<span class="types"><span class="type">bool</span></span>
if disabled, loading bar will be invisible in game.
</li>
</ul>
</dd>
<dt>
<a name = "speedometer"></a>
<strong>speedometer</strong>
</dt>
<dd>
Toggle speedometer visibility.
<ul>
<li><span class="parameter">speedometer</span>
<span class="types"><span class="type">bool</span></span>
if disabled, speedometer will be invisible in game.
</li>
</ul>
</dd>
<dt>
<a name = "pickupNotifier"></a>
<strong>pickupNotifier</strong>
</dt>
<dd>
Toggle pickup notifier visibility.
<ul>
<li><span class="parameter">pickupNotifier</span>
<span class="types"><span class="type">bool</span></span>
if disabled, pickup notifier will be invisible in game.
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Physics"></a>Physics </h2>
<div class="section-description">
Here you will find various settings for game world physics.
</div>
<dl class="function">
<dt>
<a name = "gravity"></a>
<strong>gravity</strong>
</dt>
<dd>
Global world gravity.
<ul>
<li><span class="parameter">gravity</span>
<span class="types"><span class="type">float</span></span>
specifies global gravity. Mostly affects Lara and several other objects.
</li>
</ul>
</dd>
<dt>
<a name = "swimVelocity"></a>
<strong>swimVelocity</strong>
</dt>
<dd>
Swim velocity.
<ul>
<li><span class="parameter">swimVelocity</span>
<span class="types"><span class="type">float</span></span>
specifies swim velocity for Lara. Affects both surface and underwater.
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Weapons"></a>Weapons </h2>
<div class="section-description">
This is a table of weapon settings, with several parameters available for every weapon.
Access particular weapon's settings by using <a href="../4 enums/Objects.WeaponType.html#">Objects.WeaponType</a> as an index for this table, e.g. <code>settings.Weapons[Flow.WeaponType.PISTOLS]</code>.
</div>
<dl class="function">
<dt>
<a name = "accuracy"></a>
<strong>accuracy</strong>
</dt>
<dd>
Shooting accuracy.
<ul>
<li><span class="parameter">accuracy</span>
<span class="types"><span class="type">float</span></span>
determines accuracy range in angles (smaller angles mean higher accuracy). Applicable only for firearms.
</li>
</ul>
</dd>
<dt>
<a name = "targetingDistance"></a>
<strong>targetingDistance</strong>
</dt>
<dd>
Targeting distance.
<ul>
<li><span class="parameter">targetingDistance</span>
<span class="types"><span class="type">float</span></span>
specifies maximum targeting distance in world units (1 block = 1024 world units) for a given weapon.
</li>
</ul>
</dd>
<dt>
<a name = "interval"></a>
<strong>interval</strong>
</dt>
<dd>
Shooting interval.
<ul>
<li><span class="parameter">interval</span>
<span class="types"><span class="type">float</span></span>
specifies an interval (in frames), after which Lara is able to shoot again. Not applicable for backholster weapons.
</li>
</ul>
</dd>
<dt>
<a name = "damage"></a>
<strong>damage</strong>
</dt>
<dd>
Damage.
<ul>
<li><span class="parameter">damage</span>
<span class="types"><span class="type">int</span></span>
amount of hit points taken for every hit.
</li>
</ul>
</dd>
<dt>
<a name = "alternateDamage"></a>
<strong>alternateDamage</strong>
</dt>
<dd>
Alternate damage.
<ul>
<li><span class="parameter">alternateDamage</span>
<span class="types"><span class="type">int</span></span>
for Revolver and HK, specifies damage in lasersight mode. For crossbow, specifies damage for explosive ammo.
</li>
</ul>
</dd>
<dt>
<a name = "waterLevel"></a>
<strong>waterLevel</strong>
</dt>
<dd>
Water level.
<ul>
<li><span class="parameter">waterLevel</span>
<span class="types"><span class="type">int</span></span>
specifies water depth, at which Lara will put weapons back into holsters, indicating it's not possible to use it in water.
</li>
</ul>
</dd>
<dt>
<a name = "pickupCount"></a>
<strong>pickupCount</strong>
</dt>
<dd>
Default ammo pickup count.
<ul>
<li><span class="parameter">pickupCount</span>
<span class="types"><span class="type">int</span></span>
amount of ammo which is given with every ammo pickup for this weapon.
</li>
</ul>
</dd>
<dt>
<a name = "flashColor"></a>
<strong>flashColor</strong>
</dt>
<dd>
Gunflash color.
<ul>
<li><span class="parameter">flashColor</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
specifies the color of the gunflash. Applicable only for firearms.
</li>
</ul>
</dd>
<dt>
<a name = "flashRange"></a>
<strong>flashRange</strong>
</dt>
<dd>
Gunflash range.
<ul>
<li><span class="parameter">flashRange</span>
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
specifies the range of the gunflash. Applicable only for firearms.
</li>
</ul>
</dd>
<dt>
<a name = "flashDuration"></a>
<strong>flashDuration</strong>
</dt>
<dd>
Gunflash duration.
<ul>
<li><span class="parameter">flashDuration</span>
<span class="types"><span class="type">int</span></span>
specifies the duration of a gunflash effect. Applicable only for firearms.
</li>
</ul>
</dd>
<dt>
<a name = "smoke"></a>
<strong>smoke</strong>
</dt>
<dd>
Gun smoke.
<ul>
<li><span class="parameter">smoke</span>
<span class="types"><span class="type">bool</span></span>
if set to true, indicates that weapon emits gun smoke. Not applicable for crossbow and harpoon gun.
</li>
</ul>
</dd>
<dt>
<a name = "shell"></a>
<strong>shell</strong>
</dt>
<dd>
Gun shell.
<ul>
<li><span class="parameter">shell</span>
<span class="types"><span class="type">bool</span></span>
if set to true, indicates that weapon emits gun shell. Applicable only for firearms.
</li>
</ul>
</dd>
<dt>
<a name = "muzzleFlash"></a>
<strong>muzzleFlash</strong>
</dt>
<dd>
Display muzzle flash.
<ul>
<li><span class="parameter">muzzleFlash</span>
<span class="types"><span class="type">bool</span></span>
specifies whether muzzle flash should be displayed or not. Applicable only for firearms.
</li>
</ul>
</dd>
<dt>
<a name = "colorizeMuzzleFlash"></a>
<strong>colorizeMuzzleFlash</strong>
</dt>
<dd>
Colorize muzzle flash.
<ul>
<li><span class="parameter">colorizeMuzzleFlash</span>
<span class="types"><span class="type">bool</span></span>
specifies whether muzzle flash should be tinted with the same color as gunflash color. Applicable only for firearms.
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="System"></a>System </h2>
<div class="section-description">
Global system settings that is not directly related to gameplay.
</div>
<dl class="function">
<dt>
<a name = "errorMode"></a>
<strong>errorMode</strong>
</dt>
<dd>
How should the application respond to script errors?
<ul>
<li><span class="parameter">errorMode</span>
<span class="types"><a class="type" href="../4 enums/Flow.ErrorMode.html#">ErrorMode</a></span>
error mode to use. */
</li>
</ul>
</dd>
<dt>
<a name = "multithreaded"></a>
<strong>multithreaded</strong>
</dt>
<dd>
Use multithreading in certain calculations. <br>
When set to <code>true</code>, some performance-critical calculations will be performed in parallel, which can give
a significant performance boost. Don't disable unless you have problems with launching or using TombEngine.
<ul>
<li><span class="parameter">multithreaded</span>
<span class="types"><span class="type">bool</span></span>
determines whether to use multithreading or not. */
</li>
</ul>
</dd>
<dt>
<a name = "fastReload"></a>
<strong>fastReload</strong>
</dt>
<dd>
Can the game utilize the fast reload feature? <br>
When set to <code>true</code>, the game will attempt to perform fast savegame reloading if current level is the same as
the level loaded from the savegame. It will not work if the level timestamp or checksum has changed
(i.e. level was updated). If set to <code>false</code>, this functionality is turned off.
<ul>
<li><span class="parameter">fastReload</span>
<span class="types"><span class="type">bool</span></span>
toggle fast reload on or off.
</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>