Types
effect-control: basicsource
Fields
type: type
process: process-drawable
flags: uint32
last-frame-group: art-joint-anim
last-frame-num: float
channel-offset: int32
res: res-lump
name: pointer
param: uint32
Methods
effect-control-method-9(obj: effect-control) => nonesource
effect-control-method-10(obj: effect-control, arg0: symbol, arg1: float, arg2: int) => objectsource
effect-control-method-11(obj: effect-control, arg0: symbol, arg1: float, arg2: int, arg3: basic, arg4: pat-surface) => nonesource
effect-control-method-12(obj: effect-control, arg0: symbol, arg1: float, arg2: int, arg3: basic, arg4: sound-name) => intsource
set-channel-offset!(obj: effect-control, arg0: int) => nonesource
effect-control-method-14(obj: effect-control, arg0: float, arg1: float, arg2: float) => nonesource
Functions
effect-param->sound-spec(arg0: sound-spec, arg1: pointer, arg2: int) => sound-specsource
sound-name-with-material(arg0: symbol, arg1: pat-surface, arg2: string) => sound-namesource
target-land-effect() => nonesource
Variables
*debug-effect-control*: symbolsource
Types
fact-bank: basicsource
Fields
type: type
eco-level-max: float
eco-single-inc: float
eco-full-inc: float
eco-single-timeout: seconds
eco-full-timeout: seconds
dummy: seconds
health-max-default: float
health-single-inc: float
eco-pill-max-default: float
health-small-inc: float
buzzer-max-default: float
buzzer-single-inc: float
suck-bounce-dist: meters
suck-suck-dist: meters
default-pill-inc: float
fact-info: basicsource
Fields
type: type
process: process-drawable
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: fact-options
fade-time: time-frame
Methods
drop-pickup(obj: fact-info, arg0: symbol, arg1: process-tree, arg2: fact-info, arg3: int) => pointersource
reset!(obj: fact-info-target, arg0: symbol) => nonesource
Reset the facts for a given thing
pickup-collectable!(obj: fact-info, arg0: pickup-type, arg1: float, arg2: handle) => floatsource
fact-info-enemy: fact-infosource
Fields
type: type
process: process-drawable
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: fact-options
fade-time: time-frame
speed: float
idle-distance: meters
notice-top: meters
notice-bottom: meters
cam-horz: meters
cam-vert: meters
cam-notice-dist: meters
fact-info-target: fact-infosource
Fields
type: type
process: process-drawable
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: fact-options
fade-time: time-frame
eco-type: pickup-type
eco-level: float
eco-pickup-time: time-frame
eco-timeout: seconds
health: float
health-max: float
buzzer: float
buzzer-max: float
eco-pill: float
eco-pill-max: float
health-pickup-time: time-frame
eco-source: handle
eco-source-time: time-frame
money-pickup-time: time-frame
buzzer-pickup-time: time-frame
fuel-cell-pickup-time: time-frame
eco-pill-pickup-time: time-frame
Functions
pickup-type->string(arg0: pickup-type) => stringsource
Variables
Types
attack-info: structuresource
Fields
trans: vector
vector: vector
intersection: vector
attacker: handle
invinc-time: time-frame
mask: attack-mask
mode: symbol
shove-back: meters
shove-up: meters
speed: meters
dist: meters
control: float
angle: symbol
rotate-to: degrees
prev-state: state
Methods
combine!(obj: attack-info, arg0: attack-info) => nonesource
process-drawable: processsource
Fields
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
state-flags: state-flags
state-time: time-frame
Methods
initialize-skeleton(obj: process-drawable, arg0: skeleton-group, arg1: pair) => nonesource
initialize-skeleton-by-name(obj: process-drawable, arg0: string, arg1: object) => _type_source
apply-alignment(obj: process-drawable, arg0: align-opts, arg1: transformq, arg2: vector) => collide-shapesource
do-joint-math!(obj: process-drawable) => nonesource
cleanup-for-death(obj: process-drawable) => nonesource
evaluate-joint-control(obj: process-drawable) => nonesource
States
process-drawable-art-error: TODO
process-drawable-idle: TODO
process-drawable-reserved: process-drawablesource
Fields
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
state-flags: state-flags
state-time: time-frame
Methods
process-drawable-reserved-method-20: unknown
process-drawable-reserved-method-21: unknown
process-drawable-reserved-method-22: unknown
process-drawable-reserved-method-23: unknown
process-drawable-reserved-method-24: unknown
process-drawable-reserved-method-25: unknown
process-drawable-reserved-method-26: unknown
process-drawable-reserved-method-27: unknown
process-drawable-reserved-method-28: unknown
process-drawable-reserved-method-29: unknown
process-drawable-reserved-method-30: unknown
process-drawable-reserved-method-31: unknown
process-drawable-reserved-method-32: unknown
process-drawable-reserved-method-33: unknown
process-drawable-reserved-method-34: unknown
process-drawable-reserved-method-35: unknown
process-drawable-reserved-method-36: unknown
process-drawable-reserved-method-37: unknown
process-drawable-reserved-method-38: unknown
process-drawable-reserved-method-39: unknown
process-drawable-reserved-method-40: unknown
process-drawable-reserved-method-41: unknown
process-drawable-reserved-method-42: unknown
process-drawable-reserved-method-43: unknown
process-drawable-reserved-method-44: unknown
process-drawable-reserved-method-45: unknown
process-drawable-reserved-method-46: unknown
process-drawable-reserved-method-47: unknown
process-drawable-reserved-method-48: unknown
process-drawable-reserved-method-49: unknown
process-drawable-reserved-method-50: unknown
process-drawable-reserved-method-51: unknown
process-drawable-reserved-method-52: unknown
process-drawable-reserved-method-53: unknown
process-drawable-reserved-method-54: unknown
process-drawable-reserved-method-55: unknown
process-drawable-reserved-method-56: unknown
process-drawable-reserved-method-57: unknown
process-drawable-reserved-method-58: unknown
process-drawable-reserved-method-59: unknown
process-drawable-reserved-method-60: unknown
process-drawable-reserved-method-61: unknown
process-drawable-reserved-method-62: unknown
Variables
Types
actor-id: uint32source
continue-point: basicsource
Fields
type: type
name: string
level: symbol
flags: continue-flags
trans: vector
quat: quaternion
camera-trans: vector
camera-rot: float
load-commands: pair
vis-nick: symbol
lev0: symbol
disp0: symbol
lev1: symbol
disp1: symbol
Methods
debug-draw!(obj: continue-point) => nonesource
Draw a continue point.
game-bank: basicsource
Fields
type: type
life-max-default: float
life-start-default: float
life-single-inc: float
money-task-inc: float
money-oracle-inc: float
game-info: basicsource
Fields
type: type
mode: symbol
save-name: basic
life: float
life-max: float
money: float
money-total: float
money-per-level: uint8
deaths-per-level: uint8
buzzer-total: float
fuel: float
perm-list: entity-perm-array
task-perm-list: entity-perm-array
current-continue: continue-point
text-ids-seen: bit-array
level-opened: uint8
hint-control: array
task-hint-control: array
total-deaths: int32
continue-deaths: int32
fuel-cell-deaths: int32
game-start-time: time-frame
continue-time: time-frame
death-time: time-frame
hit-time: time-frame
fuel-cell-pickup-time: time-frame
fuel-cell-time: array
enter-level-time: array
in-level-time: array
blackout-time: time-frame
letterbox-time: time-frame
hint-play-time: time-frame
display-text-time: time-frame
display-text-handle: handle
death-movie-tick: int32
want-auto-save: symbol
auto-save-proc: handle
auto-save-status: mc-status-code
auto-save-card: int32
auto-save-which: int32
pov-camera-handle: handle
other-camera-handle: handle
death-pos: vector-array
dummy: basic
auto-save-count: int32
Methods
initialize!(obj: game-info, cause: symbol, save-to-load: game-save, continue-point-override: string) => _type_source
Initialize the game-info.
The cause can be 'dead if you die, or 'game to reset everything.
If save-to-load is not #f will load data from that.
If continue-point-override is not #f, will use that.
adjust(obj: game-info, item: symbol, amount: float, source: handle) => floatsource
Adjust the number of items by amount.
task-complete?(obj: game-info, arg0: game-task) => symbolsource
Likely closed, or in the process of closing
lookup-entity-perm-by-aid(obj: game-info, aid: actor-id) => entity-permsource
get-entity-task-perm(obj: game-info, arg0: game-task) => entity-permsource
Get the permanent storage for a game-task
copy-perms-from-level!(obj: game-info, lev: level) => nonesource
Iterate through entities in the level and copy their perms into game-info
copy-perms-to-level!(obj: game-info, lev: level) => nonesource
Does the opposite of the previous, copies perms from game-info to level entities
debug-print(obj: game-info, arg0: symbol) => _type_source
get-or-create-continue!(obj: game-info) => continue-pointsource
Attempt to get a continue point, if it doesn't exist set the
default-continue to a location in front of the camera.
get-continue-by-name(obj: game-info, arg0: string) => continue-pointsource
Look up a continue point by string name
set-continue!(obj: game-info, arg0: basic) => continue-pointsource
Set the current continue point to to arg0.
arg0 can be:
'() or #f, in which case it does nothing.
a string, in which case it looks up by name
a continue point.
If it fails to get a continue-point, sets up a temporary continue point
in the default-continue
If the continue is changed, resets the death and time counters
buzzer-count(obj: game-info, arg0: game-task) => intsource
How many buzzers do we have for this task?
seen-text?(obj: game-info, arg0: text-id) => symbolsource
Have we already displayed this text?
This is used to display level names on only the first enter.
It seems like hints could also display text on screen at one point in time.
mark-text-as-seen(obj: game-info, arg0: text-id) => nonesource
Mark the game text as seen. This only works if the text id < 4096, and ignores otherwise
got-buzzer?(obj: game-info, arg0: game-task, arg1: int) => symbolsource
Do we have the arg1-th buzzer for the given buzzer task?
save-game!(obj: game-info, arg0: game-save, arg1: string) => nonesource
Update the game-save to have the info from the current game state
load-game!(obj: game-info, save: game-save) => game-savesource
Copy save data from a game-save to a game-info
clear-text-seen!(obj: game-info, arg0: text-id) => nonesource
Mark text as unseen. MUST be a valid text id