HPL3/Community/Scripting/Classes/cluxusermodule

From Frictional Wiki
Jump to navigation Jump to search

cLuxUserModule

Fields

Field Name Type Description
mlId int

Functions

Return Type Function Name Parameters Description
void Timer_ClearAll
void Timer_Add uint64 alID,
float afTime,
const tString &in asFunc = "",
bool abCreateIfExist = true,
bool abRepeat = false
void Timer_Remove uint64 alID
bool Timer_Exists uint64 alID
float Timer_GetTimeLeft uint64 alID
void Timer_SetPaused uint64 alID,
bool abX
bool Timer_TimeHasPassed uint64 alID,
float afLength
float Timer_GetValue uint64 alID,
float afMin = 0,
float afMax = 1,
eEasing aEasing = eEasing_Linear,
bool abAbsValue = false
void Timer_Add const tString &in asID,
float afTime,
const tString &in asFunc = "",
bool abCreateIfExist = true,
bool abRepeat = false
void Timer_Remove const tString &in asID
bool Timer_Exists const tString &in asID
float Timer_GetTimeLeft const tString &in asID
void Timer_SetPaused const tString &in asID,
bool abX
bool Timer_TimeHasPassed const tString &in asID,
float afLength
float Timer_GetValue const tString &in asID,
float afMin = 0,
float afMax = 1,
eEasing aEasing = eEasing_Linear,
bool abAbsValue = false
void Fader_ClearAll
void Fader_FadeTo uint alID,
float afGoal,
float afTime,
bool abReverseAtEnd = false,
bool abSkipIfExists = false
void Fader_Set uint alID,
float afX,
bool abSkipIfExists = false
void Fader_SetPaused uint alID,
bool abPaused
float Fader_GetValue uint alID,
float afMin = 0,
float afMax = 1,
eEasing aEasing = eEasing_Linear,
bool abAbsValue = false
void Fader_FadeTo const tString &in asName,
float afGoal,
float afTime,
bool abReverseAtEnd = false,
bool abSkipIfExists = false
void Fader_Set const tString &in asName,
float afX,
bool abSkipIfExists = false
void Fader_SetPaused const tString &in asName,
bool abPaused
float Fader_GetValue const tString &in asName,
float afMin = 0,
float afMax = 1,
eEasing aEasing = eEasing_Linear,
bool abAbsValue = false
void SetScriptableIsSaved bool abX

Remarks

Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!