Difference between revisions of "HPL3/SOMA/Scripting/Scripting Api"

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__NOTOC__
 
__NOTOC__
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<big>'''Welcome to the main SOMA Scripting Function Reference Api.'''<br>
'''Welcome to the main SOMA Scripting Function Reference Api.'''
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This page lists general - purpose functions which can be used in any script file.</big>
This page includes general - purpose functions which can be used in any script file.</div>
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----
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You can find more useful functions in the '''helper files''' section of the main scripting page.
 
{{note|No additional script files are needed to be included in order to call these functions. They can be used as-is.}}
 
{{note|No additional script files are needed to be included in order to call these functions. They can be used as-is.}}
 
{{CategoryHeader}}
 
{{CategoryHeader}}

Revision as of 22:24, 28 August 2020

Welcome to the main SOMA Scripting Function Reference Api.
This page lists general - purpose functions which can be used in any script file.


You can find more useful functions in the helper files section of the main scripting page.

Note icon.png No additional script files are needed to be included in order to call these functions. They can be used as-is.

General

  • Constants - Constant values which can be used everywhere.
  • Map - Useful Map functions (Adding timers, Loading maps, etc)
  • Entity - General Entity functions (Activate/Deactivate, Create/Destroy, etc). Applies for all entity types.
  • Material - One function used for pre-loading materials.

Effects

  • Light - Functions for controlling light (PointLight, SpotLight, BoxLight).
  • ParticleSystem - Functions for creating and controlling particles.
  • Billboard - Functions for controlling billboards.
  • FogArea - Functions for controlling Fog Areas.
  • LensFlare - Functions for controlling Lens Flares.
  • IrradianceSet - Functions for controlling SH Probes

Entities

Engine

Miscellaneous

  • Body - Physics Body functions.
  • Joint - Physics Joints functions.
  • String - Old Api functions for string. New one is cString.
  • Math - Old Api functions for math. New one is cMath.

Constants

Arrows icon.png See more - Constants
Return Type Function and Description
cColor cColor_Blue
The RGBA value of blue.
cColor cColor_Green
The RGBA value of green.
cColor cColor_Red
The RGBA value of red.
cColor cColor_White
The RGBA value of white.
float cMath_Epsilon
The value of correction for small floating point numbers.
float cMath_Pi
Approximate value of pi.
float cMath_PiDiv2
Approximate value of pi divided by 2.
float cMath_PiDiv4
Approximate value of pi divided by 4.
float cMath_PiMul2
Approximate value of pi multiplied by 2.
float cMath_Sqrt2
Approximate value of the square root of 2
cMatrixf cMatrixf_Identity
The identity matrix.
cMatrixf cMatrixf_Zero
A zero-filled matrix.
cQuaternion cQuaternion_Identity
The quaternion identity.
cVector2f cVector2f_Down
The down-facing 2D vector.
cVector2f cVector2f_Left
The left-facing 2D vector.
cVector2f cVector2f_MinusOne
A negative-one-filled 2D vector.
cVector2f cVector2f_One
A one-filled 2D vector.
cVector2f cVector2f_Right
The right-facing 2D vector.
cVector2f cVector2f_Up
The up-facing 2D vector.
cVector2f cVector2f_Zero
A zero-filled 2D vector.
cVector2l cVector2l_MinusOne
A negative-one-filled 2D vector.
cVector3f cVector3f_Back
The backward-facing 3D vector.
cVector3f cVector3f_Down
The down-facing 3D vector.
cVector3f cVector3f_Forward
The forward-facing 3D vector.
cVector3f cVector3f_Left
The left-facing 3D vector.
cVector3f cVector3f_MinusOne
A negative-one-filled 3D vector.
cVector3f cVector3f_One
A one-filled 3D vector.
cVector3f cVector3f_Right
The right-facing 3D vector.
cVector3f cVector3f_Up
The up-facing 3D vector.
cVector3f cVector3f_Zero
A zero-filled 3D vector.
cVector4f cVector4f_MinusOne
A negative-one-filled 4D vector.
cVector4f cVector4f_One
A one-filled 4D vector.
cVector4f cVector4f_Zero
A zero-filled 4D vector.
tID tID_Invalid
The static value of an invalid tID.

Billboard

Arrows icon.png See more - Billboard
Return Type Function and Description
void Billboard_SetBrightness(const tString &in asBillboardName, float afBrightness)
Sets the brightness of a billboard
void Billboard_SetRangeMax(const tString &in asBillboardName, float afRangeStart, float afRangeEnd)
Sets the max range of a billboard, getting far away will cause the billboard to fade out
void Billboard_SetRangeMin(const tString &in asBillboardName, float afRangeStart, float afRangeEnd)
Sets the minimum range of a billboard, getting closer will cause the billboard to fade out
void Billboard_SetReflectionVisibility(const tString &in asBillboardName, bool abVisibleInReflection, bool abVisibleInWorld)
Sets whether the billboard is drawn in reflections or not, and the real world or not
void Billboard_SetVisible(const tString &in asBillboardName, bool abVisible)
Sets if a billboard should be rendered or not

Body

Arrows icon.png See more - Body
Return Type Function and Description
void Body_AddForce(const tString &in asBodyName, const cVector3f &in avForce, bool abLocalSpace)
Adds force to the specified body
void Body_AddImpulse(const tString &in asBodyName, const cVector3f &in avImpulse, bool abLocalSpace)
Adds an impulse to the specified body
tString Body_GetEntityName(const tString &in asBodyName)
Gets the name of the entity the body belongs to
void Body_SetCollides(const tString &in asBodyName, bool abCollides)
Sets whether a body collides with other bodies or not

Button

Arrows icon.png See more - Button
Return Type Function and Description
void Button_Blink(const tString &in asName)
Makes the button blink in accordance to how it is set up in the ent file
bool Button_IsDisabled(const tString &in asName)
Checks if the button is disabled (will not light up or respond to presses)
bool Button_IsLocked(const tString &in asName)
Checks if the button is locked
bool Button_IsSwitchedOn(const tString &in asName)
Returns true if button is currently switched on
void Button_SetCanBeSwitchedOff(const tString &in asName, bool abState)
Sets if the button can be switched off by the player or not
void Button_SetCanBeSwitchedOn(const tString &in asName, bool abState)
Sets if the button can be switched on by the player or not
void Button_SetDisabled(const tString &in asName, bool abState, bool abUseEffects = true)
Sets the buttons disabled state
void Button_SetLocked(const tString &in asName, bool abState, bool abUseEffects = true)
Sets the button's locked state
void Button_SetSwitchedOn(const tString &in asName, bool abState, bool abEffects)
Switches a button on/off

cAI

Arrows icon.png See more - cAI
Return Type Function and Description
cEventDatabase cAI_CreateEventDatabase(const tString &in asName)
void cAI_DestroyEventDatabase(cEventDatabase @apDB)

cEngine

Arrows icon.png See more - cEngine
Return Type Function and Description
void cEngine_Exit()
float cEngine_GetAvgFrameTimeInMS()
float cEngine_GetAvgLogicFrameTimeMS()
float cEngine_GetAvgRenderFrameTimeMS()
float cEngine_GetAvgVariableFrameTimeMS()
float cEngine_GetFPS()
void cEngine_GetFPSMinMax(float &out afMin, float &out afMax)
float cEngine_GetFPSUpdateRate()
float cEngine_GetFrameTime()
void cEngine_GetFrameTimeMinMax(float &out afMin, float &out afMax)
double cEngine_GetGameTime()
bool cEngine_GetLimitFPS()
float cEngine_GetMaxMS()
float cEngine_GetMinMS()
uint cEngine_GetPerFrameUpdateSteps()
uint cEngine_GetSceneRenderFlags()
float cEngine_GetStepSize()
int cEngine_GetUpdatesPerSec()
bool cEngine_GetWaitIfAppOutOfFocus()
void cEngine_ResetLogicTimer()
void cEngine_SetAllGlobalUpdatersPaused(bool abPaused)
void cEngine_SetAllUpdatersPaused(const tString &in asContainer, bool abPaused)
void cEngine_SetFPSUpdateRate(float afSec)
void cEngine_SetGlobalUpdaterPaused(const tString &in asUpdate, bool abPaused)
void cEngine_SetLimitFPS(bool abX)
void cEngine_SetSceneRenderFlags(uint alFlags)
void cEngine_SetUpdaterPaused(const tString &in asContainer, const tString &in asUpdate, bool abPaused)
void cEngine_SetUpdatesPerSec(int alUpdatesPerSec)
void cEngine_SetWaitIfAppOutOfFocus(bool abX)

cGenerate

Arrows icon.png See more - cGenerate
Return Type Function and Description
float cGenerate_FractalNoise1D(float afX, const cFractalNoiseParams &in aParams)
float cGenerate_FractalNoise2D(const cVector2f &in avPos, const cFractalNoiseParams &in aParams)
float cGenerate_FractalNoise3D(const cVector3f &in avPos, const cFractalNoiseParams &in aParams)
float cGenerate_GetNoiseCosine1D(float afX)
float cGenerate_GetNoiseCosine2D(const cVector2f &in avPos)
float cGenerate_GetNoiseCubic1D(float afX)
float cGenerate_GetNoiseCubic2D(const cVector2f &in avPos)
float cGenerate_GetNoisePerlin1D(float afX)
float cGenerate_GetNoisePerlin2D(const cVector2f &in avPos)
float cGenerate_GetNoisePerlin3D(const cVector3f &in avPos)

cGraphics

Arrows icon.png See more - cGraphics
Return Type Function and Description
iDepthStencilBuffer cGraphics_CreateDepthStencilBuffer(const cVector2l &in avSize, int alDepthBits, int alStencilBits, bool abLookForMatchingFirst)
iFrameBuffer cGraphics_CreateFrameBuffer(const tString &in asName)
iGpuProgram cGraphics_CreateGpuProgram(const tString &in asName)
iGpuProgram cGraphics_CreateGpuProgramFromShaders(const tString &in asName, const tString &in asVtxShader, const tString &in asFragShader, cPrepParserVarContainer @apVarContainer)
cHeightMap cGraphics_CreateHeightMap()
cHeightMap cGraphics_CreateHeightMapResizedCopy(cHeightMap @apHeightMap, const cVector2l &in avSize)
cPostEffect_ChromaticAberration cGraphics_CreatePostEffect_ChromaticAberration()
cPostEffect_ImageFadeFX cGraphics_CreatePostEffect_ImageFadeFX()
cPostEffect_ImageTrail cGraphics_CreatePostEffect_ImageTrail()
cPostEffect_RadialBlur cGraphics_CreatePostEffect_RadialBlur()
cPostEffect_ToneMapping cGraphics_CreatePostEffect_ToneMapping()
cPostEffect_VideoDistortion cGraphics_CreatePostEffect_VideoDistortion()
cPostEffectComposite cGraphics_CreatePostEffectComposite()
iTexture cGraphics_CreateTexture(const tString &in asName, eTextureType aType, eTextureUsage aUsage)
void cGraphics_DestoroyDepthStencilBuffer(iDepthStencilBuffer@ apBuffer)
void cGraphics_DestroyFrameBuffer(iFrameBuffer@ apFrameBuffer)
void cGraphics_DestroyGpuProgram(iGpuProgram@ apProgram)
void cGraphics_DestroyHeightMap(cHeightMap@ apHeightMap)
void cGraphics_DestroyPostEffect(iPostEffect@ apPostEffect)
void cGraphics_DestroyPostEffectComposite(cPostEffectComposite@ apComposite)
void cGraphics_DestroyTexture(iTexture@ apTexture)
iDepthStencilBuffer cGraphics_FindDepthStencilBuffer(const cVector2l &in avSize, int alMinDepthBits, int alMinStencilBits)
iLowLevelGraphics cGraphics_GetLowLevel()
iMaterialType cGraphics_GetMaterialType(const tString &in asName)
iRenderer cGraphics_GetRenderer(eRenderer aType)
iFrameBuffer cGraphics_GetTempFrameBuffer(const cVector2l &in avSize, ePixelFormat aPixelFormat, int alIndex)
cHeightMap cGraphics_LoadHeightMapPackedRGB(const tString &in asFileName)
cHeightMap cGraphics_LoadHeightMapRaw(const tString &in asFileName, const cVector2l &in avSize)
void cGraphics_ReloadMaterials()
void cGraphics_ReloadRendererData()

cGui

Arrows icon.png See more - cGui
Return Type Function and Description
cGuiGfxElement cGui_CreateGfxFilledRect(const cColor &in aColor, eGuiMaterial aMaterial)
cGuiGfxElement cGui_CreateGfxImage(const tString &in asFile, eGuiMaterial aMaterial)
cGuiGfxElement cGui_CreateGfxImage(const tString &in asFile, eGuiMaterial aMaterial, const cColor &in aColor)
cGuiGfxElement cGui_CreateGfxImageBuffer(const tString &in asFile, eGuiMaterial aMaterial, bool abCreateAnimation, const cColor &in aColor)
cGuiGfxElement cGui_CreateGfxTexture(const tString &in asFile, eGuiMaterial aMaterial, eTextureType aTextureType)
cGuiGfxElement cGui_CreateGfxTexture(const tString &in asFile, eGuiMaterial aMaterial, eTextureType aTextureType, const cColor &in aColor, bool abMipMaps)
cGuiGfxElement cGui_CreateGfxTexture(iTexture @apTexture, bool abAutoDestroyTexture, eGuiMaterial aMaterial)
cGuiGfxElement cGui_CreateGfxTexture(iTexture @apTexture, bool abAutoDestroyTexture, eGuiMaterial aMaterial, const cColor &in aColor, const cVector2f &in avStartUV, const cVector2f &in avEndUV)
cImGui cGui_CreateImGui(const tString &in asName, cGuiSet @apSet)
cGuiSet cGui_CreateSet(const tString &in asName, cGuiSkin @apSkin)
cGuiSkin cGui_CreateSkin(const tString &in asFile)
void cGui_DestroyGfx(cGuiGfxElement@ apGfx)
void cGui_DestroyImGui(cImGui@ apImGui)
void cGui_DestroySet(cGuiSet @apSet)
cGuiSet cGui_GetFocusedSet()
void cGui_GetImGuiIdFromName(const tString &in asName)
void cGui_GetImGuiStateVarString(eImGuiStateVar aVar)
cGuiSet cGui_GetSetFromName(const tString &in asName)
void cGui_SetFocus(cGuiSet@ apSet)
void cGui_SetFocusByName(const tString &in asSetName)

cInput

Arrows icon.png See more - cInput
Return Type Function and Description
bool cInput_BecameTriggered(const tString &in asName)
bool cInput_BecameTriggered(int alId)
bool cInput_CheckForInput()
cAction cInput_CreateAction(const tString &in asName, int alId)
void cInput_DestroyAction(cAction @apAction)
bool cInput_DoubleTriggered(const tString &in asName, float afLimit)
bool cInput_DoubleTriggered(int alId, float afLimit)
cAction cInput_GetAction(const tString &in asName)
cAction cInput_GetAction(int alId)
iEyeTracker cInput_GetEyeTracker()
iKeyboard cInput_GetKeyboard()
iMouse cInput_GetMouse()
iSubAction cInput_InputToSubAction()
bool cInput_IsTriggered(const tString &in asName)
bool cInput_IsTriggered(int alId)
void cInput_ResetActionsToCurrentState()
void cInput_Update(float afX)
bool cInput_WasTriggered(const tString &in asName)
bool cInput_WasTriggered(int alId)

cLux

Arrows icon.png See more - cLux
Return Type Function and Description
void cLux_AddAreaType(const tString &in asName, const tString &in asScriptFile, const tString &in asScriptClass, bool abForceFullGameSave)
void cLux_AddCritterType(const tString &in asName, const tString &in asScriptFile, const tString &in asScriptClass, bool abForceFullGameSave)
void cLux_AddDebugMessage(const tString &in asText, bool abCheckForDuplicates)
void cLux_AddDebugMessage(const tString &in asText)
void cLux_AddEntityToInteractionWhiteList(iLuxEntity@ apEntity)
void cLux_AddLiquidAreaType(const tString &in asName, const tString &in asScriptFile, const tString &in asScriptClass, bool abForceFullGameSave)
void cLux_AddModule(const tString &in asName, const tString &in asScriptFile, const tString &in asScriptClass, int alId, bool abIsGlobal, const tString &in sContainer, bool abUseInputCallbacks)
void cLux_AddPropType(const tString &in asName, const tString &in asScriptFile, const tString &in asScriptClass, bool abForceFullGameSave)
void cLux_AddTodoMessage(const tString &in asText, bool abCheckForDuplicates)
void cLux_AddTodoMessage(const tString &in asText)
bool cLux_ApplyUserConfig()
bool cLux_CanContinue()
void cLux_ChangeMap(const tString &in asMapName, const tString &in asStartPos, const tString &in asTransferArea, const tString &in asStartSound, const tString &in asEndSound)
bool cLux_CheckLineOfSight(const cVector3f &in avStart, const cVector3f &in avEnd, bool abCheckOnlyShadowCasters, bool abCheckOnlyStatic, iLuxEntity@ apSkipEntity = null)
void cLux_CleanupData()
void cLux_Continue()
cLuxBackboneTail cLux_CreateEntityComponent_BackboneTail(iLuxEntity @apEntity)
cLuxBarkMachine cLux_CreateEntityComponent_BarkMachine(iLuxEntity @apEntity)
cLuxCharMover cLux_CreateEntityComponent_CharMover(iLuxEntity @apEntity, iCharacterBody @apCharBody)
cLuxEdgeGlow cLux_CreateEntityComponent_EdgeGlow(iLuxEntity @apEntity)
cLuxForceEmitter cLux_CreateEntityComponent_ForceEmitter(iLuxEntity @apEntity)
cLuxHeadTracker cLux_CreateEntityComponent_HeadTracker(iLuxEntity @apEntity)
cLuxLightSensor cLux_CreateEntityComponent_LightSensor(iLuxEntity @apEntity)
cLuxPathfinder cLux_CreateEntityComponent_Pathfinder(iLuxEntity @apEntity)
cLuxSoundListener cLux_CreateEntityComponent_SoundListener(iLuxEntity @apEntity)
cLuxStateMachine cLux_CreateEntityComponent_StateMachine(iLuxEntity @apEntity)
tString cLux_CreateHTMLImage(const tString &in asSrc, const tString &in asTitle = "", const cVector2l &in avSize = cVector2l_MinusOne)
tString cLux_CreateHTMLParagraph(const tString &in asContent)
tString cLux_CreateHTMLTag(const tString &in asTag, const tString &in asContent = "", const tString &in asParams = "")
cLuxScriptImGui cLux_CreateScriptImGui(const tString &in asName, bool abRegisterForDrawing, bool abSkipResetOnRegistration = true)
bool cLux_DebugModeOn()
void cLux_DecUnderwaterEffectUserCount()
void cLux_DeloadMap(const tString &in asTransferArea)
float cLux_DrawDebugText(const tString &in asText, float afY, float afSize = 14, cColor aColor = cColor, ../ 1, ../ 1, bool abAddNewLine = true)
void cLux_DrawHint(cImGui @apImGui, float afTimeStep, const cImGuiLabelData &in aLabel, const cVector3f &in avPosition, float afLineWidth, float afLineSpacing, const array<tWString> &in avTextLines, const array<cLuxScreenTextIcon@> &in avIcons, const array<array> &in avIconsPerLine)
void cLux_DrawScreenText(cImGui @apImGui, float afTimeStep, const cImGuiLabelData &in aLabel, const cVector3f &in avPosition, float afLineWidth, float afLineSpacing, const array<tWString> &in avTextLines, const array<cLuxScreenTextIcon@> &in avIcons, const array<array> &in avIconsPerLine)
void cLux_DrawSetToScreen(bool abClearScreen, const cColor &in aCol, cGuiSet@ apSet)
void cLux_DropPageFocus(const tString &in asX)
void cLux_Exit()
iLuxAchievementHandler cLux_GetAchievementHandler()
iLuxEntity cLux_GetBodyEntity(iPhysicsBody @apBody)
iPhysicsBody cLux_GetClosestBody(const cVector3f &in avStart, const cVector3f &in avDir, float afRayLength, float &out afDistance, cVector3f &out avSurfaceNormal)
bool cLux_GetClosestCharCollider(const cVector3f &in avStart, const cVector3f &in avDir, float afRayLength, bool abCheckDynamic, cLuxClosestCharCollider @apOutput)
bool cLux_GetClosestEntity(const cVector3f &in avStart, const cVector3f &in avDir, float afRayLength, int alIteractType, bool abCheckLineOfSight, cLuxClosestEntityData @apOutput)
cImGui cLux_GetCurrentImGui()
tString cLux_GetCurrentLanguage()
cLuxMap cLux_GetCurrentMap()
tWString cLux_GetCurrentUserProfilePath()
iFontData cLux_GetDefaultFont()
tString cLux_GetDefaultGameLanguage()
cLuxDialogHandler cLux_GetDialogHandler()
cLuxEffectHandler cLux_GetEffectHandler()
cLuxEventDatabaseHandler cLux_GetEventDatabaseHandler()
bool cLux_GetExplorationModeActive()
cConfigFile cLux_GetGameConfig()
cImGui cLux_GetGameHudImGui()
cGuiSet cLux_GetGameHudSet()
tString cLux_GetGameLanguageFolder()
bool cLux_GetGamePaused()
double cLux_GetGameTime()
bool cLux_GetGodModeActivated()
cLuxGuiHandler cLux_GetGuiHandler()
cGuiSet cLux_GetHelpGuiSet()
cVector2f cLux_GetHudVirtualCenterScreenSize()
cVector3f cLux_GetHudVirtualCenterScreenStartPos()
cVector2f cLux_GetHudVirtualCenterSize()
cVector2f cLux_GetHudVirtualOffset()
cVector2f cLux_GetHudVirtualSize()
cVector3f cLux_GetHudVirtualStartPos()
cImGui cLux_GetInputFocusImGui()
cLuxInputHandler cLux_GetInputHandler()
bool cLux_GetInteractionWhiteListActive()
cConfigFile cLux_GetKeyConfig()
float cLux_GetLightLevelAtPos(const cVector3f &in avPos, iLight @apSkipLight, float afRadiusAdd)
tString cLux_GetMainMenuFile()
cLuxMusicHandler cLux_GetMusicHandler()
cLuxPlayer cLux_GetPlayer()
cLuxMap cLux_GetPreloadMap()
cImGui cLux_GetPrevInputFocusImGui()
bool cLux_GetSaveConfigAtExit()
cLuxSaveHandler cLux_GetSaveHandler()
cLuxSoundscapeHandler cLux_GetSoundscapeHandler()
float cLux_GetStringDuration(const tWString &in asStr)
tWString cLux_GetStringWFromDate(const cDate &in aDate)
bool cLux_GetSupportExplorationMode()
void cLux_GetTextCatAndEntryFromString(const tString &in asData, tString &out asOutCat, tString &out asOutEntry)
bool cLux_GetUnderwaterEffectsActive()
cConfigFile cLux_GetUserConfig()
iScrUserModule_Interface cLux_GetUserModuleFromID(int alID)
iScrUserModule_Interface cLux_GetUserModuleFromName(const tString &in asName)
cViewport cLux_GetViewport()
cLuxVoiceHandler cLux_GetVoiceHandler()
bool cLux_HasConfigLoadError(tString &out asError)
bool cLux_HasTranslation(const tString &in asCat, const tString &in asEntry)
bool cLux_HasUnderwaterEffectUsers()
cLuxAgent cLux_ID_Agent(tID aID)
cLuxArea cLux_ID_Area(tID aID)
cBeam cLux_ID_Beam(tID aID)
cBillboard cLux_ID_Billboard(tID aID)
cBillboardGroup cLux_ID_BillboardGroup(tID aID)
iPhysicsBody cLux_ID_Body(tID aID)
iCharacterBody cLux_ID_CharacterBody(tID aID)
cClothEntity cLux_ID_ClothEntity(tID aID)
cLuxCritter cLux_ID_Critter(tID aID)
iLuxEntity cLux_ID_Entity(tID aID)
iEntity3D cLux_ID_Entity3D(tID aID)
cExposureArea cLux_ID_ExposureArea(tID aID)
cFogArea cLux_ID_FogArea(tID aID)
cForceField cLux_ID_ForceField(tID aID)
cGuiSetEntity cLux_ID_GuiSetEntity(tID aID)
iPhysicsJoint cLux_ID_Joint(tID aID)
cLensFlare cLux_ID_LensFlare(tID aID)
iLight cLux_ID_Light(tID aID)
cLightMaskBox cLux_ID_LightMaskBox(tID aID)
cLuxLiquidArea cLux_ID_LiquidArea(tID aID)
cMeshEntity cLux_ID_MeshEntity(tID aID)
cParticleSystem cLux_ID_ParticleSystem(tID aID)
cLuxProp cLux_ID_Prop(tID aID)
cLuxSoundscapeArea cLux_ID_ReverbArea(tID aID)
iRopeEntity cLux_ID_RopeEntity(tID aID)
cSoundEntity cLux_ID_SoundEntity(tID aID)
cSubMeshEntity cLux_ID_SubMeshEntity(tID aID)
void cLux_IncUnderwaterEffectUserCount()
bool cLux_IsChangingMap()
bool cLux_IsLoadingScreenVisible()
bool cLux_IsPlayGoReady(int &out alETA)
bool cLux_IsReadyToChangeMap()
bool cLux_IsStreamingMap()
void cLux_LoadScreenSetBarPosAndSize(const cVector2f &in avPos, const cVector2f &in avSize)
void cLux_LoadScreenSetForceBackground(bool abX)
void cLux_LoadScreenSetUseSmallIcon(bool abX)
void cLux_LoadScreenShowLoadingIcon(float afTime)
bool cLux_MapChangeIsTransfer()
bool cLux_MapIsLoaded()
void cLux_OutputTextToFile(const tWString &in asPath, const tString &in asText)
tWString cLux_ParseString(const tWString &in asInput)
void cLux_ParseStringIntoScreenText(const tWString &in asInput, cImGui @apImGui, const cLuxScreenTextFormatParameters & aFormatParams, array<tWString> &out aOutLines, array<cLuxScreenTextIcon@> &out aIconArray, array<array> &out aOutIconsPerLine, float &out afMaxLineHeight, float &out afDisplayTime, bool abTriggeredByGamepad)
bool cLux_PlayGuiSoundData(const tString &in asName, eSoundEntryType aDestType, float afVolMul, bool abSkipPreviousRandom)
bool cLux_PlayGuiSoundDataEx(const tString &in asName, eSoundEntryType aDestType, float afVolMul, bool abSkipPreviousRandom, cLuxSoundExtraData @apExtraData)
void cLux_PreloadEntity(const tString &in asFile)
void cLux_PreloadGuiGfx(const tString &in asFile, eImGuiGfx aType)
void cLux_PreloadMap(const tString &in asMapName, eWorldStreamPriority aPrio = eWorldStreamPriority_Normal)
void cLux_PreloadMaterial(const tString &in asFile)
void cLux_PreloadParticleSystem(const tString &in asFile)
void cLux_PreloadSound(const tString &in asFile)
void cLux_PreloadWebpage(const tString &in asX)
void cLux_RegisterCollisionRadius(int alX)
void cLux_RegisterEventListenerUserModule_AgentSetActive(const tString &in asModuleName)
void cLux_RenderBackgroundScreen(bool abDrawFullHUD)
void cLux_ResetShudderEffects(int alX)
void cLux_SaveScreenshotToFile(const tWString &in asPath, const cVector2l &in avSize = cVector2l_MinusOne, bool abKeepAspect = true, float afBrightness = 1.0f)
bool cLux_ScriptDebugOn()
void cLux_SendInputToGui(bool abX)
void cLux_SetAreaOffline(int alX)
void cLux_SetDebugInfoWindowText(const tString &in asText)
void cLux_SetExplorationModeActive(bool abX)
void cLux_SetGamePaused(bool abX)
void cLux_SetImGuiInputFocus(cImGui@ apImGui, bool abShowMouse)
void cLux_SetInteractionWhiteListActive(bool abX, bool abClearList)
void cLux_SetMapPreloadPriority(eWorldStreamPriority aPrio)
void cLux_SetUnderwaterEffectsActive(bool abX, bool abUseStartAndEndEffects)
void cLux_SetupDefaultGlobalReverb(eSoundReverbPreset aType, float afFadeTime)
void cLux_ShapeDamage(int aShape, const cMatrixf &in a_mtxTransform, const cVector3f &in avOrigin, float afMinDamage, float afMaxDamage, float afForce, float afMaxImpulse, int alStrength, float afHitSpeed, int aDamageType, bool abCheckEnemies, bool abCheckPlayer, bool abCheckProps, bool abLethalForPlayer, const tString &in asSource)
void cLux_ShapeDamage(iCollideShape@ aShape, const cMatrixf &in a_mtxTransform, const cVector3f &in avOrigin, float afMinDamage, float afMaxDamage, float afForce, float afMaxImpulse, int alStrength, float afHitSpeed, int aDamageType, bool abCheckEnemies, bool abCheckPlayer, bool abCheckProps, bool abLethalForPlayer, const tString &in asSource)
void cLux_StartMap(const tString &in asMapName)
void cLux_StartNewGame()
bool cLux_TestModeOn()
cLuxAgent cLux_ToAgent(iLuxEntity @apEntity)
cLuxArea cLux_ToArea(iLuxEntity @apEntity)
cLuxCritter cLux_ToCritter(iLuxEntity @apEntity)
cLuxLiquidArea cLux_ToLiquidArea(iLuxEntity @apEntity)
cLuxProp cLux_ToProp(iLuxEntity @apEntity)
tWString cLux_Translate(const tString &in asCat, const tString &in asEntry)
void cLux_TruncateTextFile(const tWString &in asPath, const tString &in asPattern, int alTimes)

cMath

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Return Type Function and Description
float cMath_Abs(float afX)
int cMath_Abs(int alX)
float cMath_ACos(float afX)
float cMath_ASin(float afX)
float cMath_ATan(float afX)
float cMath_ATan2(float afY, float afX)
bool cMath_CheckAABBInside(const cVector3f &in avInsideMin, const cVector3f &in avInsideMax, const cVector3f &in avOutsideMin, const cVector3f &in avOutsideMax)
bool cMath_CheckAABBIntersection(const cVector3f &in avMin1, const cVector3f &in avMax1, const cVector3f &in avMin2, const cVector3f &in avMax2)
bool cMath_CheckAABBLineIntersection(const cVector3f &in avMin, const cVector3f &in avMax, const cVector3f &in avLineStart, const cVector3f &in avLineEnd, cVector3f &out avIntersectionPos, float &out afT)
bool cMath_CheckAABBSphereCollision(const cVector3f &in avMin, const cVector3f &in avMax, const cVector3f &in avCenter, float afRadius)
bool cMath_CheckBVIntersection(cBoundingVolume@+ aBV1, cBoundingVolume@+ aBV2)
bool cMath_CheckPlaneAABBCollision(const cPlanef &in aPlane, const cVector3f &in avMin, const cVector3f &in avMax, const cVector3f &in avSphereCenter, float afSphereRadius)
bool cMath_CheckPlaneAABBCollision(const cPlanef &in aPlane, const cVector3f &in avMin, const cVector3f &in avMax)
bool cMath_CheckPlaneBVCollision(const cPlanef &in aPlane, cBoundingVolume@+ aBV)
bool cMath_CheckPlaneLineIntersection(const cPlanef &in aPlane, const cVector3f &in avLineStart, const cVector3f &in avLineEnd, cVector3f &out avIntersectionPos, float &out afT)
bool cMath_CheckPlaneSphereCollision(const cPlanef &in aPlane, const cVector3f &in avCenter, float afRadius)
bool cMath_CheckPointInAABBIntersection(const cVector3f &in avPoint, const cVector3f &in avMin, const cVector3f &in avMax)
bool cMath_CheckPointInBVIntersection(const cVector3f &in avPoint, cBoundingVolume@+ aBV)
bool cMath_CheckPointInRectIntersection(const cVector2f &in avPoint, const cRect2f &in aRect)
bool cMath_CheckPointInSphereIntersection(const cVector3f &in avPoint, const cVector3f &in avSpherePos, float afSphereRadius)
bool cMath_CheckRectFit(const cRect2l &in aRectSrc, const cRect2l &in aRectDest)
bool cMath_CheckRectFit(const cRect2f &in aRectSrc, const cRect2f &in aRectDest)
bool cMath_CheckRectIntersection(const cRect2l &in aRect1, const cRect2l &in aRect2)
bool cMath_CheckRectIntersection(const cRect2f &in aRect1, const cRect2f &in aRect2)
bool cMath_CheckRectIntersection(const cVector2l &in avMin1, const cVector2l &in avMax1, const cVector2l &in avMin2, const cVector2l &in avMax2)
bool cMath_CheckRectIntersection(const cVector2f &in avMin1, const cVector2f &in avMax1, const cVector2f &in avMin2, const cVector2f &in avMax2)
bool cMath_CheckSphereIntersection(const cVector3f &in avPosA, float afRadiusA, const cVector3f &in avPosB, float afRadiusB)
bool cMath_CheckSphereLineIntersection(const cVector3f &in avSpherePos, float afSphereRadius, const cVector3f &in avLineStart, const cVector3f &in avLineEnd, float &out afT1, cVector3f &out afIntersection1, float &out afT2, cVector3f &out avIntersection2)
float cMath_Clamp(float afX, float afMin, float afMax)
int cMath_Clamp(int alX, int alMin, int alMax)
float cMath_Cos(float afX)
float cMath_Easing(eEasing aType, float afT, float afMin = 0, float afMax = 1)
cVector3f cMath_ExpandAABBMax(const cVector3f &in avBaseMax, const cVector3f &in avAddMax)
cVector3f cMath_ExpandAABBMin(const cVector3f &in avBaseMin, const cVector3f &in avAddMin)
float cMath_FastRandomFloat(int alSeed)
float cMath_GetAngleDistance(float afAngle1, float afAngle2, float afMaxAngle)
float cMath_GetAngleDistanceDeg(float afAngle1, float afAngle2)
float cMath_GetAngleDistanceRad(float afAngle1, float afAngle2)
cVector2f cMath_GetAngleDistanceVector2f(const cVector2f &in avAngle1, const cVector2f &in avAngle2, float afMaxAngle)
cVector2f cMath_GetAngleDistanceVector2fDeg(const cVector2f &in avAngle1, const cVector2f &in avAngle2)
cVector2f cMath_GetAngleDistanceVector2fRad(const cVector2f &in avAngle1, const cVector2f &in avAngle2)
cVector3f cMath_GetAngleDistanceVector3f(const cVector3f &in avAngle1, const cVector3f &in avAngle2, float afMaxAngle)
cVector3f cMath_GetAngleDistanceVector3fDeg(const cVector3f &in avAngle1, const cVector3f &in avAngle2)
cVector3f cMath_GetAngleDistanceVector3fRad(const cVector3f &in avAngle1, const cVector3f &in avAngle2)
float cMath_GetAngleFromPoints2D(const cVector2f &in aStartPos, const cVector2f &in avGoalPos)
cVector3f cMath_GetAngleFromPoints3D(const cVector3f &in avStartPos, const cVector3f &in avGoalPos)
void cMath_GetAngleFromVector(const cVector2f &in avVec, float &out afAngle, float &out afLength)
int cMath_GetBit(int alBitNum)
bool cMath_GetBitFlag(int alFlagNum, int alBit)
cRect2f cMath_GetClipRect(const cRect2f &in aRectSrc, const cRect2f &in aRectDest)
void cMath_GetClipRectFromBV(cRect2l &out aDestRect, cBoundingVolume@+ aBV, cFrustum@+ apFrustum, const cVector2l &in avScreenSize)
cRect2l cMath_GetClipRectFromNormalizedMinMax(const cVector3f &in avMin, const cVector3f &in avMax, const cVector2l &in avScreenSize)
cRect2l cMath_GetClipRectFromSphere(const cVector3f &in avPosition, float afRadius, cFrustum@+ apFrustum, const cVector2l &in avScreenSize, bool abPositionIsScreenSpace)
float cMath_GetCorrectSignOfSpeed(float afCurrent, float afDest, float afSpeed)
float cMath_GetFraction(float afVal)
bool cMath_GetNormalizedClipRectFromBV(cVector3f &out avDestMin, cVector3f &out avDestMax, cBoundingVolume@+ aBV, cFrustum@+ aFrustum)
cVector3f cMath_GetPoint3DFromSphericalCoords(const cVector3f &in avSphCenter, float afSphRadius, const cVector2f &in avSphCoords)
cVector2f cMath_GetSphericalCoordsFromPoint3D(const cVector3f &in avSphCenter, const cVector3f &in avPoint)
cVector2f cMath_GetVectorFromAngle2D(float afAngle, float afLength)
cColor cMath_HexToRGB(const tString &in asHex)
cColor cMath_HexWToRGB(const tWString &in asHex)
cColor cMath_HSBToRGB(const cVector3f &in avHSB)
float cMath_IncreaseTo(float afX, float afAdd, float afDest)
float cMath_InterpolateCosine(float afA, float afB, float afT)
float cMath_InterpolateCubic(float afX0, float afX1, float afX2, float afX3, float afT)
float cMath_InterpolateHermite(float afX0, float afX1, float afX2, float afX3, float afT, float afTension, float afBias)
float cMath_InterpolateLinear(float afA, float afB, float afT)
float cMath_InterpolateSigmoid(float afA, float afB, float afT)
bool cMath_IsPow2(int alX)
float cMath_Log(float afX)
int cMath_Log2ToInt(int alX)
cVector3f cMath_MatrixEulerAngleDistance(const cMatrixf &in a_mtxA, const cMatrixf &in a_mtxB)
cMatrixf cMath_MatrixInverse(const cMatrixf &in a_mtxA)
cMatrixf cMath_MatrixMul(const cMatrixf &in a_mtxA, const cMatrixf &in a_mtxB)
cVector3f cMath_MatrixMul(const cMatrixf &in a_mtxA, const cVector3f &in avB)
cVector3f cMath_MatrixMul3x3(const cMatrixf &in a_mtxA, const cVector3f &in avB)
cVector3f cMath_MatrixMulDivideW(const cMatrixf &in a_mtxA, const cVector3f &in avB)
cMatrixf cMath_MatrixMulScalar(const cMatrixf &in a_mtxA, float afB)
cMatrixf cMath_MatrixOrthographicProjection(float afNearClipPlane, float afFarClipPlane, const cVector2f &in avViewSize)
cMatrixf cMath_MatrixPerspectiveProjection(float afNearClipPlane, float afFarClipPlane, float afFOV, float afAspect, bool abInfFarPlane)
cMatrixf cMath_MatrixPlaneMirror(const cPlanef &in aPlane)
cMatrixf cMath_MatrixQuaternion(const cQuaternion &in aqRot)
cMatrixf cMath_MatrixRotateX(float afAngle)
cMatrixf cMath_MatrixRotateXYZ(const cVector3f &in avRot)
cMatrixf cMath_MatrixRotateXZY(const cVector3f &in avRot)
cMatrixf cMath_MatrixRotateY(float afAngle)
cMatrixf cMath_MatrixRotateYXZ(const cVector3f &in avRot)
cMatrixf cMath_MatrixRotateYZX(const cVector3f &in avRot)
cMatrixf cMath_MatrixRotateZ(float afAngle)
cMatrixf cMath_MatrixRotateZXY(const cVector3f &in avRot)
cMatrixf cMath_MatrixRotateZYX(const cVector3f &in avRot)
cMatrixf cMath_MatrixScale(const cVector3f &in avScale)
cMatrixf cMath_MatrixSlerp(float afT, const cMatrixf &in a_mtxA, const cMatrixf &in a_mtxB, bool abShortestPath)
cVector3f cMath_MatrixToEulerAngles(const cMatrixf &in a_mtxA)
cVector3f cMath_MatrixToEulerAnglesMultiSolution(const cMatrixf &in a_mtxA, cVector3f &out avSolution1, cVector3f &out avSolution2)
cMatrixf cMath_MatrixTranslate(const cVector3f &in avTrans)
cMatrixf cMath_MatrixUnitVectors(const cVector3f &in avRight, const cVector3f &in avUp, const cVector3f &in avForward, const cVector3f &in avTranslate)
float cMath_Max(float afX, float afY)
int cMath_Max(int alX, int alY)
float cMath_Min(float afX, float afY)
int cMath_Min(int alX, int alY)
float cMath_Modulus(float afDividend, float afDivisor)
float cMath_PlaneDot(const cPlanef &in aPlaneA, const cPlanef &in aPlaneB)
bool cMath_PlaneIntersectionPoint(const cPlanef &in aP1, const cPlanef &in aP2, const cPlanef &in aP3, cVector3f &in avPoint)
bool cMath_PlaneParallel(const cPlanef &in aPlaneA, const cPlanef &in aPlaneB)
float cMath_PlaneToPointDist(const cPlanef &in aPlane, const cVector3f &in avVec)
float cMath_Pow(float afX, float afExp)
int cMath_Pow2(int alX)
cMatrixf cMath_ProjectionMatrixObliqueNearClipPlane(const cMatrixf &in a_mtxProjMatrix, const cPlanef &in aClipPlane)
cVector2f cMath_ProjectVector2D(const cVector2f &in avSrcVec, const cVector2f &in avDestVec)
cQuaternion cMath_QuaternionConjugate(const cQuaternion &in aqA)
float cMath_QuaternionDot(const cQuaternion &in aqA, const cQuaternion &in aqB)
cQuaternion cMath_QuaternionEuler(const cVector3f &in avEuler, eEulerRotationOrder aOrder)
cQuaternion cMath_QuaternionInverse(const cQuaternion &in aqA)
cQuaternion cMath_QuaternionLerp(float afT, const cQuaternion &in aqA, const cQuaternion &in aqB)
cQuaternion cMath_QuaternionMatrix(const cMatrixf &in a_mtxA)
cQuaternion cMath_QuaternionMul(const cQuaternion &in aqA, const cQuaternion &in aqB)
cQuaternion cMath_QuaternionNlerp(float afT, const cQuaternion &in aqA, const cQuaternion &in aqB)
cQuaternion cMath_QuaternionNormalize(const cQuaternion &in aqA)
cQuaternion cMath_QuaternionSlerp(float afT, const cQuaternion &in aqA, const cQuaternion &in aqB, bool abShortestPath)
cVector2f cMath_RandomCircleEdgePoint(float afRadius)
void cMath_Randomize(int alSeed)
cColor cMath_RandRectColor(const cColor &in aMin, const cColor &in aMax)
float cMath_RandRectf(float alMin, float alMax)
int cMath_RandRectl(int alMin, int alMax)
cVector2f cMath_RandRectVector2f(const cVector2f &in avMin, const cVector2f &in avMax)
cVector3f cMath_RandRectVector3f(const cVector3f &in avMin, const cVector3f &in avMax)
tString cMath_RGBToHex(const cColor &in aRGB)
tWString cMath_RGBToHexW(const cColor &in aRGB)
cVector3f cMath_RGBToHSB(const cColor &in aX)
float cMath_Round(float afVal)
float cMath_RoundFloatToDecimals(float afVal, int alPrecision)
int cMath_RoundToInt(float afVal)
cVector2l cMath_RoundToInt(const cVector2f &in avX)
cVector3l cMath_RoundToInt(const cVector3f &in avX)
void cMath_SetBitFlag(int &out alFlagNum, int alBit, bool abSet)
float cMath_SigmoidCurve(float afX)
float cMath_Sign(float afX)
int cMath_Sign(int alX)
float cMath_Sin(float afX)
float cMath_Sqrt(float afX)
float cMath_Tan(float afX)
float cMath_ToDeg(float afAngle)
float cMath_ToRad(float afAngle)
cPlanef cMath_TransformPlane(const cMatrixf &in a_mtxTransform, const cPlanef &in aPlane)
float cMath_TurnAngle(float afAngle, float afFinalAngle, float afSpeed, float afMaxAngle)
float cMath_TurnAngleDeg(float afAngle, float afFinalAngle, float afSpeed)
float cMath_TurnAngleRad(float afAngle, float afFinalAngle, float afSpeed)
cVector2f cMath_Vector2Abs(const cVector2f &in avVec)
cVector2f cMath_Vector2CatmullRom(const cVector2f &in avP0, const cVector2f &in avP1, const cVector2f &in avP2, const cVector2f &in avP3, float afFract)
cVector2f cMath_Vector2Ceil(const cVector2f &in avVec)
float cMath_Vector2Dist(const cVector2f &in avPosA, const cVector2f &in avPosB)
float cMath_Vector2DistSqr(const cVector2f &in avPosA, const cVector2f &in avPosB)
float cMath_Vector2DistSqrXY(const cVector3f &in avPosA, const cVector3f &in avPosB)
float cMath_Vector2DistSqrXZ(const cVector3f &in avPosA, const cVector3f &in avPosB)
float cMath_Vector2DistSqrYZ(const cVector3f &in avPosA, const cVector3f &in avPosB)
float cMath_Vector2DistXY(const cVector3f &in avPosA, const cVector3f &in avPosB)
float cMath_Vector2DistXZ(const cVector3f &in avPosA, const cVector3f &in avPosB)
float cMath_Vector2DistYZ(const cVector3f &in avPosA, const cVector3f &in avPosB)
float cMath_Vector2Dot(const cVector2f &in avPosA, const cVector2f &in avPosB)
cVector2f cMath_Vector2Floor(const cVector2f &in avVec)
cVector2f cMath_Vector2IncreaseTo(const cVector2f &in avX, const cVector2f &in avAdd, const cVector2f &in avDest)
cVector2f cMath_Vector2Max(const cVector2f &in avVecA, const cVector2f &in avVecB)
float cMath_Vector2MaxElement(const cVector2f &in avVec)
cVector2f cMath_Vector2Min(const cVector2f &in avVecA, const cVector2f &in avVecB)
float cMath_Vector2MinElement(const cVector2f &in avVec)
cVector2f cMath_Vector2Normalize(const cVector2f &in avVec)
cVector2f cMath_Vector2Rotate(const cVector2f &in avVec, float afAngle)
cVector2f cMath_Vector2ToDeg(const cVector2f &in avVec)
cVector2f cMath_Vector2ToRad(const cVector2f &in avVec)
cVector3f cMath_Vector3Abs(const cVector3f &in avVec)
float cMath_Vector3Angle(const cVector3f &in avVecA, const cVector3f &in avVecB)
cVector3f cMath_Vector3AngleDistance(const cVector3f &in avAngles1, const cVector3f &in avAngles2, float afMaxAngle)
cVector3f cMath_Vector3AngleDistanceDeg(const cVector3f &in avAngles1, const cVector3f &in avAngles2)
cVector3f cMath_Vector3AngleDistanceRad(const cVector3f &in avAngles1, const cVector3f &in avAngles2)
cVector3f cMath_Vector3CatmullRom(const cVector3f &in avP0, const cVector3f &in avP1, const cVector3f &in avP2, const cVector3f &in avP3, float afFract)
cVector3f cMath_Vector3Ceil(const cVector3f &in avVec)
cVector3f cMath_Vector3ClampLength(const cVector3f &in avVec, float afMinLength, float afMaxLength)
void cMath_Vector3ClampToLength(cVector3f &in avVec, float afMaxLength)
cVector3f cMath_Vector3Cross(const cVector3f &in avVecA, const cVector3f &in avVecB)
float cMath_Vector3Dist(const cVector3f &in avStartPos, const cVector3f &in avEndPos)
float cMath_Vector3DistSqr(const cVector3f &in avStartPos, const cVector3f &in avEndPos)
float cMath_Vector3Dot(const cVector3f &in avVecA, const cVector3f &in avVecB)
cVector3f cMath_Vector3Floor(const cVector3f &in avVec)
cVector3f cMath_Vector3IncreaseTo(const cVector3f &in avX, const cVector3f &in avAdd, const cVector3f &in avDest)
cVector3f cMath_Vector3Max(const cVector3f &in avVecA, const cVector3f &in avVecB)
float cMath_Vector3MaxElement(const cVector3f &in avVec)
cVector3f cMath_Vector3MaxLength(const cVector3f &in avVec, float afMaxLength)
cVector3f cMath_Vector3Min(const cVector3f &in avVecA, const cVector3f &in avVecB)
float cMath_Vector3MinElement(const cVector3f &in avVec)
cVector3f cMath_Vector3MinLength(const cVector3f &in avVec, float afMinLength)
cVector3f cMath_Vector3Normalize(const cVector3f &in avVec)
void cMath_Vector3OrthonormalizeBasis(const cVector3f &in avSrcRight, const cVector3f &in avSrcUp, const cVector3f &in avSrcForward, cVector3f &out avDstRight, cVector3f &out avDstUp, cVector3f &out avDstForward)
cVector3f cMath_Vector3Project(const cVector3f &in avSrcVec, const cVector3f &in avDestVec)
cVector3f cMath_Vector3ProjectOnPlane(const cVector3f &in avSrcVec, const cVector3f &in avPlaneNormal)
cVector3f cMath_Vector3Reflect(const cVector3f &in avVec, const cVector3f &in avNormal)
cVector3f cMath_Vector3SphereSurfacePoint(const cVector2f &in avSeed, float afRadius)
cVector3f cMath_Vector3ToDeg(const cVector3f &in avVec)
cVector3f cMath_Vector3ToRad(const cVector3f &in avVec)
cVector3f cMath_Vector3UnProject(const cVector3f &in avVec, const cRect2f &in aScreenRect, const cMatrixf &in a_mtxViewProj)
float cMath_Wrap(float afX, float afMin, float afMax)

cPhysics

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Return Type Function and Description
iPhysicsWorld cPhysics_CreateWorld(bool abAddSurfaceData)
void cPhysics_DestroyWorld(iPhysicsWorld@ apWorld)
float cPhysics_GetImpactDuration()
int cPhysics_GetMaxImpacts()
void cPhysics_SetImpactDuration(float afX)
void cPhysics_SetMaxImpacts(int alX)
iPhysicsBody cPhysics_ToBody(iEntity3D@ apEntity)
iPhysicsJointBall cPhysics_ToJointBall(iPhysicsJoint@ apJoint)
iPhysicsJointHinge cPhysics_ToJointHinge(iPhysicsJoint@ apJoint)
iPhysicsJointSlider cPhysics_ToJointSlider(iPhysicsJoint@ apJoint)

cResources

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Return Type Function and Description
bool cResources_AddLanguageFile(const tString &in asFilePath, bool abAddResourceDirs)
bool cResources_AddResourceDir(const tWString &in asDir, bool abAddSubDirectories, const tString &in asMask)
void cResources_ClearResourceDirs()
void cResources_ClearTranslations()
iFontData cResources_CreateFontData(const tString &in asName)
iGpuShader cResources_CreateGpuShader(const tString &in asName, int alType, cPrepParserVarContainer @apVarCont)
iGpuShader cResources_CreateGpuShader(const tString &in asName, int alType)
cFrameSubImage cResources_CreateImage(const tString &in asName)
cMaterial cResources_CreateMaterial(const tString &in asName)
cMesh cResources_CreateMesh(const tString &in asName)
iSoundData cResources_CreateSoundData(const tString &in asName, bool abStream, bool abLooping, bool ab3, bool abNonBlockingLoad)
cSoundEntityData cResources_CreateSoundEntityData(const tString &in asName)
iTexture cResources_CreateTexture1D(const tString &in asName, bool abUseMipMaps)
iTexture cResources_CreateTexture2D(const tString &in asName, bool abUseMipMaps)
iTexture cResources_CreateTexture3D(const tString &in asName, bool abUseMipMaps)
iTexture cResources_CreateTextureCubeMap(const tString &in asName, bool abUseMipMaps)
iVideoStream cResources_CreateVideo(const tString &in asName)
void cResources_DestroyFontData(iFontData @apData)
void cResources_DestroyGpuShader(iGpuShader @apShader)
void cResources_DestroyImage(cFrameSubImage @apData)
void cResources_DestroyMaterial(cMaterial @apMaterial)
void cResources_DestroyMesh(cMesh@ apMesh)
void cResources_DestroySoundData(iSoundData@ apData)
void cResources_DestroySoundEntityData(cSoundEntityData @apData)
void cResources_DestroyTexture(iTexture @apTexture)
void cResources_DestroyUnusedParticleSystems(int alMaxToKeep)
void cResources_DestroyUnusedSoundData(int alMaxToKeep)
void cResources_DestroyVideo(iVideoStream @apVideo)
void cResources_DestroyXmlDocument(iXmlDocument@ apDoc)
tString cResources_GetMaterialPhysicsName(const tString &in asName)
float cResources_GetMaterialTextureAnisotropy()
int cResources_GetMaterialTextureFilter()
int cResources_GetMaterialTextureSizeDownScaleLevel()
bool cResources_LoadResourceDirsFile(const tString &in asFile)
iXmlDocument cResources_LoadXmlDocument(const tString &in asFile)
void cResources_PreloadParticleSystem(const tString &in asDataName)
void cResources_PreloadSoundEntityData(const tString &in asName, bool abNonBlockingLoad)
void cResources_SetMaterialTextureAnisotropy(float afX)
void cResources_SetMaterialTextureFilter(int alFilter)
void cResources_SetMaterialTextureSizeDownScaleLevel(int alLevel)
tWString cResources_Translate(const tString &in asCat, const tString &in asName)

cScene

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Return Type Function and Description
cCamera cScene_CreateCamera(eCameraMoveMode aMoveMode)
cViewport cScene_CreateViewport(cCamera @apCamera, cWorld @apWorld, bool abAddLast)
cWorld cScene_CreateWorld(const tString &in asName)
void cScene_DestroyCamera(cCamera@ apCam)
void cScene_DestroyViewport(cViewport@ apViewPort)
void cScene_DestroyWorld(cWorld@ apWorld)
void cScene_FadeGradingTexture(cWorld@ apWorld, iTexture@ apGrading, float afTime)
cWorld cScene_LoadWorld(const tString &in asFile, int aFlags)
void cScene_Reset()
void cScene_SetCurrentListener(cViewport@ apViewPort)
cBeam cScene_ToBeam(iEntity3D@ apEntity)
cBillboard cScene_ToBillboard(iEntity3D@ apEntity)
cForceField cScene_ToForceField(iEntity3D@ apEntity)
cLensFlare cScene_ToLensFlare(iEntity3D@ apEntity)
cLightBox cScene_ToLightBox(iLight@ apLight)
cLightDirectional cScene_ToLightDirectional(iLight@ apLight)
cLightPoint cScene_ToLightPoint(iLight@ apLight)
cLightSpot cScene_ToLightSpot(iLight@ apLight)
cMeshEntity cScene_ToMeshEntity(iEntity3D@ apEntity)
iRopeEntity cScene_ToRopeEntity(iEntity3D@ apEntity)
cRopeEntity3D cScene_ToRopeEntity3D(iEntity3D@ apEntity)
cRopeEntityBillboard cScene_ToRopeEntityBillboard(iEntity3D@ apEntity)
cSoundEntity cScene_ToSoundEntity(iEntity3D@ apEntity)
cSubMeshEntity cScene_ToSubMeshEntity(iEntity3D@ apEntity)
bool cScene_ViewportExists(cViewport@ apViewPort)
void cScene_WorldExists(cWorld@ apWorld)

cScript

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Return Type Function and Description
bool cScript_GetGlobalArgBool(int alIdx)
cColor cScript_GetGlobalArgColor(int alIdx)
float cScript_GetGlobalArgFloat(int alIdx)
tID cScript_GetGlobalArgID(int alIdx)
int cScript_GetGlobalArgInt(int alIdx)
cMatrixf cScript_GetGlobalArgMatrix(int alIdx)
tString cScript_GetGlobalArgString(int alIdx)
cVector2f cScript_GetGlobalArgVector2f(int alIdx)
cVector3f cScript_GetGlobalArgVector3f(int alIdx)
cVector4f cScript_GetGlobalArgVector4f(int alIdx)
bool cScript_GetGlobalReturnBool()
cColor cScript_GetGlobalReturnColor()
float cScript_GetGlobalReturnFloat()
tID cScript_GetGlobalReturnID()
int cScript_GetGlobalReturnInt()
cMatrixf cScript_GetGlobalReturnMatrix()
tString cScript_GetGlobalReturnString()
cVector2f cScript_GetGlobalReturnVector2f()
cVector3f cScript_GetGlobalReturnVector3f()
cVector4f cScript_GetGlobalReturnVector4f()
bool cScript_GetGlobalVarBool(const tString &in asName)
cColor cScript_GetGlobalVarColor(const tString &in asName)
float cScript_GetGlobalVarFloat(const tString &in asName)
tID cScript_GetGlobalVarID(const tString &in asName)
int cScript_GetGlobalVarInt(const tString &in asName)
cMatrixf cScript_GetGlobalVarMatrix(const tString &in asName)
tString cScript_GetGlobalVarString(const tString &in asName)
cVector2f cScript_GetGlobalVarVector2f(const tString &in asName)
cVector3f cScript_GetGlobalVarVector3f(const tString &in asName)
cVector4f cScript_GetGlobalVarVector4f(const tString &in asName)
bool cScript_RunGlobalFunc(const tString &in asObjName, const tString &in asClassName, const tString &in asFuncName)
void cScript_SetGlobalArgBool(int alIdx, bool abX)
void cScript_SetGlobalArgColor(int alIdx, const cColor &in aX)
void cScript_SetGlobalArgFloat(int alIdx, float afX)
void cScript_SetGlobalArgID(int alIdx, tID alX)
void cScript_SetGlobalArgInt(int alIdx, int alX)
void cScript_SetGlobalArgMatrix(int alIdx, const cMatrixf &in a_mtxX)
void cScript_SetGlobalArgString(int alIdx, const tString &in asVar)
void cScript_SetGlobalArgVector2f(int alIdx, const cVector2f &in avX)
void cScript_SetGlobalArgVector3f(int alIdx, const cVector3f &in avX)
void cScript_SetGlobalArgVector4f(int alIdx, const cVector4f &in avX)
void cScript_SetGlobalReturnBool(bool abX)
void cScript_SetGlobalReturnColor(const cColor &in aX)
void cScript_SetGlobalReturnFloat(float afX)
void cScript_SetGlobalReturnID(tID alX)
void cScript_SetGlobalReturnInt(int alX)
void cScript_SetGlobalReturnMatrix(const cMatrixf &in a_mtxX)
void cScript_SetGlobalReturnString(const tString &in asVar)
void cScript_SetGlobalReturnVector2f(const cVector2f &in avX)
void cScript_SetGlobalReturnVector3f(const cVector3f &in avX)
void cScript_SetGlobalReturnVector4f(const cVector4f &in avX)
void cScript_SetGlobalVarBool(const tString &in asName, bool abX)
void cScript_SetGlobalVarColor(const tString &in asName, const cColor &in aX)
void cScript_SetGlobalVarFloat(const tString &in asName, float afX)
void cScript_SetGlobalVarID(const tString &in asName, tID alX)
void cScript_SetGlobalVarInt(const tString &in asName, int alX)
void cScript_SetGlobalVarMatrix(const tString &in asName, const cMatrixf &in a_mtxX)
void cScript_SetGlobalVarString(const tString &in asName, const tString &in asVar)
void cScript_SetGlobalVarVector2f(const tString &in asName, const cVector2f &in avX)
void cScript_SetGlobalVarVector3f(const tString &in asName, const cVector3f &in avX)
void cScript_SetGlobalVarVector4f(const tString &in asName, const cVector4f &in avX)

cSound

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Return Type Function and Description
bool cSound_CheckSoundIsBlocked(const cVector3f &in avSoundPosition)
iSoundEvent cSound_CreateEvent(iSoundEventData@ apData, bool abNonBlockingLoad)
void cSound_DestroyEvent(iSoundEvent@ apEvent)
void cSound_DestroyUnusedData(int alMaxAmount, int alMaxAge, bool abRemoveUnusedProjects, bool abRemovePreloaded)
int cSound_FadeGlobalSpeed(float afDestSpeed, float afSpeed, uint mAffectedTypes, int alId, bool abDestroyIdAtDest)
int cSound_FadeGlobalVolume(float afDestVolume, float afSpeed, uint mAffectedTypes, int alId, bool abDestroyIdAtDest)
void cSound_FadeHighPassFilter(float afDestCutOff, float afDestResonance, float afTime, uint mAffectedTypes)
void cSound_FadeLowPassFilter(float afDestCutOff, float afDestResonance, float afTime, uint mAffectedTypes)
void cSound_FadeMusicVolumeMul(float afDest, float afSpeed)
void cSound_FadeOutAll(uint mTypes, float afFadeSpeed, bool abDisableStop)
cSoundEntry cSound_GetEntry(const tString &in asName)
tString cSound_GetEventCategory_Gui()
tString cSound_GetEventCategory_World()
tString cSound_GetEventCategory_WorldClean()
iSoundEventData cSound_GetEventData(const tString &in asInternalPath, bool abLoadData, bool abNonBlockingLoad)
iSoundEventProject cSound_GetEventProject(const tString &in asName)
uint cSound_GetEventSystemMemoryUsed()
float cSound_GetGlobalSpeed(eSoundEntryType aType)
float cSound_GetGlobalSpeedFromId(int alId)
float cSound_GetGlobalVolume(eSoundEntryType aType)
float cSound_GetGlobalVolumeFromId(int alId)
float cSound_GetMusicVolumeMul()
bool cSound_GetSilent()
bool cSound_IsPlaying(const tString &in asName)
bool cSound_IsValid(cSoundEntry @apEntry, int alID)
void cSound_PauseAll(uint mTypes)
void cSound_PauseMusic()
cSoundEntry cSound_Play(const tString &in asName, bool abLoop, float afVolume, const cVector3f &in avPos, float afMinDist, float afMaxDist, eSoundEntryType aEntryType, bool abRelative, bool ab3D, int alPriorityModifier, bool abStream, bool abNonBlockedLoad)
cSoundEntry cSound_Play3D(const tString &in asName, bool abLoop, float afVolume, const cVector3f &in avPos, float afMinDist, float afMaxDist, eSoundEntryType aEntryType, bool abRelative, int alPriorityModifier, bool abStream, bool abNonBlockedLoad)
cSoundEntry cSound_PlayGui(const tString &in asName, bool abLoop, float afVolume, const cVector3f &in avPos, eSoundEntryType aEntryType)
cSoundEntry cSound_PlayGuiStream(const tString &in asFileName, bool abLoop, float afVolume, const cVector3f &in avPos, eSoundEntryType aEntryType)
bool cSound_PlayMusic(const tString &in asFileName, float afVolume, float afVolumeFadeStepSize, float afFreq, float afFreqFadeStepSize, bool abLoop, bool abResume)
cSoundEntry cSound_PlaySoundEntityGui(const tString &in asName, bool abLoop, float afVolume, eSoundEntryType aEntryType, const cVector3f &in avPos)
cSoundEntry cSound_PlaySoundEvent(const tString &in asInternalPath, float afVolume, const cVector3f &in avPos, const cVector3f &in avOrientation, bool abNonBlockLoad)
void cSound_PreloadGroup(const tString &in asInternalPath, bool abNonBlockingLoad, bool abSubGroups)
void cSound_PreloadProject(const tString &in asName, bool abNonBlockingLoad)
void cSound_ResumeAll(uint mTypes)
void cSound_ResumeMusic()
void cSound_SetEventCategory_Gui(const tString &in asCat)
void cSound_SetEventCategory_World(const tString &in asCat)
void cSound_SetEventCategory_WorldClean(const tString &in asCat)
int cSound_SetGlobalSpeed(float afSpeed, uint mAffectedTypes, int alId)
int cSound_SetGlobalVolume(float afVolume, uint mAffectedTypes, int alId)
void cSound_SetMusicVolumeMul(float afMul)
void cSound_SetSilent(bool abX)
bool cSound_Stop(const tString &in asName, bool abPlayEnd)
void cSound_StopAll(uint mTypes, bool abPlayEnd)
void cSound_StopMusic(float afFadeStepSize)

cString

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Return Type Function and Description
tString cString_AddSlashAtEnd(const tString &in asPath)
tWString cString_AddSlashAtEndW(const tWString &in asPath)
bool cString_CheckWildcardStrings(const tString &in asStr, const tString &in asWildcardStr, array<tString> &in avSubStringArray)
int cString_CountCharsInString(const tString &in aString, const tString &in aChar)
int cString_CountCharsInStringW(const tWString &in aString, const tWString &in aChar)
tWString cString_Get16BitFromArray(const tString &in asArray)
tString cString_GetFileExt(const tString &in aString)
tWString cString_GetFileExtW(const tWString &in aString)
tString cString_GetFileName(const tString &in aString)
tWString cString_GetFileNameW(const tWString &in aString)
tString cString_GetFilePath(const tString &in aString)
tString cString_GetFilePathTopFolder(const tString &in aString)
tWString cString_GetFilePathTopFolderW(const tWString &in aString)
tWString cString_GetFilePathW(const tWString &in aString)
int cString_GetFirstCharPos(const tString &in aString, int8 alChar)
int cString_GetFirstStringPos(const tString &in aString, const tString &in aChar)
int cString_GetFirstStringPosW(const tWString &in aString, const tWString &in aChar)
void cString_GetFloatVec(const tString &in asData, array<float> &inout avOutFloats, const tString &in asSepp)
uint cString_GetHash(const tString &in asStr)
uint64 cString_GetHash64(const tString &in asStr)
uint64 cString_GetHash64W(const tWString &in asStr)
uint cString_GetHashW(const tWString &in asStr)
void cString_GetIntVec(const tString &in asData, array<int> &inout avOutInts, const tString &in asSepp)
tString cString_GetLastChar(const tString &in aString)
int cString_GetLastCharPos(const tString &in aString, int8 alChar)
tWString cString_GetLastCharW(const tWString &in aString)
int cString_GetLastStringPos(const tString &in aString, const tString &in aChar)
int cString_GetLastStringPosW(const tWString &in aString, const tWString &in aChar)
tString cString_GetNumericSuffix(const tString &in asStr)
float cString_GetNumericSuffixFloat(const tString &in aString, float afDefault = 0)
float cString_GetNumericSuffixFloatW(const tWString &in aString, float afDefault = 0)
int cString_GetNumericSuffixInt(const tString &in aString, int alDefault = 0)
int cString_GetNumericSuffixIntW(const tWString &in aString, int alDefault = 0)
tWString cString_GetNumericSuffixW(const tWString &in asStr)
void cString_GetStringVec(const tString &in asData, array<tString> &inout avOutStrings, const tString &in asSepp)
tString cString_RemoveSlashAtEnd(const tString &in asPath)
tWString cString_RemoveSlashAtEndW(const tWString &in asPath)
tString cString_ReplaceCharTo(const tString &in aString, const tString &in asOldChar, const tString &in asNewChar)
tWString cString_ReplaceCharToW(const tWString &in aString, const tWString &in asOldChar, const tWString &in asNewChar)
tString cString_ReplaceStringTo(const tString &in aString, const tString &in asOldString, const tString &in asNewString)
tWString cString_ReplaceStringToW(const tWString &in aString, const tWString &in asOldString, const tWString &in asNewString)
tString cString_S16BitToUTF8(const tWString &in awsString)
tString cString_SetFileExt(const tString &in aString, const tString &in aExt)
tWString cString_SetFileExtW(const tWString &in aString, const tWString &in aExt)
tString cString_SetFilePath(const tString &in aString, const tString &in aPath)
tWString cString_SetFilePathW(const tWString &in aString, const tWString &in aPath)
tString cString_Sub(const tString &in asString, int alStart, int alCount = -1)
tWString cString_SubW(const tWString &in asString, int alStart, int alCount = -1)
tWString cString_To16Char(const tString &in asString)
tString cString_To8Char(const tWString &in awsString)
bool cString_ToBool(const tString &in asStr, bool abDefault)
cColor cString_ToColor(const tString &in asStr, const cColor &in aDefault)
float cString_ToFloat(const tString &in asStr, float afDefault)
int cString_ToInt(const tString &in asStr, int alDefault)
tString cString_ToLowerCase(const tString &in aString)
tWString cString_ToLowerCaseW(const tWString &in aString)
cMatrixf cString_ToMatrixf(const tString &in asStr, const cMatrixf &in a_mtxDefault)
tString cString_ToString(float afX, int alNumOfDecimals = -1, bool abRemoveZeros = false)
tString cString_ToString(int alX, int alPaddingZeros)
tWString cString_ToStringW(float afX, int alNumOfDecimals = -1, bool abRemoveZeros = false)
tWString cString_ToStringW(int alX, int alPaddingZeros)
tString cString_ToUpperCase(const tString &in aString)
tWString cString_ToUpperCaseW(const tWString &in aString)
cVector2f cString_ToVector2f(const tString &in asStr, const cVector2f &in avDefault)
cVector2l cString_ToVector2l(const tString &in asStr, const cVector2l &in avDefault)
cVector3f cString_ToVector3f(const tString &in asStr, const cVector3f &in avDefault)
cVector3l cString_ToVector3l(const tString &in asStr, const cVector3l &in avDefault)
cVector4f cString_ToVector4f(const tString &in asStr, const cVector4f &in avDefault)

cSystem

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Return Type Function and Description
bool cSystem_CloneFile(const tWString &in asSrcFileName, const tWString &in asDestFileName, bool abFailIfExists)
void cSystem_CopyTextToClipboard(const tWString &in asText)
bool cSystem_CreateFolder(const tWString &in asPath)
cDate cSystem_FileCreationDate(const tWString &in asFilePath)
bool cSystem_FileExists(const tWString &in asFileName)
cDate cSystem_FileModifiedDate(const tWString &in asFilePath)
void cSystem_FindFilesInDir(array<tWString> &inout avStrings, const tWString &in asDir, const tWString &in asMask, bool abAddHidden)
void cSystem_FindFoldersInDir(array<tWString> &inout avtStrings, const tWString &in asDir, bool abAddHidden, bool abAddUpFolder)
bool cSystem_FolderExists(const tWString &in asPath)
uint cSystem_GetApplicationTime()
void cSystem_GetAvailableVideoDrivers(array<tString> &inout avDrivers)
void cSystem_GetAvailableVideoModes(array<cVector2l> &inout avScreenSizes, array<int> &inout avBpps, array<int> &inout avMinRefreshRates, int alMinBpp, int alMinRefreshRate, bool abRemoveDuplicates)
cDate cSystem_GetDate()
uint cSystem_GetFileSize(const tWString &in asFileName)
tWString cSystem_GetFullFilePath(const tWString &in asFilePath)
tString cSystem_GetPlatformName()
uint cSystem_GetSystemAvailableDrives()
tWString cSystem_GetSystemSpecialPath(eSystemPath aPathType)
tWString cSystem_GetWorkingDir()
bool cSystem_HasWindowFocus(const tWString &in asWindowCaption)
tWString cSystem_LoadTextFromClipboard()
void cSystem_ProfileEnd(const tString &in asName)
void cSystem_ProfileStart(const tString &in asName)
void cSystem_RemoveFile(const tWString &in asFileName)
bool cSystem_RemoveFolder(const tWString &in asPath, bool abDeleteAllFiles, bool abDeleteAllSubFolders)
void cSystem_Sleep(uint alMilliSecs)
void cSystem_Wrapper_CreateMessageBox(eMsgBoxType aType, const tWString &in asCaption, const tWString &in asMessage)

EnergySource

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Return Type Function and Description
void EnergySource_SetEnergy(const tString &in asName, float afX)
Sets the energy level of an energy source

Entity

Arrows icon.png See more - Entity
Return Type Function and Description
bool Entity_AddCollideCallback(const tString &in asParentName, const tString &in asChildName, const tString &in asFunction)
Add a callback for when entities (objects, areas etc) collide and/or collides with the player
void Entity_AddForce(const tString &in asEntityName, const cVector3f &in avForce, bool abLocalSpace, bool abOnlyMainBody)
Adds force to the entity
void Entity_AddForceFromEntity(const tString &in asEntityName, const tString &in asForceEntityName, float afForce, bool abOnlyMainBody)
Adds force to the entity away from another entity
void Entity_AddImpulse(const tString &in asEntityName, const cVector3f &in avImpulse, bool abLocalSpace, bool abOnlyMainBody)
Adds an impulse to the entity
void Entity_AddImpulseFromEntity(const tString &in asEntityName, const tString &in asImpulseEntityName, float afImpulse, bool abOnlyMainBody)
Adds an impulse to the entity away from another entity
void Entity_AddTorque(const tString &in asEntityName, const cVector3f &in avTorque, bool abLocalSpace, bool abOnlyMainBody)
Adds torque to an entity to provide some angular velocity
bool Entity_AttachToEntity(const tString &in asName, const tString &in asParentName, const tString &in asParentBodyName, bool abUseRotation, bool abSnapToParent = false, bool abLocked = false)
Attaches the entity to another entity
bool Entity_AttachToSocket(const tString &in asName, const tString &in asParentName, const tString &in asParentSocketName, bool abUseRotation, bool abSnapToParent = true)
Attaches the entity to another entity
void Entity_CallEntityInteract(const tString &in asName, const tString &in asBodyName = "", const cVector3f &in avFocusBodyOffset = cVector3f_Zero, const tString &in asData = "")
Calls OnInteract on the specified entity
void Entity_Connect(const tString &in asName, const tString &in asMainEntity, const tString &in asConnectEntity, bool abInvertStateSent, int alStatesUsed)
Creates a connection between two entities
iLuxEntity Entity_CreateAtEntity(const tString &in asNewEntityName, const tString &in asEntityFile, const tString &in asTargetEntityName, bool abFullGameSave)
Creates an entity at another entity
iLuxEntity Entity_CreateAtEntityExt(const tString &in asNewEntityName, const tString &in asEntityFile, const tString &in asTargetEntityName, bool abFullGameSave, const cVector3f &in avScale, const cVector3f &in avOffsetPosition, const cVector3f &in avOffsetRotation, bool abLocalOffset)
Creates an entity at another entity with extra options
void Entity_Destroy(const tString &in asName)
Destroys an entity of a given name
bool Entity_EntityIsInFront(const tString &in asTargetEntity, const tString &in asForwardEntity)
Returns true if the specified entity is in front of the other entity
bool Entity_Exists(const tString &in asName)
Check if an entity exists in the level
bool Entity_Exists(tID aID)
Check if an entity exists in the level
void Entity_FadeEffectBaseColor(const tString &in asEntityName, const cColor &in aColor, float afTime)
Fades the base color of the effects
void Entity_FadeProcAnimationSpeed(const tString &in asEntityName, const tString &in asAnimationName, float afSpeed, float afTime)
Fade the speed of a proc animation
bool Entity_GetAutoSleep(const tString &in asName)
Get if an entity automatically falls asleep when it isnt active
cVector3f Entity_GetBodyOffset(const tString &in asEntityName)
Returns the offset from centre specified in the
bool Entity_GetCollide(const tString &in asEntityA, const tString &in asEntityB)
Checks for collision between two specific entities
cVector3f Entity_GetDeltaToEntity(const tString &in asEntityA, const tString &in asEntityB)
Gets the direction and distance between two entities
bool Entity_GetVarBool(const tString &in asEntityName, const tString &in asVarName)
Get value of an entity boolean variable
cColor Entity_GetVarColor(const tString &in asEntityName, const tString &in asVarName)
Get value of an entity color variable
float Entity_GetVarFloat(const tString &in asEntityName, const tString &in asVarName)
Get value of an entity float variable
int Entity_GetVarInt(const tString &in asEntityName, const tString &in asVarName)
Get value of an entity integer variable
tString Entity_GetVarString(const tString &in asEntityName, const tString &in asVarName)
Get value of an entity string variable
cVector2f Entity_GetVarVector2f(const tString &in asEntityName, const tString &in asVarName)
Get value of an entity vector2f variable
cVector3f Entity_GetVarVector3f(const tString &in asEntityName, const tString &in asVarName)
Get value of an entity vector3f variable
void Entity_IncVarFloat(const tString &in asEntityName, const tString &in asVarName, float afX)
Add a value to the current value of an entity float variable
void Entity_IncVarInt(const tString &in asEntityName, const tString &in asVarName, int alX)
Add a value to the current value of an entity integer variable
void Entity_IncVarVector2f(const tString &in asEntityName, const tString &in asVarName, const cVector2f &in avX)
Add a value to the current value of an entity vector2f variable
void Entity_IncVarVector3f(const tString &in asEntityName, const tString &in asVarName, const cVector3f &in avX)
Add a value to the current value of an entity vector3f variable
bool Entity_IsActive(const tString &in asName)
Get if an entity is active (visible and functioning) or not
bool Entity_IsInPlayerFOV(const tString &in asEntity)
Returns true if the object is within the player's field of view
bool Entity_IsInteractedWith(const tString &in asName)
Checks if the entity is being interacted with
bool Entity_IsOccluder(const tString &in asName)
Get if an entity is an occluder
bool Entity_IsSleeping(const tString &in asName)
Check if an entity is asleep
void Entity_PlaceAtEntity(const tString &in asEntityName, const tString &in asTargetEntity, const cVector3f &in avOffset = cVector3f_Zero, bool abAlignRotation = false, bool abUseEntFileCenter = false)
Places the specified entity at another entity
void Entity_PlayAnimation(const tString &in asEntityName, const tString &in asAnimation, float afFadeTime = 0.1f, bool abLoop = false, bool abPlayTransition = true, const tString &in asCallback = "")
Plays an animation on the entity
bool Entity_PlayerIsInFront(const tString &in asName)
Returns true if the player is in front of the specified entity
void Entity_PlayProcAnimation(const tString &in asEntityName, const tString &in asAnimation, float afLength, bool abLoop = false, float afAmountFadeTime = 0.1, float afSpeedFadeTime = -1.0f)
Plays a procedural animation on the entity
void Entity_Preload(const tString &in asEntityFile)
Preloads an entity
void Entity_RemoveAllConnections(const tString &in asMainEntity)
Removes all connections on an entity
bool Entity_RemoveCollideCallback(const tString &in asParentName, const tString &in asChildName)
Remove a callback for when entities (objects, areas etc) collide and/or collide with the player
void Entity_RemoveConnection(const tString &in asName, const tString &in asMainEntity)
Removes a specific connection on an entity
bool Entity_RemoveEntityAttachment(const tString &in asName)
Removes an attachment to another entity if the entity(ies) has one
void Entity_SetActive(const tString &in asName, bool abActive)
Set if entity is active (visible and functioning) or not
void Entity_SetAnimationMessageEventCallback(const tString &in asEntityName, const tString &in asCallbackFunc, bool abAutoRemove)
Sets a callback for the message events in the currently playing animation
void Entity_SetAnimationPaused(const tString &in asEntityName, const tString &in asAnimationName, bool abPaused = true)
Pause or unpause an animation on the specified entity
void Entity_SetAnimationRelativeTimePosition(const tString &in asEntityName, const tString &in asAnimationName, float afTimePos)
Sets the relative time position of a specific animation
void Entity_SetAutoSleep(const tString &in asName, bool abX)
Sets if the entity should sleep automatically when it need no updating
void Entity_SetCollide(const tString &in asEntityName, bool abActive)
Turn off or on collision for all the bodies in the given entity
void Entity_SetCollideCharacter(const tString &in asEntityName, bool abActive)
Turn off or on character collision for all the bodies in the given entity
void Entity_SetColorMul(const tString &in asEntityName, const cColor &in aColor)
Set the color mul of the entity
void Entity_SetConnectionStateChangeCallback(const tString &in asEntityName, const tString &in asCallback)
Sets the callback for when the connection state changes on an entity
void Entity_SetEffectBaseColor(const tString &in asEntityName, const cColor &in aColor)
Sets the base color of the effects
void Entity_SetEffectsActive(const tString &in asEntityName, bool abActive, bool abFadeAndPlaySounds)
Activates or deactivates the effects on a entity
void Entity_SetInteractionDisabled(const tString &in asEntityName, bool abX)
Sets if the player can interact with an entity or not
void Entity_SetIsOccluder(const tString &in asName, bool abOccluder)
Set if entity is an occluder
void Entity_SetMaxInteractionDistance(const tString &in asEntityName, float afDistance)
Change the max interaction distance of an entity from the default/entity configured distance
void Entity_SetPlayerInteractCallback(const tString &in asEntityName, const tString &in asCallback, bool abRemoveWhenInteracted)
Sets the callback for when the player interacts with a specific entity
void Entity_SetPlayerLookAtCallback(const tString &in asEntityName, const tString &in asCallback, bool abRemoveWhenLookedAt = true, bool abCheckCenterOfScreen = true, bool abCheckRayIntersection = true, float afMaxDistance = -1, float afCallbackDelay = 0)
Sets the callback for when the player looks at or turns away from a specific entity
void Entity_SetProcAnimationPaused(const tString &in asEntityName, const tString &in asAnimationName, bool abPaused = true)
Pause or unpause a procedural animation on the specified entity
void Entity_SetProcAnimationSpeed(const tString &in asEntityName, const tString &in asAnimationName, float afSpeed)
Sets the speed of a proc animation
void Entity_SetReflectionVisibility(const tString &in asEntityName, bool abVisibleInReflection, bool abVisibleInWorld)
Sets whether the entity is drawn in reflections or not, and the real world or not
void Entity_SetVarBool(const tString &in asEntityName, const tString &in asVarName, bool abX)
Sets the value of an entity boolean variable
void Entity_SetVarColor(const tString &in asEntityName, const tString &in asVarName, const cColor &in aX)
Sets the value of an entity color variable
void Entity_SetVarFloat(const tString &in asEntityName, const tString &in asVarName, float afX)
Sets the value of an entity variable
void Entity_SetVarInt(const tString &in asEntityName, const tString &in asVarName, int alX)
Sets the value of an entity integer variable
void Entity_SetVarString(const tString &in asEntityName, const tString &in asVarName, const tString &in asX)
Sets the value of an entity string variable
void Entity_SetVarVector2f(const tString &in asEntityName, const tString &in asVarName, const cVector2f &in avX)
Sets the value of an entity vector2f variable
void Entity_SetVarVector3f(const tString &in asEntityName, const tString &in asVarName, const cVector3f &in avX)
Sets the value of an entity vector3f variable
void Entity_Sleep(const tString &in asName)
Forces the entity to sleep (disabling Update/PostUpdate)
void Entity_StopAnimation(const tString &in asEntityName)
Stops any currently playing animation on the specified entity
void Entity_StopProcAnimation(const tString &in asEntityName, const tString &in asAnimation, float afFadeTime = 0.1f)
Stops a procedural animation on the specified entity
void Entity_WakeUp(const tString &in asName)
Forces the entity to wake up (enabling Update/PostUpdate)

FogArea

Arrows icon.png See more - FogArea
Return Type Function and Description
void FogArea_SetVisible(const tString &in asFogAreaName, bool abActive)
void FogArea_SetVisibleInReflection(const tString &in asFogAreaName, bool abActive)

Grab

Arrows icon.png See more - Grab
Return Type Function and Description
void Grab_SetForceMul(const tString &in asName, float afForceMul)
Sets the forcemul of a grab prop

Hashing

Arrows icon.png See more - Hashing
Return Type Function and Description
uint H32(const tString &in asStr)
uint64 H64(const tString &in asStr)

IrradianceSet

Arrows icon.png See more - IrradianceSet
Return Type Function and Description
void IrradianceSet_FadeIn(const tString &in asSet, float afTime)
Fades in the specified set on all probes belonging to it
void IrradianceSet_FadeInSingleProbe(const tString &in asProbe, const tString &in asSet, float afTime)
Fades in the specified set on a specific probe

Joint

Arrows icon.png See more - Joint
Return Type Function and Description
void Joint_Break(const tString &in asJointName)
Breaks the specified joint
float Joint_GetForceSize(const tString &in asJointName)
Gets the force magnitude applied to the specified joint
bool Joint_IsBroken(const tString &in asJointName)
Checks if the specified joint is broken
void Joint_SetBreakable(const tString &in asJointName, bool abBreakable)
Sets if the joint should be breakable by force or not

Lamp

Arrows icon.png See more - Lamp
Return Type Function and Description
bool Lamp_GetLit(const tString &in asName)
Gets the lit state of a lamp
void Lamp_SetFlickerActive(const tString &in asName, bool abActive)
Activates or deactivates flicker on the specified lamp(s)
void Lamp_SetLit(const tString &in asName, bool abLit, bool abEffects)
Sets the lit state of a lamp
void Lamp_SetupFlicker(const tString &in asName, float afMinOnTime, float afMaxOnTime, float afMinOffTime, float afMaxOffTime, bool abFade = false, const tString &in asOnSound = "", const tString &in asOffSound = "", const tString &in asOnPS = "", const tString &in asOffPS = "")
Sets the properties of the flicker of a lamp

LensFlare

Arrows icon.png See more - LensFlare
Return Type Function and Description
void LensFlare_SetVisible(const tString &in asLensFlareName, bool abVisible)
Sets if a lens flare should be rendered or not

LevelDoor

Arrows icon.png See more - LevelDoor
Return Type Function and Description
bool LevelDoor_GetLocked(const tString &in asName)
Gets the lock state of a level door
void LevelDoor_SetLocked(const tString &in asName, bool abState)
Sets the lock state of a level door

Lever

Arrows icon.png See more - Lever
Return Type Function and Description
int Lever_GetState(const tString &in asName)
Gets the state of the lever
void Lever_SetAutoMoveEnabled(const tString &in asName, bool abAutoMove)
Enables or disables the auto move property of the lever
void Lever_SetAutoMoveTarget(const tString &in asName, int alTarget)
Sets the auto move target of the lever
void Lever_SetInteractionDisablesStuck(const tString &in asName, bool abX)
Sets if player interaction will disable the stuck state of a lever
void Lever_SetStuckState(const tString &in asName, int alState, bool abEffects)
Sets the stuck state of a lever

Light

Arrows icon.png See more - Light
Return Type Function and Description
void Light_FadeTo(const tString &in asLightName, const cColor &in acColor, float afRadius, float afTime)
Fades one or more lights to a specified color and radius
float Light_GetBrightness(const tString &in asLightName)
Gets the brightness of a light
void Light_SetBrightness(const tString &in asLightName, float afBrightness)
Sets the brightness of one or more lights
void Light_SetCastShadows(const tString &in asLightName, bool abX)
Sets the casts shadow
void Light_SetCheapGobo(const tString &in asLightName, bool abX)
Sets if a cheaper version of gobo rendering should be used
void Light_SetFlickerActive(const tString &in asLightName, bool abX)
Activates or deactivates the flicker of one or more lights
void Light_SetShadowBiasMul(const tString &in asLightName, float afBias, float afSlopeBias)
Sets the shadow bias for one or more lights
void Light_SetVisible(const tString &in asLightName, bool abVisible)
Sets the visibility of one or more lights

Logging

Arrows icon.png See more - Logging
Return Type Function and Description
void Error(const tString &in asString)
void Error(uint aLabel, const tString &in asString)
void Error(const tString &in asString, uint aLabel)
void FatalError(const tString &in asString)
void Log(const tString &in asString)
void Log(uint aLabel, const tString &in asString)
void Log(const tString &in asString, uint aLabel)
void LogNewLine(const tString &in asString)
void Warning(const tString &in asString)
void Warning(uint aLabel, int alWarningLevel, const tString &in asString)
void Warning(const tString &in asString, uint aLabel, int alWarningLevel)

Map

Arrows icon.png See more - Map
Return Type Function and Description
bool Map_GetBillboardArray(const tString &in asName, array<cBillboard@> &inout avOutBillboards)
Creates an array of billboards with a given name
bool Map_GetFogAreaArray(const tString &in asName, array<cFogArea@> &inout avOutFogAreas)
Creates an array of fog areas with a given name
bool Map_GetLensFlareArray(const tString &in asName, array<cLensFlare@> &inout avOutLensFlares)
Creates an array of lens flares with a given name
bool Map_GetLightArray(const tString &in asName, array<iLight@> &inout avOutLights)
Creates an array of lights with a given name
bool Map_GetParticleSystemArray(const tString &in asName, array<cParticleSystem@> &inout avOutParticles)
Creates an array of particle systems with a given name

Material

Arrows icon.png See more - Material
Return Type Function and Description
void Material_Preload(const tString &in asFile)
Preloads a material

Math

Arrows icon.png See more - Math
Return Type Function and Description
void Math_CatmullRom(cVector3f &out avResult, const cVector3f &in avP0, const cVector3f &in avP1, const cVector3f &in avP2, const cVector3f &in avP3, float afFract)
A function that gives you a point along a spline made up of four points

Meter

Arrows icon.png See more - Meter
Return Type Function and Description
void Meter_SetShakeMul(const tString &in asName, float afShakeMul)
Sets the shake multiplier of the needle object in meter
void Meter_SetSpeedMul(const tString &in asName, float afSpeedMul)
Sets the speed multiplier of the needle object in meter
void Meter_SetState(const tString &in asName, float afState, bool abFadeToState = true)
Sets the state of the needle object in meter

MoveObject

Arrows icon.png See more - MoveObject
Return Type Function and Description
void MoveObject_SetState(const tString &in asName, float afState)
Sets the state of the move object
void MoveObject_SetStateExt(const tString &in asName, float afState, float afAcc, float afMaxSpeed, float afSlowdownDist, bool abResetSpeed)
Sets the state of the move object

MovingButton

Arrows icon.png See more - MovingButton
Return Type Function and Description
void MovingButton_Blink(const tString &in asName)
Makes the MovingButton blink in accordance to how it is set up in the ent file
float MovingButton_GetStateAmount(const tString &in asName)
Returns the current state of the MovingButton
bool MovingButton_IsDisabled(const tString &in asName)
Checks if the MovingButton is disabled (will not light up or respond to presses)
bool MovingButton_IsLocked(const tString &in asName)
Checks if the MovingButton is locked
bool MovingButton_IsSwitchedOn(const tString &in asName)
Returns the state of the button, on/off
void MovingButton_SetCanBeSwitchedOff(const tString &in asName, bool abState)
Sets if the moving button can be switched off by the player or not
void MovingButton_SetCanBeSwitchedOn(const tString &in asName, bool abState)
Sets if the moving button can be switched on by the player or not
void MovingButton_SetDisabled(const tString &in asName, bool abState, bool abUseEffects = true)
Sets the MovingButtons disabled state
void MovingButton_SetLocked(const tString &in asName, bool abState, bool abUseEffects = true)
Sets the MovingButtons locked state
void MovingButton_SetReturnToOffTime(const tString &in asName, float afTime)
Sets the time it should take for the button to return to its off state
void MovingButton_SetSwitchedOn(const tString &in asName, bool abState, bool abEffects)
Switches a button on/off

ParticleSystem

Arrows icon.png See more - ParticleSystem
Return Type Function and Description
void ParticleSystem_AttachToEntity(const tString &in asPSName, const tString &in asEntityName)
Attaches a particle system to an entity
cParticleSystem ParticleSystem_CreateAtEntity(const tString &in asPSName, const tString &in asPSFile, const tString &in asEntity, bool abAttach)
Creates a particle system at entity
cParticleSystem ParticleSystem_CreateAtEntityExt(const tString &in asPSName, const tString &in asPSFile, const tString &in asEntity, bool abAttach, const cColor &in acColor, float afBrightness = 1.0f, bool abFadeAtDistance = false, float afFadeMinEnd = 1.0f, float afFadeMinStart = 2.0f, float afFadeMaxStart = 100.0f, float afFadeMaxEnd = 110.0f)
Creates a particle system at entity with extra options
void ParticleSystem_Destroy(const tString &in asPSName)
Destroy a particle system
bool ParticleSystem_Exists(const tString &in asPSName)
Returns true or false if a given particle system exists
void ParticleSystem_Preload(const tString &in asFile)
Preload particle system data
void ParticleSystem_SetActive(const tString &in asPSName, bool abActive)
Activates or deactivates a particle system
void ParticleSystem_SetBrightness(const tString &in asPSName, float afBrightness)
Sets the brightness of a particle system
void ParticleSystem_SetColor(const tString &in asPSName, const cColor &in acColor)
Sets the color of a particle system
void ParticleSystem_SetVisible(const tString &in asPSName, bool abVisible)
Sets the visibility of a particle system

PhysicsSlideDoor

Arrows icon.png See more - PhysicsSlideDoor
Return Type Function and Description
void PhysicsSlideDoor_AutoMoveToState(const tString &in asName, int alState)
Automove physics slide door to a state
bool PhysicsSlideDoor_GetClosed(const tString &in asName)
Returns true if door is closed
float PhysicsSlideDoor_GetOpenAmount(const tString &in asName)
Returns the open amount of the door
void PhysicsSlideDoor_SetLocked(const tString &in asName, bool abLocked, bool abEffects)
Sets the physics slide door as locked or unlocked

Prop

Arrows icon.png See more - Prop
Return Type Function and Description
void Prop_AddAttachedProp(tString &in asPropName, tString &in asAttachName, tString &in asAttachFile, cVector3f &in avPosOffset, cVector3f &in avRotOffset)
Attaches a prop mesh (any other data is skipped) to a Prop
void Prop_AddHealth(const tString &in asPropName, float afHealth)
Adds health to a prop
void Prop_AlignRotation(const tString &in asName, const tString &in asTargetEntity, float afAcceleration, float afMaxSpeed, float afSlowDownDist, bool abResetSpeed, const tString &in asCallback = "")
Aligns the rotation of the specified prop to the current rotation of the target entity
void Prop_ClearVelocity(const tString &in asPropName)
Clear out all velocity on a prop
void Prop_DisableCollisionUntilOutsidePlayer(const tString &in asPropName)
float Prop_GetHealth(const tString &in asPropName)
Gets the health of a prop
void Prop_MoveLinearTo(const tString &in asName, const tString &in asTargetEntity, float afAcceleration, float afMaxSpeed, float afSlowDownDist, bool abResetSpeed, const tString &in asCallback = "")
Moves the specified prop to the current position of the target entity
void Prop_RemoveAttachedProp(tString &in asPropName, tString &in asAttachName)
Removes an attached prop from a prop
void Prop_RotateToSpeed(const tString &in asPropName, float afAcc, float afGoalSpeed, const cVector3f &in avAxis, bool abResetSpeed, const tString &in asOffsetEntity)
Rotates a prop to a target speed
void Prop_RotateToSpeed(const tString &in asPropName, float afAcc, float afGoalSpeed, bool abResetSpeed, const tString &in asOffsetEntity)
Rotates a prop to a target speed
void Prop_SetActiveAndFade(const tString &in asPropName, bool abActive, float afFadeTime)
Activates or deactivates a entity and fades the mesh in or out
void Prop_SetAllowMapTransfer(const tString &in asPropName, bool abX)
Sets if a prop should be transfered
void Prop_SetHealth(const tString &in asPropName, float afHealth)
Sets the health of a prop
void Prop_SetStaticPhysics(const tString &in asPropName, bool abX)
Sets the physics of the object to static or dynamic
void Prop_StopMovement(const tString &in asPropName)
Stops the static movement of a prop

Readable

Arrows icon.png See more - Readable
Return Type Function and Description
void Readable_SetCloseCallback(const tString &in asName, const tString &in asCallback)
Sets the close callback of a readable prop
void Readable_SetOpenEntityFile(const tString &in asName, const tString &in asEntityFile)
Sets the open entity file of the readable prop

Slide

Arrows icon.png See more - Slide
Return Type Function and Description
void Slide_AutoMoveTo(const tString &in asName, float afAmount)
Auto moves the slide prop to a specific amount?
bool Slide_GetLocked(const tString &in asName)
Get if the slide prop is locked
float Slide_GetSlideAmount(const tString &in asName)
Gets the slide amount of a Slide prop, 0 being at it' min position and 1 being at its max
cVector3f Slide_GetSlideVel(const tString &in asName)
Gets the velocity of the slide joint
void Slide_SetLocked(const tString &in asName, bool abLocked, bool abEffects)
Locks/Unlocks a slide prop
void Slide_SetSlideAmount(const tString &in asName, float afAmount)
Sets the slide amount of a Slide prop, 0 being at it' min position and 1 being at its max

SlideDoor

Arrows icon.png See more - SlideDoor
Return Type Function and Description
float SlideDoor_GetOpenAmount(const tString &in asName)
Gets the open amount of a SlideDoor, 0 being completely closed and 1 being completely open
void SlideDoor_SetClosed(const tString &in asName, bool abClosed, bool abInstant = false)
Sets the close state of a SlideDoor
void SlideDoor_SetOpenableByAgent(const tString &in asName, bool abX)
Sets if the agents should be able to open the slide door
void SlideDoor_SetOpenAmount(const tString &in asName, float afOpenAmount, bool abInstant = false)
Moves a SlideDoor to a specific open amount

String

Arrows icon.png See more - String
Return Type Function and Description
tString String_SecondsToClockDisplay(float afSeconds, bool abShowHours, bool abShowMinutes, bool abShowSeconds, bool abShowHundredths)

SwingDoor

Arrows icon.png See more - SwingDoor
Return Type Function and Description
void SwingDoor_AddDoorBodyImpulse(const tString &in asName, float afImpulseAmount)
bool SwingDoor_GetBlocked(const tString &in asName)
Checks if door is blocked
bool SwingDoor_GetClosed(const tString &in asName)
Checks if door is closed
bool SwingDoor_GetLocked(const tString &in asName)
Checks if door is locked
float SwingDoor_GetOpenAmount(const tString &in asName)
Get open amount of a door
int SwingDoor_GetState(const tString &in asName)
Checks the state of the door
void SwingDoor_SetBlocked(const tString &in asName, bool abBlocked, bool abEffects)
Blocks or unblocks a SwingDoor
void SwingDoor_SetClosed(const tString &in asName, bool abClosed, bool abEffects)
Sets the close state of a SwingDoor
void SwingDoor_SetDisableAutoClose(const tString &in asName, bool abDisableAutoClose)
Disables or enables the automatic close functionality of a door
void SwingDoor_SetLocked(const tString &in asName, bool abLocked, bool abEffects)
Locks or unlocks a SwingDoor
void SwingDoor_SetOpenAmount(const tString &in asName, float afOpenAmount)
Sets the door to a specific open state instantly

Terminal

Arrows icon.png See more - Terminal
Return Type Function and Description
void Terminal_FadeImGuiStateColor(const tString &in asPropName, const tString &in asVarName, cColor aGoalVal, float afTime, eEasing aType = eEasing_QuadInOut, bool abReplaceIfExist = true)
void Terminal_FadeImGuiStateFloat(const tString &in asPropName, const tString &in asVarName, float afGoalVal, float afTime, eEasing aType = eEasing_QuadInOut, bool abReplaceIfExist = true)
void Terminal_FadeImGuiStateVector3f(const tString &in asPropName, const tString &in asVarName, cVector3f avGoalVal, float afTime, eEasing aType = eEasing_QuadInOut, bool abReplaceIfExist = true)
void Terminal_ForceCacheUpdate(const tString &in asName)
Forces the terminal to update its cache
bool Terminal_GetImGuiStateBool(const tString &in asPropName, const tString &in asVarName, bool alDefault = false)
cColor Terminal_GetImGuiStateColor(const tString &in asPropName, const tString &in asVarName, const cColor &in aDefault)
float Terminal_GetImGuiStateFloat(const tString &in asPropName, const tString &in asVarName, float afDefault = 0.0f)
int Terminal_GetImGuiStateInt(const tString &in asPropName, const tString &in asVarName, int alDefault = 0)
cVector3f Terminal_GetImGuiStateVector3f(const tString &in asPropName, const tString &in asVarName, const cVector3f &in avDefault)
void Terminal_IncImGuiStateColor(const tString &in asPropName, const tString &in asVarName, const cColor &in aVal)
void Terminal_IncImGuiStateFloat(const tString &in asPropName, const tString &in asVarName, float afVal)
void Terminal_IncImGuiStateInt(const tString &in asPropName, const tString &in asVarName, int alVal)
void Terminal_IncImGuiStateVector3f(const tString &in asPropName, const tString &in asVarName, const cVector3f &in avVal)
bool Terminal_IsGuiActive(const tString &in asName)
Get if the terminal GUI is active
void Terminal_SetAllowInteraction(const tString &in asName, bool abX)
Set if the terminal should allow interaction from player
void Terminal_SetEnterCallback(const tString &in asName, const tString &in asCallback)
Set the terminal's Enter callback
void Terminal_SetFPSWhenIdle(const tString &in asName, float afFPS)
Sets the FPS of the terminal when not in focus
void Terminal_SetGuiActive(const tString &in asName, bool abX, float afFadeTime = 0.0f)
Set if the terminal should visible
void Terminal_SetImGuiStateBool(const tString &in asPropName, const tString &in asVarName, bool abVal)
void Terminal_SetImGuiStateColor(const tString &in asPropName, const tString &in asVarName, const cColor &in aVal)
void Terminal_SetImGuiStateFloat(const tString &in asPropName, const tString &in asVarName, float afVal)
void Terminal_SetImGuiStateInt(const tString &in asPropName, const tString &in asVarName, int alVal)
void Terminal_SetImGuiStateVector3f(const tString &in asPropName, const tString &in asVarName, const cVector3f &in avVal)
void Terminal_SetLeaveCallback(const tString &in asName, const tString &in asCallback)
Set the terminal's Leave callback
void Terminal_SetOnGuiFunction(const tString &in asName, const tString &in asCallback)
Set the terminal's GUI method
void Terminal_SetShowMouse(const tString &in asPropName, bool abShow)
void Terminal_SetUpdateWhenOutOfView(const tString &in asName, bool abX)
Set if the terminal should update when not visible
void Terminal_StopImGuiFade(const tString &in asPropName, const tString &in asVarName)

Tool

Arrows icon.png See more - Tool
Return Type Function and Description
tString Tool_GetHandAnimationSuffix(const tString &in asName)
Returns the hand animation prefix specified for the tool
void Tool_PickUp(const tString &in asName, bool abEquipTool, bool abCallback)
Adds the specified tool to the player's inventory
void Tool_SetAutoHideAfterPickup(const tString &in asName, bool abX)
Sets if a tool should be hidden automatically after getting picked up and being displayed for a brief moment
void Tool_SetHighlightActive(const tString &in asName, bool abX)
Sets if a tool should have the highlight effect when looked at

Wheel

Arrows icon.png See more - Wheel
Return Type Function and Description
float Wheel_GetCurrentAngle(const tString &in asName)
Gets the angle of a wheel
int Wheel_GetState(const tString &in asName)
Gets the state of the wheel
void Wheel_SetAngle(const tString &in asName, float afAngle, bool abAutoMove)
Sets the angle of a wheel
void Wheel_SetInteractionDisablesStuck(const tString &in asName, bool abX)
Sets if player interaction will disable the stuck state of a wheel
void Wheel_SetStuckState(const tString &in asName, int alState, bool abEffects)
Sets the stuck state of a wheel