Difference between revisions of "HPL3/Amnesia: Rebirth/Scripting/Scripting Api/ParticleSystem"

From Frictional Wiki
Jump to navigation Jump to search
(Created page with "{{ScriptingStub}} Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki! ==Summary== {{CodeDocSummaryTop}} {{CodeDocSummaryIte...")
 
(No difference)

Latest revision as of 01:06, 16 November 2020

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

Summary

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

Function Detail

ParticleSystem_AttachToEntity

void ParticleSystem_AttachToEntity(const tString &in asPSName,
                                   const tString &in asEntityName)

Attaches a particle system to an entity.

Parameters

Returns:

  • void

ParticleSystem_CreateAtEntity

cParticleSystem@ ParticleSystem_CreateAtEntity(const tString &in asPSName,
                                               const tString &in asPSFile,
                                               const tString &in asEntity,
                                               bool abAttach)

Creates a particle system at entity.

Parameters

Returns:

  • cParticleSystem@—cParticleSystem, the created particle system or null if the function fails.

ParticleSystem_CreateAtEntityExt

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.

Parameters

  • asPSName (tString) —
  • asPSFile (tString) —
  • asEntity (tString) —
  • abAttach (bool) —
  • acColor (cColor) —
  • afBrightness (float) —
  • abFadeAtDistance (bool) —
  • afFadeMinEnd (float) —
  • afFadeMinStart (float) —
  • afFadeMaxStart (float) —
  • afFadeMaxEnd (float) —

Returns:

  • cParticleSystem@—cParticleSystem, the created particle system or null if the function fails.

ParticleSystem_Destroy

void ParticleSystem_Destroy(const tString &in asPSName)

Destroy a particle system. Can contain wildcards.

Parameters

Returns:

  • void

ParticleSystem_Exists

bool ParticleSystem_Exists(const tString &in asPSName)

Returns true or false if a given particle system exists

Parameters

Returns:

  • bool

ParticleSystem_Preload

void ParticleSystem_Preload(const tString &in asFile)

Preload particle system data

Parameters

Returns:

  • void

ParticleSystem_SetActive

void ParticleSystem_SetActive(const tString &in asPSName,
                              bool abActive)

Activates or deactivates a particle system.

Parameters

  • asPSName (tString) —
  • abActive (bool) —

Returns:

  • void

ParticleSystem_SetBrightness

void ParticleSystem_SetBrightness(const tString &in asPSName,
                                  float afBrightness)

Sets the brightness of a particle system.

Parameters

  • asPSName (tString) —
  • afBrightness (float) —

Returns:

  • void

ParticleSystem_SetColor

void ParticleSystem_SetColor(const tString &in asPSName,
                             const cColor &in acColor)

Sets the color of a particle system.

Parameters

Returns:

  • void

ParticleSystem_SetVisible

void ParticleSystem_SetVisible(const tString &in asPSName,
                               bool abVisible)

Sets the visibility of a particle system.

Parameters

  • asPSName (tString) —
  • abVisible (bool) —

Returns:

  • void