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t1_scriptAPI.cpp File Reference

Go to the source code of this file.

Classes

class  array< T >
 
class  kStr
 String class functions. More...
 
class  kAngle
 Angle functions. More...
 
class  kVec3
 Representation of 3D vectors and points. More...
 
class  kQuat
 Quaternions used to represent rotations. More...
 
class  kPlane
 Plane functions. More...
 
class  kColor
 < Not used (included automatically from kexengine) More...
 
class  kBitDelta
 < Not used (garbage included automatically from kexengine) More...
 
class  kexTranslation
 < Not used (garbage included automatically from kexengine) More...
 
class  ref
 
class  kScriptObject
 
class  kScriptObjectFx
 
class  ScriptObject
 Actor script classes must inherit from this class. More...
 
class  ScriptObjectWeapon
 Weapon script classes must inherit from this class. More...
 
class  ScriptObjectPlayer
 Player script class must inherit from this class. More...
 
class  ScriptObjectFx
 Fx script class must inherit from this class. More...
 
class  kDict
 Editable Dictionary object that holds keys and values. More...
 
class  kDictMem
 Read only Dictionary object that holds keys and values. More...
 
class  kSelectionListInt
 For selecting a int value based on weights. More...
 
class  kSelectionListFloat
 For selecting a float value based on weights. More...
 
class  kRenderModel
 
class  kAnimState
 
class  kActor
 Base type used by all actors. More...
 
class  kActorIterator
 The way to iterate through all actors in the map. Example code: More...
 
class  kWeapon
 
class  kAI
 
class  kPuppet
 
class  kActorFactory
 For Spawning Actors. More...
 
class  kFx
 
class  kCamera
 
class  kCModel
 The kCModel(CModel) global stores collision results when certain actor methods are called. Those methods are as follows: GetSectorIndexAtLocation const bool CanSee(kActor@, const uint = 0) MoveToPosition SpawnProjectile bool CheckPosition(const kVec3 &in) More...
 
class  kPlayLoop
 
class  kSys
 
class  kWorld
 
class  kGame
 
class  kFxIterator
 The way to iterate through all Fx in the map. Example code: More...
 
class  kPlayer
 
class  kScriptTMap
 A map/dictionary that stores key/values as kStr. Example code to iterate each key/value: More...
 

Namespaces

namespace  kexVibrationPlayer
 
namespace  kexColors
 < Not used (garbage included automatically from kexengine)
 

Enumerations

enum  EnumPlaneSide { PSIDE_FRONT = 0 , PSIDE_BACK = 1 , PSIDE_ON = 2 }
 
enum  kexLocPlatform_e {
  LocPlatform_UserPlatformCount = 8 , LocPlatform_Windows = 1 , LocPlatform_Linux = 2 , LocPlatform_Mac = 4 ,
  LocPlatform_Switch = 8 , LocPlatform_XboxOne = 16 , LocPlatform_PlayStation4 = 32 , LocPlatform_XboxSeries = 64 ,
  LocPlatform_WindowsStore = 128 , LocPlatform_PlayStation5 = 256 , LocPlatform_FirstUserPlatform = 16777216 , LocPlatform_Current = 1
}
 < Not used (garbage included automatically from kexengine) More...
 
enum  EnumAnimStateFlags {
  ANF_BLEND = 1 << 0 , ANF_LOOP = 1 << 1 , ANF_STOPPED = 1 << 2 , ANF_NOINTERRUPT = 1 << 3 ,
  ANF_ROOTMOTION = 1 << 4 , ANF_PAUSED = 1 << 5 , ANF_CYCLECOMPLETED = 1 << 6 , ANF_LINEARBLEND = 1 << 7
}
 
enum  EnumActorFlags {
  AF_SOLID = 1 << 0 , AF_DORMANT = 1 << 1 , AF_SNAPTOFLOOR = 1 << 2 , AF_CLIMBWALLS = 1 << 3 ,
  AF_WOUNDEDMORTALLY = 1 << 4 , AF_CASTSHADOW = 1 << 5 , AF_TRIGGERSTUFF = 1 << 6 , AF_HIDDEN = 1 << 7 ,
  AF_ACTIVATED = 1 << 8 , AF_DISABLED = 1 << 9 , AF_ENTEREDAREAEVENT = 1 << 10 , AF_REMOVEONCOMPLETION = 1 << 11 ,
  AF_NOBLOOD = 1 << 12 , AF_AVOIDWATER = 1 << 13 , AF_FLOATINWATERONDEATH = 1 << 14 , AF_DEAD = 1 << 15 ,
  AF_STATIONARY = 1 << 16 , AF_ALIGNTOFLOOR = 1 << 17 , AF_NODRAW = 1 << 18 , AF_NONSHOOTABLE = 1 << 19 ,
  AF_FULLVOLUME = 1 << 20 , AF_CANBETOUCHED = 1 << 21 , AF_IGNORESOUNDEVENTS = 1 << 22 , AF_TRIGGERANIMATION = 1 << 23 ,
  AF_HOLDTRIGGERANIM = 1 << 24 , AF_TRIGGERNAIMDELAY = 1 << 25 , AF_STAYINWATER = 1 << 26 , AF_ALWAYSACTIVE = 1 << 27 ,
  AF_COLLIDEDWITHWALL = 1 << 28 , AF_INVINCIBLE = 1 << 29 , AF_ALLOWTINYENEMYCHEAT = 1 << 30 , AF_NOMOVEMENT = 1 << 31
}
 
enum  EnumActorSpawnFlags1 {
  ASF1_SOLID = 1 << 0 , ASF1_PROJECTILEATTACK1 = 1 << 1 , ASF1_LEADER = 1 << 2 , ASF1_SNAPTOFLOOR = 1 << 3 ,
  ASF1_EXPLOSIONDEATH = 1 << 4 , ASF1_CLIMBWALLS = 1 << 5 , ASF1_PROJECTILEATTACK2 = 1 << 6 , ASF1_NOREPEATEXPLOSION = 1 << 7 ,
  ASF1_DIEONEXPLOSION = 1 << 8 , ASF1_FLOCKER = 1 << 9 , ASF1_SLOW = 1 << 10 , ASF1_RANDOMRESURRECTION = 1 << 11 ,
  ASF1_RANDOMFEIGNDEATH = 1 << 12 , ASF1_KAMIKAZE = 1 << 13 , ASF1_AVOIDPLAYERS = 1 << 14 , ASF1_FLOATINWATERONDEATH = 1 << 15 ,
  ASF1_TELEPORT = 1 << 16 , ASF1_CASTSHADOW = 1 << 17 , ASF1_TELEPORTWAIT = 1 << 18 , ASF1_USESTRONGATTACKS = 1 << 19 ,
  ASF1_USEWEAKATTACKS = 1 << 20 , ASF1_SNIPER = 1 << 21 , ASF1_MELTONDEATH = 1 << 22 , ASF1_AVOIDWATER = 1 << 23 ,
  ASF1_FLYING = 1 << 24 , ASF1_TELEPORTAVOIDWATER = 1 << 25 , ASF1_TELEPORTAVOIDCLIFFS = 1 << 26 , ASF1_TRIGGERSTUFF = 1 << 27 ,
  ASF1_CANNOTCAUSEAFIGHT = 1 << 28 , ASF1_NOWALLCOLLISION = 1 << 29 , ASF1_SCREENSHAKE = 1 << 30 , ASF1_RESPAWNANIMATION = 1 << 31
}
 
enum  EnumActorSpawnFlags2 {
  ASF2_DROPITEM_MASK1 = 1 << 0 , ASF2_DROPITEM_MASK2 = 1 << 1 , ASF2_DROPITEM_MASK3 = 1 << 2 , ASF2_DROPITEM_MASK4 = 1 << 3 ,
  ASF2_DROPITEM_MASK5 = 1 << 4 , ASF2_DROPITEM_MASK6 = 1 << 5 , ASF2_DROPITEM_MASK7 = 1 << 6 , ASF2_DROPITEM_MASK8 = 1 << 7 ,
  ASF2_DROPITEM_MASK9 = 1 << 8 , ASF2_DROPITEM_MASK10 = 1 << 9 , ASF2_DROPITEM_MASK11 = 1 << 10 , ASF2_DROPITEM_MASK12 = 1 << 11 ,
  ASF2_DROPITEM_MASK13 = 1 << 12 , ASF2_DROPITEM_MASK14 = 1 << 13 , ASF2_REMOVEONCOMPLETION = 1 << 14 , ASF2_NOBLOOD = 1 << 15 ,
  ASF2_HOLDTRIGGERANIMATION = 1 << 16 , ASF2_PROJECTILEATTACK3 = 1 << 17 , ASF2_PROJECTILEATTACK4 = 1 << 18 , ASF2_DROPITEMONDAMAGE = 1 << 19 ,
  ASF2_NOAUTOMAPDRAW = 1 << 20 , ASF2_ALTERNATEMOVES = 1 << 21 , ASF2_UNUSED1 = 1 << 22 , ASF2_UNUSED2 = 1 << 23 ,
  ASF2_PROJECTILEATTACK5 = 1 << 24 , ASF2_PROJECTILEATTACK6 = 1 << 25 , ASF2_MORTALWOUNDIMPACT = 1 << 26 , ASF2_STAYINWATER = 1 << 27 ,
  ASF2_WARPDEATH = 1 << 28 , ASF2_STOREWARPRETURN = 1 << 29 , ASF2_PROJECTILEATTACK7 = 1 << 30 , ASF2_PROJECTILEATTACK8 = 1 << 31
}
 
enum  EnumActorSpawnFlags3 {
  ASF3_RETURNWARP = 1 << 0 , ASF3_PLAYTRIGGERANIMONCE = 1 << 1 , ASF3_REGENERATEFROMSTART = 1 << 2 , ASF3_WALKINSTRAIGHTLINE = 1 << 3 ,
  ASF3_KILLOUTSIDEOFVIEW = 1 << 4 , ASF3_NOTHINKER = 1 << 5 , ASF3_AVOIDPLAYERS2 = 1 << 6 , ASF3_NOVIOLENTDEATH = 1 << 7 ,
  ASF3_PROJECTILEATTACK9 = 1 << 8 , ASF3_PROJECTILEATTACK10 = 1 << 9 , ASF3_MAKESPAWNANIMVISIBLE = 1 << 10 , ASF3_NODRAWONCAMERA = 1 << 11
}
 
enum  EnumPlayerFlags {
  PF_NOCLIP = 1 << 0 , PF_FLY = 1 << 1 , PF_DEAD = 1 << 2 , PF_GOD = 1 << 3 ,
  PF_JUMPING = 1 << 4 , PF_HASJUMPED = 1 << 5 , PF_INWARPAREA = 1 << 6 , PF_CLIMBTHRUST = 1 << 7 ,
  PF_NOAIRFRICTION = 1 << 8 , PF_CRAWLING = 1 << 9 , PF_PREVENTDEATHCAM = 1 << 10 , PF_FIREDPROJECTILE = 1 << 11 ,
  PF_FALLINGDEATHPIT = 1 << 12 , PF_WEAPONSTEAL = 1 << 13 , PF_NOSECTORMUSIC = 1 << 14 , PF_NOTOUCH = 1 << 15 ,
  PF_NOCEILINGGLIDE = 1 << 16
}
 
enum  EnumPlayerStates {
  PS_WALKING = 0 , PS_JUMPING = 1 , PS_CLIMBING = 2 , PS_SWIMMING = 3 ,
  PS_UNDERWATER = 4 , PS_FALLDEATH = 5 , PS_ANTIGRAVITY = 6
}
 
enum  EnumCheatFlags {
  GC_BIG_HEADS = 1 << 0 , GC_TINY_ENEMY = 1 << 1 , GC_INFINITE_AMMO = 1 << 2 , GC_PURDY_COLORS = 1 << 3 ,
  GC_SPIRIT_MODE = 1 << 4 , GC_INVINCIBILITY = 1 << 5 , GC_FLIGHT = 1 << 6 , GC_DISCO = 1 << 7 ,
  GC_INFINITE_LIVES = 1 << 8 , GC_ALL_MAP = 1 << 9 , GC_SHOW_ENEMIES = 1 << 10 , GC_NOCLIP = 1 << 11
}
 
enum  EnumAIFlags {
  AIF_ATTACKING = 1 << 0 , AIF_WASSOLID = 1 << 1 , AIF_FIRSTATTACK = 1 << 2 , AIF_HEARDLOUDNOISE = 1 << 3 ,
  AIF_BLOWNAWAY = 1 << 4 , AIF_GOBACKTOLEASH = 1 << 5 , AIF_RESSURECT = 1 << 6 , AIF_FEIGNDEATH = 1 << 7 ,
  AIF_REGENERATE = 1 << 8 , AIF_SEETARGET = 1 << 9 , AIF_NOCHASE = 1 << 10 , AIF_REGENERATEANIM = 1 << 11 ,
  AIF_NOTHINK = 1 << 12 , AIF_RUNNING = 1 << 13 , AIF_GETATTENTION = 1 << 14 , AIF_REGENANIMDELAY = 1 << 15 ,
  AIF_HEARDQUIETNOISE = 1 << 16 , AIF_AWAYFROMLEASH = 1 << 17 , AIF_TELEPORTAWAY = 1 << 18 , AIF_TELEPORTMOVESLOW = 1 << 19 ,
  AIF_TELEPORTING = 1 << 20 , AIF_TELEPORTIN = 1 << 21 , AIF_WAITFORCYCLE = 1 << 22 , AIF_DAMAGEPANIC = 1 << 23
}
 
enum  EnumImpactType {
  IT_DEFAULT = 0 , IT_WATER = 1 , IT_METAL = 2 , IT_STONE = 3 ,
  IT_FLESH_HUMAN = 4 , IT_FLESH_CREATURE = 5 , IT_FLESH_UNDEAD = 6 , IT_LAVA = 7 ,
  IT_SLIME = 8 , IT_FORCEFIELD = 9
}
 
enum  EnumGameFontType { GFT_BIG = 0 , GFT_SMALL = 1 , GFT_NUMBERS = 2 , GFT_TTF = 3 }
 
enum  EnumClipResultFlags {
  CRF_NOCOLLISION = 0 , CRF_FLOOR = 1 << 0 , CRF_CEILING = 1 << 1 , CRF_WALL = 1 << 2 ,
  CRF_OBJECT = 1 << 3 , CRF_MESH = 1 << 4 , CRF_ADJUST = 1 << 5 , CRF_WALLRADIUS = 1 << 6
}
 
enum  EnumWeaponStates {
  WS_IDLE = 0 , WS_RAISE = 1 , WS_LOWER = 2 , WS_FIRE = 3 ,
  WS_HOLDSTER = 4 , WS_WALK = 5 , WS_RUN = 6 , WS_DISCHARGE = 7 ,
  WS_FIREUNDERWATER = 8
}
 
enum  EnumInputActions {
  IA_ATTACK = 0 , IA_JUMP = 1 , IA_FORWARD = 2 , IA_BACKWARD = 3 ,
  IA_STRAFELEFT = 4 , IA_STRAFERIGHT = 5 , IA_WEAPNEXT = 6 , IA_WEAPPREV = 7 ,
  IA_MAPZOOMIN = 8 , IA_MAPZOOMOUT = 9 , IA_CUSTOM1 = 10 , IA_CUSTOM2 = 11
}
 
enum  EnumPlayerButtons {
  BC_ATTACK = 1 << 0 , BC_JUMP = 1 << 1 , BC_FORWARD = 1 << 2 , BC_BACKWARD = 1 << 3 ,
  BC_STRAFELEFT = 1 << 4 , BC_STRAFERIGHT = 1 << 5 , BC_WEAPONRIGHT = 1 << 6 , BC_WEAPONLEFT = 1 << 7 ,
  BC_MAPZOOMIN = 1 << 8 , BC_MAPZOOMOUT = 1 << 9 , BC_CUSTOM1 = 1 << 10 , BC_CUSTOM2 = 1 << 11
}
 
enum  EnumPlayerConButtons {
  CBC_WEAPON1 = 1 << 0 , CBC_WEAPON2 = 1 << 1 , CBC_WEAPON3 = 1 << 2 , CBC_WEAPON4 = 1 << 3 ,
  CBC_WEAPON5 = 1 << 4 , CBC_WEAPON6 = 1 << 5 , CBC_WEAPON7 = 1 << 6 , CBC_WEAPON8 = 1 << 7 ,
  CBC_WEAPON9 = 1 << 8 , CBC_WEAPON10 = 1 << 9 , CBC_WEAPON11 = 1 << 10 , CBC_WEAPON12 = 1 << 11 ,
  CBC_WEAPON13 = 1 << 12 , CBC_WEAPON14 = 1 << 13 , CBC_AUTOMAP = 1 << 14 , CBC_CHANGEAMMO = 1 << 15 ,
  CBC_RUNWALK = 1 << 16 , CBC_MENUUP = 1 << 17 , CBC_MENUDOWN = 1 << 18 , CBC_MENULEFT = 1 << 19 ,
  CBC_MENURIGHT = 1 << 20 , CBC_MENUSELECT = 1 << 21 , CBC_MENUDESELECT = 1 << 22 , CBC_MENUBACK = 1 << 23 ,
  CBC_MENUCANCEL = 1 << 24 , CBC_MENUACTIVATE = 1 << 25
}
 
enum  EnumGameButtonEvents {
  GBE_MENU_UP = 1 << 0 , GBE_MENU_RIGHT = 1 << 1 , GBE_MENU_DOWN = 1 << 2 , GBE_MENU_LEFT = 1 << 3 ,
  GBE_MENU_SELECT = 1 << 4 , GBE_MENU_CANCEL = 1 << 5 , GBE_MENU_BACK = 1 << 6 , GBE_MENU_ACTIVATE = 1 << 7 ,
  GBE_MENU_DESELECT = 1 << 8 , GBE_MENU_MOUSESELECT = 1 << 9
}
 
enum  EnumDifficulty { DIFFICULTY_EASY = 0 , DIFFICULTY_NORMAL = 1 , DIFFICULTY_HARD = 2 , DIFFICULTY_HARDCORE = 3 }
 
enum  EnumClipFlags {
  CF_CLIPEDGES = 1 << 0 , CF_IGNOREBLOCKERS = 1 << 1 , CF_DROPOFF = 1 << 2 , CF_NOENTERWATER = 1 << 3 ,
  CF_NOEXITWATER = 1 << 4 , CF_NOCLIPSTATICS = 1 << 5 , CF_NOCLIPACTORS = 1 << 6 , CF_WALKWALLS = 1 << 7 ,
  CF_COLLIDEFLOORS = 1 << 8 , CF_HITSCAN = 1 << 9 , CF_ALLOWCLIMB = 1 << 10 , CF_ALLOWCRAWL = 1 << 11 ,
  CF_NOSTEPDOWN = 1 << 12 , CF_NOSLOPESTEP = 1 << 13 , CF_COLLIDEHEIGHT = 1 << 14 , CF_COLLIDECORPSES = 1 << 15 ,
  CF_NOEXITWALLS = 1 << 16 , CF_NOCOLLIDEFUNC = 1 << 17 , CF_NOFLOORADJUST = 1 << 18 , CF_NOCEILINGADJUST = 1 << 19 ,
  CF_COLLIDEWATER = 1 << 20 , CF_USEWALLRADIUS = 1 << 21 , CF_NOCLIPTARGETACTORS = 1 << 22 , CF_COLLIDETRIGGERS = 1 << 23 ,
  CF_STANDONOBJECTS = 1 << 24 , CF_GREASESLIDEOBJECTS = 1 << 25 , CF_ALLOWRESTRICTEDAREAS = 1 << 26 , CF_COLLIDECLIFFS = 1 << 27 ,
  CF_CHECKLINKEDBRIDGES = 1 << 28 , CF_POLYCOLLISION = 1 << 29 , CF_COLLIDEPLAYERBLOCKER = 1 << 30
}
 
enum  EnumWaterLevel { WLT_INVALID = 0 , WLT_OVER = 1 , WLT_BETWEEN = 2 , WLT_UNDER = 3 }
 
enum  EnumCameraLerpType {
  CMLT_NONE = 0 , CMLT_LINEAR = 1 , CMLT_LINEARLOOP = 2 , CMLT_COSINE = 3 ,
  CMLT_COSINE_POW = 4
}
 Lerp type when doing AutoPlayPositionTrack, AutoPlayRotationTrack, or AutoPlayBlendTrack. When a view has one of those active the view's time variable is then increased by GAME_DELTA_TIME. More...
 
enum  EnumCameraFlags {
  CMF_NO_INITIAL_FADEOUT = 1 << 0 , CMF_NO_LETTERBOX = 1 << 1 , CMF_LOCK_PLAYER = 1 << 2 , CMF_UNLOCK_PLAYER_ON_FINISH = 1 << 3 ,
  CMF_INITIAL_FADEIN = 1 << 4 , CMF_SHOW_CREDITS = 1 << 5 , CMF_CHANGE_MAP_AFTER_FADE = 1 << 6 , CMF_SHOW_HIDDEN_OBJECTS = 1 << 7 ,
  CMF_NO_INITIAL_FADEIN = 1 << 8 , CMF_NO_SUNLENSFLARE = 1 << 9
}
 
enum  EnumCameraStates {
  CAMS_IDLE = 0 , CAMS_FADEOUT = 1 , CAMS_FADEIN = 2 , CAMS_ACTIVE = 3 ,
  CAMS_ACTIVE_TO_FADEOUT = 4 , CAMS_FADEBACK_TO_CLIENT = 5 , CAMS_RESTORE_TO_CLIENT = 6
}
 
enum  EnumAreaFlags {
  AAF_WATER = 1 << 0 , AAF_BLOCK = 1 << 1 , AAF_TOGGLE = 1 << 2 , AAF_CLIFF = 1 << 3 ,
  AAF_CLIMB = 1 << 4 , AAF_ONESIDED = 1 << 5 , AAF_CEILING = 1 << 6 , AAF_CRAWL = 1 << 7 ,
  AAF_ENTERCRAWL = 1 << 8 , AAF_HIDDEN = 1 << 9 , AAF_ENTERED = 1 << 10 , AAF_SECRET = 1 << 11 ,
  AAF_RESTRICTED = 1 << 12 , AAF_SLOPETEST = 1 << 13 , AAF_DEATHPIT = 1 << 14 , AAF_MAPPED = 1 << 15 ,
  AAF_EVENT = 1 << 16 , AAF_REPEATABLE = 1 << 17 , AAF_TELEPORT = 1 << 18 , AAF_DAMAGE = 1 << 19 ,
  AAF_DRAWSKY = 1 << 20 , AAF_TELEPORTAIR = 1 << 21 , AAF_LAVA = 1 << 22 , AAF_EVENTSOUND = 1 << 23 ,
  AAF_ANTIGRAVITY = 1 << 24 , AAF_LADDER = 1 << 25 , AAF_CHECKPOINT = 1 << 26 , AAF_SAVEGAME = 1 << 27 ,
  AAF_WARPRETURN = 1 << 28 , AAF_SHALLOWWATER = 1 << 29 , AAF_DRAWSUN = 1 << 30 , AAF_STOREWARPRETURN = 1 << 31
}
 
enum  EnumSectorPlatformFlags {
  SPF_FLOORVERTS = 1 << 0 , SPF_CEILINGVERTS = 1 << 1 , SPF_SAMEAREA = 1 << 2 , SPF_MOVEPLAYERINAIR = 1 << 3 ,
  SPF_USEMOVETOFORPLAYER = 1 << 4 , SPF_USEMOVETOFORAI = 1 << 5 , SPF_USEMOVETOFOROTHER = 1 << 6 , SPF_MOVEPLAYER = 1 << 7 ,
  SPF_MOVEAI = 1 << 8 , SPF_MOVEOTHERACTORS = 1 << 9 , SPF_DEFAULT = SPF_FLOORVERTS|SPF_CEILINGVERTS|SPF_MOVEPLAYERINAIR|SPF_USEMOVETOFORPLAYER|SPF_MOVEPLAYER|SPF_MOVEAI|SPF_MOVEOTHERACTORS
}
 
enum  EnumCustomHUDFlags {
  CHF_HIDECINEMA = 1 << 0 , CHF_HIDEMENU = 1 << 1 , CHF_HIDEDUMMYMENU = 1 << 2 , CHF_HIDENOHUD = 1 << 3 ,
  CHF_ALPHASCALE = 1 << 4
}
 
enum  kexVibrationPlayer::channel_e { kexVibrationPlayer::CHANNEL_WEAPON = 0 , kexVibrationPlayer::CHANNEL_BODY = 1 , kexVibrationPlayer::CHANNEL_DAMAGE = 2 , kexVibrationPlayer::CHANNEL_WORLD = 3 }
 
enum  kexVibrationPlayer::position_e { kexVibrationPlayer::POSITION_LEFT = 0 , kexVibrationPlayer::POSITION_RIGHT = 1 , kexVibrationPlayer::POSITION_NEUTRAL = 2 }
 

Functions

class kScriptTMap Sin (float f)
 Returns the sine of angle f in radians.
 
void ItBegin ()
 Resets the iterator back to the first key/value.
 
bool ItNext (kStr &out key, kStr &out value)
 key and value is set to the next key/value in the iterator. Returns false if reached the end.
 
bool Add (const kStr &in key, const kStr &in value)
 if the key doesn't exist then adds the key/value and returns false. If the key already exists then sets the value and returns true.
 
bool Find (const kStr &in key, kStr &out value)
 if the key exists then sets value and returns true. If key was not found then returns false.
 
bool HasKey (const kStr &in key)
 Returns true if the key exists.
 
bool Remove (const kStr &in key)
 Removes the key if it exists and returns true.
 
void Clear ()
 
bool IsEmpty ()
 
uint Count ()
 
float Cos (float f)
 Returns the cosine of angle f in radians.
 
float Tan (float f)
 Returns the tangent of angle f in radians.
 
float ATan2 (float y, float x)
 Returns the angle in radians whose Tan is y/x.
 
float Fabs (float f)
 Returns the absolute value of f.
 
float ACos (float f)
 Returns the arc-cosine of f - the angle in radians whose cosine is f.
 
float Sqrt (float f)
 Returns square root of f.
 
int Abs (int i)
 Returns the absolute value of i.
 
float Ceil (float f)
 Returns the smallest integer greater to or equal to f.
 
float Floor (float f)
 Returns the largest integer smaller to or equal to f.
 
float Log (float f)
 Returns the natural (base e) logarithm of a specified number.
 
float Pow (float x, float y)
 Returns f raised to power p.
 
float Deg2Rad (float degs)
 Degrees-to-radians conversion.
 
float Rad2Deg (float rads)
 Radians-to-Degrees conversion.
 
float InvSqrt (float f)
 Returns inverse square root of f.
 
float IncMax (const float val, const float inc, const float dest)
 returns val +(or minus) inc and never goes above or below dest value
 
int SysRand ()
 Range 0..32767.
 
int Rand ()
 Range 0..32767.
 
uint8 RandByte ()
 Range 0..255.
 
int RandMax (const int max)
 Range 0..max-1.
 
float NLerp (const float a, const float b, const float t)
 Calculates the linear parameter t that produces the interpolant value within the range [a, b].
 
float Accelerate (const float val, const float accel, const float max)
 return val that increases by accel in a weird way to the max value.
 
float RandFloat ()
 Range 0..1.
 
float RandCFloat ()
 Range -1..1.
 
float RandRange (const float min, const float max)
 Returns a random float number between and min [inclusive] and max [inclusive].
 
int Clamp (const int i, const int min, const int max)
 Returns clamped value between min and max.
 
float Clampf (const float f, const float min, const float max)
 Returns clamped value between min and max.
 
float Lerp (float start, const float end, const float time)
 Linearly interpolates between start and end by time.
 
float CosTween (const float t)
 return (0.5f - (Cos(t * pi) * 0.5f));
 
float CosArc (const float t)
 return (-((Cos(Deg2Rad(360.0f * t)) - 1.0f) * 0.5f));
 
float SmoothStep (const float from, const float to, const float t)
 Interpolates between min and max with smoothing at the limits.
 
float HermiteBlend (const float a, const float b, const float t)
 
float Min (const float a, const float b)
 Returns the smallest of the two values.
 
float Max (const float a, const float b)
 Returns the largest of the two values.
 
const int f2i (const float f)
 IEEE 754 float to int.
 
const float i2f (const int i)
 int to IEEE 754 float
 
void kStrSplit (const kStr &in s, const kStr &in sep)
 
kStr kStrSplitGet (const int index)
 returns the string at index
 
uint kStrSplitLength ()
 returns the amount of strings that were split
 
void kStrSplitClear ()
 clear the list of split strings after your done. Not required to call because it gets cleared when you call kStrSplit but if you don't want those strings still hanging around you can clear them now.
 
void GameVarsSetAdd (const kStr &in key, const kStr &in value)
 Adds the key and value to GameVariables if it doesn't exist otherwise sets the existing keys value.
 
void GameModFileDataSetAdd (const kStr &in key, const kStr &in value)
 Adds the key and value to GameModFileData if it doesn't exist otherwise sets the existing keys value.
 
kColor kexColor_FromHSL (float hue, float sat, float lit)
 Not used. (garbage from kexengine)
 
kColor kexColor_Random ()
 Not used. (garbage from kexengine)
 
kColor kexColor_Tab20 (uint i)
 Not used. (garbage from kexengine)
 
kColor kexColor_Tab20Dark (uint i)
 Not used. (garbage from kexengine)
 
kColor kexColor_Tab20Light (uint i)
 Not used. (garbage from kexengine)
 
kColor kexColor_ViridisScale (float v)
 Not used. (garbage from kexengine)
 
kColor kexColor_LerpRGB (const kColor &in from, const kColor &in to, float time)
 Not used. (garbage from kexengine)
 
int kexRandInt ()
 Range -2147483648..2147483647.
 
uint kexRandUInt ()
 Range 0..4294967295.
 
void delay (const float time)
 used in map scripts to delay execution of script
 

Variables

enum kexVibrationPlayer::channel_e kexVibrationPlayer::Sin
 
const float pi = 3.1415927f
 
const float tau = 6.2831855f
 pi * 2
 
const kVec3 vecZero (0.0f, 0.0f, 0.0f)
 
const kColor kexColors::white
 255, 255, 255, 255
 
const kColor kexColors::gray
 127, 127, 127, 255
 
const kColor kexColors::black
 0, 0, 0, 255
 
const kColor kexColors::red
 255, 0, 0, 255
 
const kColor kexColors::green
 0, 255, 0, 255
 
const kColor kexColors::blue
 0, 0, 255, 255
 
const kColor kexColors::yellow
 255, 255, 0, 255
 
const kColor kexColors::orange
 255, 127, 0, 255
 
const kColor kexColors::cyan
 0, 255, 255, 255
 
const kColor kexColors::magenta
 255, 0, 255, 255
 
const kColor kexColors::transparent
 0, 0, 0, 0
 
const kColor kexColors::tab20blue
 
const kColor kexColors::tab20blue2
 
const kColor kexColors::tab20orange
 
const kColor kexColors::tab20orange2
 
const kColor kexColors::tab20green
 
const kColor kexColors::tab20green2
 
const kColor kexColors::tab20red
 
const kColor kexColors::tab20red2
 
const kColor kexColors::tab20purple
 
const kColor kexColors::tab20purple2
 
const kColor kexColors::tab20brown
 
const kColor kexColors::tab20brown2
 
const kColor kexColors::tab20pink
 
const kColor kexColors::tab20pink2
 
const kColor kexColors::tab20grey
 
const kColor kexColors::tab20grey2
 
const kColor kexColors::tab20olive
 
const kColor kexColors::tab20olive2
 
const kColor kexColors::tab20cyan
 
const kColor kexColors::tab20cyan2
 
const float GAME_FRAME_TIME = 0.25f
 
const float GAME_DELTA_TIME = 0.016666668f
 
const float GAME_FRAME_UNIT = 4.0f
 
const float GAME_SECONDS = 0.06666667f
 
const float GAME_SCALE = 10.24f
 
kSys Sys
 
kDict GameVariables
 
kDict GameModFileData
 Use with Game.SaveModFile, Game.LoadModFile, and Game.LoadModDataFile.
 
kGame Game
 
kActorFactory ActorFactory
 
kPlayLoop PlayLoop
 
kPlayer Player
 
kCamera Camera
 
kWorld World
 
kCModel CModel
 

Enumeration Type Documentation

◆ EnumActorFlags

Enumerator
AF_SOLID 1 << 0 

Can be collided.

AF_DORMANT 1 << 1 

if on then is asleep (won't be updated onTick) else is awake

AF_SNAPTOFLOOR 1 << 2 

adjust z-axis to floor on spawn

AF_CLIMBWALLS 1 << 3 

allows entering of wall sectors

AF_WOUNDEDMORTALLY 1 << 4 

if on this actor will drop a mortal wound because it was hit by a super arrow shot

AF_CASTSHADOW 1 << 5 

can cast a simple shadow

AF_TRIGGERSTUFF 1 << 6 

NOT USED.

AF_HIDDEN 1 << 7 

don't draw but continue updating. can't be collided

AF_ACTIVATED 1 << 8 

was triggered

AF_DISABLED 1 << 9 

don't update animations

AF_ENTEREDAREAEVENT 1 << 10 

just entered a trigger sector

AF_REMOVEONCOMPLETION 1 << 11 

remove after finishing a special animation

AF_NOBLOOD 1 << 12 

don't spawn particles flagged as blood

AF_AVOIDWATER 1 << 13 

clip against edges linking to water sectors

AF_FLOATINWATERONDEATH 1 << 14 

rise to the surface while dead

AF_DEAD 1 << 15 

actor is dead. handle special cases for collision

AF_STATIONARY 1 << 16 

Sniper. don't update the animation's root motion.

AF_ALIGNTOFLOOR 1 << 17 

rotate along slopes

AF_NODRAW 1 << 18 

don't render

AF_NONSHOOTABLE 1 << 19 

Fx won't hit actors if this flag is set.

AF_FULLVOLUME 1 << 20 

all sounds coming from this actor will be heard at full volume

AF_CANBETOUCHED 1 << 21 

allow invoking the OnTouch callback

AF_IGNORESOUNDEVENTS 1 << 22 

don't call kexAnimState::Action_PlaySound

AF_TRIGGERANIMATION 1 << 23 

play special animation on trigger/spawn

AF_HOLDTRIGGERANIM 1 << 24 

pause special animation until triggered (is also invincible)

AF_TRIGGERNAIMDELAY 1 << 25 

delay a bit before starting special animation

AF_STAYINWATER 1 << 26 

can't exit water sectors

AF_ALWAYSACTIVE 1 << 27 

never sleep or go dormant

AF_COLLIDEDWITHWALL 1 << 28 

collided with an edge. cleared at every OnTick call

AF_INVINCIBLE 1 << 29 

will not receive damage. OnDamage and OnDeath are never called

AF_ALLOWTINYENEMYCHEAT 1 << 30 

affected by tiny enemy game cheat

AF_NOMOVEMENT 1 << 31 

will not do collision movement

Definition at line 36 of file t1_scriptAPI.cpp.

37{
38 AF_SOLID = 1 << 0, ///< Can be collided
39 AF_DORMANT = 1 << 1, ///< if on then is asleep (won't be updated onTick) else is awake
40 AF_SNAPTOFLOOR = 1 << 2, ///< adjust z-axis to floor on spawn
41 AF_CLIMBWALLS = 1 << 3, ///< allows entering of wall sectors
42 AF_WOUNDEDMORTALLY = 1 << 4, ///< if on this actor will drop a mortal wound because it was hit by a super arrow shot
43 AF_CASTSHADOW = 1 << 5, ///< can cast a simple shadow
44 AF_TRIGGERSTUFF = 1 << 6, ///< NOT USED
45 AF_HIDDEN = 1 << 7, ///< don't draw but continue updating. can't be collided
46 AF_ACTIVATED = 1 << 8, ///< was triggered
47 AF_DISABLED = 1 << 9, ///< don't update animations
48 AF_ENTEREDAREAEVENT = 1 << 10, ///< just entered a trigger sector
49 AF_REMOVEONCOMPLETION = 1 << 11, ///< remove after finishing a special animation
50 AF_NOBLOOD = 1 << 12, ///< don't spawn particles flagged as blood
51 AF_AVOIDWATER = 1 << 13, ///< clip against edges linking to water sectors
52 AF_FLOATINWATERONDEATH = 1 << 14, ///< rise to the surface while dead
53 AF_DEAD = 1 << 15, ///< actor is dead. handle special cases for collision
54 AF_STATIONARY = 1 << 16, ///< Sniper. don't update the animation's root motion
55 AF_ALIGNTOFLOOR = 1 << 17, ///< rotate along slopes
56 AF_NODRAW = 1 << 18, ///< don't render
57 AF_NONSHOOTABLE = 1 << 19, ///< Fx won't hit actors if this flag is set.
58 AF_FULLVOLUME = 1 << 20, ///< all sounds coming from this actor will be heard at full volume
59 AF_CANBETOUCHED = 1 << 21, ///< allow invoking the OnTouch callback
60 AF_IGNORESOUNDEVENTS = 1 << 22, ///< don't call kexAnimState::Action_PlaySound
61 AF_TRIGGERANIMATION = 1 << 23, ///< play special animation on trigger/spawn
62 AF_HOLDTRIGGERANIM = 1 << 24, ///< pause special animation until triggered (is also invincible)
63 AF_TRIGGERNAIMDELAY = 1 << 25, ///< delay a bit before starting special animation
64 AF_STAYINWATER = 1 << 26, ///< can't exit water sectors
65 AF_ALWAYSACTIVE = 1 << 27, ///< never sleep or go dormant
66 AF_COLLIDEDWITHWALL = 1 << 28, ///< collided with an edge. cleared at every OnTick call
67 AF_INVINCIBLE = 1 << 29, ///< will not receive damage. OnDamage and OnDeath are never called
68 AF_ALLOWTINYENEMYCHEAT = 1 << 30, ///< affected by tiny enemy game cheat
69 AF_NOMOVEMENT = 1 << 31 ///< will not do collision movement
70};
@ AF_NOMOVEMENT
will not do collision movement
@ AF_CLIMBWALLS
allows entering of wall sectors
@ AF_REMOVEONCOMPLETION
remove after finishing a special animation
@ AF_SNAPTOFLOOR
adjust z-axis to floor on spawn
@ AF_ALWAYSACTIVE
never sleep or go dormant
@ AF_HIDDEN
don't draw but continue updating. can't be collided
@ AF_TRIGGERSTUFF
NOT USED.
@ AF_COLLIDEDWITHWALL
collided with an edge. cleared at every OnTick call
@ AF_WOUNDEDMORTALLY
if on this actor will drop a mortal wound because it was hit by a super arrow shot
@ AF_CANBETOUCHED
allow invoking the OnTouch callback
@ AF_IGNORESOUNDEVENTS
don't call kexAnimState::Action_PlaySound
@ AF_NODRAW
don't render
@ AF_DISABLED
don't update animations
@ AF_DEAD
actor is dead. handle special cases for collision
@ AF_CASTSHADOW
can cast a simple shadow
@ AF_ALLOWTINYENEMYCHEAT
affected by tiny enemy game cheat
@ AF_SOLID
Can be collided.
@ AF_STAYINWATER
can't exit water sectors
@ AF_ALIGNTOFLOOR
rotate along slopes
@ AF_INVINCIBLE
will not receive damage. OnDamage and OnDeath are never called
@ AF_AVOIDWATER
clip against edges linking to water sectors
@ AF_NONSHOOTABLE
Fx won't hit actors if this flag is set.
@ AF_FLOATINWATERONDEATH
rise to the surface while dead
@ AF_ACTIVATED
was triggered
@ AF_NOBLOOD
don't spawn particles flagged as blood
@ AF_ENTEREDAREAEVENT
just entered a trigger sector
@ AF_DORMANT
if on then is asleep (won't be updated onTick) else is awake
@ AF_TRIGGERANIMATION
play special animation on trigger/spawn
@ AF_TRIGGERNAIMDELAY
delay a bit before starting special animation
@ AF_HOLDTRIGGERANIM
pause special animation until triggered (is also invincible)
@ AF_STATIONARY
Sniper. don't update the animation's root motion.
@ AF_FULLVOLUME
all sounds coming from this actor will be heard at full volume

◆ EnumActorSpawnFlags1

Enumerator
ASF1_SOLID 1 << 0 
ASF1_PROJECTILEATTACK1 1 << 1 

High Priest Flame Attack (anim_aiRangeAttack1)

ASF1_LEADER 1 << 2 

Flocker ai run toward Leaders to get attention.

ASF1_SNAPTOFLOOR 1 << 3 
ASF1_EXPLOSIONDEATH 1 << 4 

NOT USED.

ASF1_CLIMBWALLS 1 << 5 
ASF1_PROJECTILEATTACK2 1 << 6 

Pistol Fire (anim_aiRangeAttack2)

ASF1_NOREPEATEXPLOSION 1 << 7 

NOT USED.

ASF1_DIEONEXPLOSION 1 << 8 

NOT USED.

ASF1_FLOCKER 1 << 9 

flocks to a leader kAI

ASF1_SLOW 1 << 10 

NOT USED.

ASF1_RANDOMRESURRECTION 1 << 11 

NOT USED.

ASF1_RANDOMFEIGNDEATH 1 << 12 

NOT USED.

ASF1_KAMIKAZE 1 << 13 

if has no target then targets player and sets agitation to 300

ASF1_AVOIDPLAYERS 1 << 14 

NOT USED.

ASF1_FLOATINWATERONDEATH 1 << 15 

kAI will float up to the top of the water when they are dead

ASF1_TELEPORT 1 << 16 

allows kAI to teleport on SetupAISpawnFlags

ASF1_CASTSHADOW 1 << 17 

sets AF_CASTSHADOW on SetSpawnParams

ASF1_TELEPORTWAIT 1 << 18 

allows enemy to move around for 1.5 - 4.5 seconds before teleporting back in.

ASF1_USESTRONGATTACKS 1 << 19 

anim_aiMelee1

ASF1_USEWEAKATTACKS 1 << 20 

anim_aiAltMelee1

ASF1_SNIPER 1 << 21 
ASF1_MELTONDEATH 1 << 22 

allows melt effect and regeneration

ASF1_AVOIDWATER 1 << 23 

sets AF_AVOIDWATER on SetSpawnParams

ASF1_FLYING 1 << 24 

NOT USED.

ASF1_TELEPORTAVOIDWATER 1 << 25 
ASF1_TELEPORTAVOIDCLIFFS 1 << 26 
ASF1_TRIGGERSTUFF 1 << 27 

Sets AF_TRIGGERSTUFF on SetupSpawnParams.

ASF1_CANNOTCAUSEAFIGHT 1 << 28 

if another actor was damaged by this actor with this flag set then other actor will not target this actor.

ASF1_NOWALLCOLLISION 1 << 29 

NOT USED.

ASF1_SCREENSHAKE 1 << 30 

Used in floor mover scripts to shake screen.

ASF1_RESPAWNANIMATION 1 << 31 

Enables respawning animation effect.

Definition at line 72 of file t1_scriptAPI.cpp.

73{
74 ASF1_SOLID = 1 << 0,
75 ASF1_PROJECTILEATTACK1 = 1 << 1, ///< High Priest Flame Attack (anim_aiRangeAttack1)
76 ASF1_LEADER = 1 << 2, ///< Flocker ai run toward Leaders to get attention.
77 ASF1_SNAPTOFLOOR = 1 << 3,
78 ASF1_EXPLOSIONDEATH = 1 << 4, ///< NOT USED
79 ASF1_CLIMBWALLS = 1 << 5,
80 ASF1_PROJECTILEATTACK2 = 1 << 6, ///< Pistol Fire (anim_aiRangeAttack2)
81 ASF1_NOREPEATEXPLOSION = 1 << 7, ///< NOT USED
82 ASF1_DIEONEXPLOSION = 1 << 8, ///< NOT USED
83 ASF1_FLOCKER = 1 << 9, ///< flocks to a leader kAI
84 ASF1_SLOW = 1 << 10, ///< NOT USED
85 ASF1_RANDOMRESURRECTION = 1 << 11, ///< NOT USED
86 ASF1_RANDOMFEIGNDEATH = 1 << 12, ///< NOT USED
87 ASF1_KAMIKAZE = 1 << 13, ///< if has no target then targets player and sets agitation to 300
88 ASF1_AVOIDPLAYERS = 1 << 14, ///< NOT USED
89 ASF1_FLOATINWATERONDEATH = 1 << 15, ///< kAI will float up to the top of the water when they are dead
90 ASF1_TELEPORT = 1 << 16, ///< allows kAI to teleport on SetupAISpawnFlags
91 ASF1_CASTSHADOW = 1 << 17, ///< sets AF_CASTSHADOW on SetSpawnParams
92 ASF1_TELEPORTWAIT = 1 << 18, ///< allows enemy to move around for 1.5 - 4.5 seconds before teleporting back in.
93 ASF1_USESTRONGATTACKS = 1 << 19, ///< anim_aiMelee1
94 ASF1_USEWEAKATTACKS = 1 << 20, ///< anim_aiAltMelee1
95 ASF1_SNIPER = 1 << 21,
96 ASF1_MELTONDEATH = 1 << 22, ///< allows melt effect and regeneration
97 ASF1_AVOIDWATER = 1 << 23, ///< sets AF_AVOIDWATER on SetSpawnParams
98 ASF1_FLYING = 1 << 24, ///< NOT USED
100 ASF1_TELEPORTAVOIDCLIFFS = 1 << 26,
101 ASF1_TRIGGERSTUFF = 1 << 27, ///< Sets AF_TRIGGERSTUFF on SetupSpawnParams
102 ASF1_CANNOTCAUSEAFIGHT = 1 << 28, ///< if another actor was damaged by this actor with this flag set then other actor will not target this actor.
103 ASF1_NOWALLCOLLISION = 1 << 29, ///< NOT USED
104 ASF1_SCREENSHAKE = 1 << 30, ///< Used in floor mover scripts to shake screen.
105 ASF1_RESPAWNANIMATION = 1 << 31 ///< Enables respawning animation effect
106};
@ ASF1_CLIMBWALLS
@ ASF1_SNAPTOFLOOR
@ ASF1_CASTSHADOW
sets AF_CASTSHADOW on SetSpawnParams
@ ASF1_FLOATINWATERONDEATH
kAI will float up to the top of the water when they are dead
@ ASF1_RANDOMFEIGNDEATH
NOT USED.
@ ASF1_SCREENSHAKE
Used in floor mover scripts to shake screen.
@ ASF1_PROJECTILEATTACK2
Pistol Fire (anim_aiRangeAttack2)
@ ASF1_KAMIKAZE
if has no target then targets player and sets agitation to 300
@ ASF1_AVOIDPLAYERS
NOT USED.
@ ASF1_TELEPORTAVOIDCLIFFS
@ ASF1_NOWALLCOLLISION
NOT USED.
@ ASF1_FLOCKER
flocks to a leader kAI
@ ASF1_CANNOTCAUSEAFIGHT
if another actor was damaged by this actor with this flag set then other actor will not target this a...
@ ASF1_FLYING
NOT USED.
@ ASF1_USEWEAKATTACKS
anim_aiAltMelee1
@ ASF1_LEADER
Flocker ai run toward Leaders to get attention.
@ ASF1_SOLID
@ ASF1_RANDOMRESURRECTION
NOT USED.
@ ASF1_DIEONEXPLOSION
NOT USED.
@ ASF1_PROJECTILEATTACK1
High Priest Flame Attack (anim_aiRangeAttack1)
@ ASF1_SNIPER
@ ASF1_NOREPEATEXPLOSION
NOT USED.
@ ASF1_EXPLOSIONDEATH
NOT USED.
@ ASF1_AVOIDWATER
sets AF_AVOIDWATER on SetSpawnParams
@ ASF1_MELTONDEATH
allows melt effect and regeneration
@ ASF1_RESPAWNANIMATION
Enables respawning animation effect.
@ ASF1_TELEPORTAVOIDWATER
@ ASF1_TELEPORTWAIT
allows enemy to move around for 1.5 - 4.5 seconds before teleporting back in.
@ ASF1_TRIGGERSTUFF
Sets AF_TRIGGERSTUFF on SetupSpawnParams.
@ ASF1_USESTRONGATTACKS
anim_aiMelee1
@ ASF1_TELEPORT
allows kAI to teleport on SetupAISpawnFlags
@ ASF1_SLOW
NOT USED.

◆ EnumActorSpawnFlags2

Enumerator
ASF2_DROPITEM_MASK1 1 << 0 

Explosive shells.

ASF2_DROPITEM_MASK2 1 << 1 

Grenade.

ASF2_DROPITEM_MASK3 1 << 2 

Medium Health.

ASF2_DROPITEM_MASK4 1 << 3 

Full Health.

ASF2_DROPITEM_MASK5 1 << 4 

Ultra Health.

ASF2_DROPITEM_MASK6 1 << 5 

Small Health.

ASF2_DROPITEM_MASK7 1 << 6 

Large Health.

ASF2_DROPITEM_MASK8 1 << 7 

Minigun ammo.

ASF2_DROPITEM_MASK9 1 << 8 

Mortal Wound.

ASF2_DROPITEM_MASK10 1 << 9 

4 Rockets

ASF2_DROPITEM_MASK11 1 << 10 

Shotgun Shells.

ASF2_DROPITEM_MASK12 1 << 11 

Energy Cell.

ASF2_DROPITEM_MASK13 1 << 12 

Large Energy Cell.

ASF2_DROPITEM_MASK14 1 << 13 

Clip.

ASF2_REMOVEONCOMPLETION 1 << 14 

Sets AF_REMOVEONCOMPLETION.

ASF2_NOBLOOD 1 << 15 
ASF2_HOLDTRIGGERANIMATION 1 << 16 
ASF2_PROJECTILEATTACK3 1 << 17 

crouch rifle Fire (anim_aiRangeAttack7)

ASF2_PROJECTILEATTACK4 1 << 18 

(anim_aiRangeAttack8)

ASF2_DROPITEMONDAMAGE 1 << 19 

NOT USED.

ASF2_NOAUTOMAPDRAW 1 << 20 

if map all or show enemies cheats are on then will not draw this actor on the automap.

ASF2_ALTERNATEMOVES 1 << 21 

is for holding two handed weapons

ASF2_UNUSED1 1 << 22 

NOT USED.

ASF2_UNUSED2 1 << 23 

NOT USED.

ASF2_PROJECTILEATTACK5 1 << 24 

Stand Rifle Fire (anim_aiRangeAttack5)

ASF2_PROJECTILEATTACK6 1 << 25 

Pipe Blow (anim_aiRangeAttack6)

ASF2_MORTALWOUNDIMPACT 1 << 26 

Can be hit by a super arrow shot and if ASF2_DROPITEM_MASK9 is on has a chance to drop a mortal wound.

ASF2_STAYINWATER 1 << 27 

sets AF_STAYINWATER on SetSpawnParams

ASF2_WARPDEATH 1 << 28 

NOT USED.

ASF2_STOREWARPRETURN 1 << 29 

Used in portal scripts.

ASF2_PROJECTILEATTACK7 1 << 30 

Grenade Throw (anim_aiRangeAttack3)

ASF2_PROJECTILEATTACK8 1 << 31 

High Priest Homing Blue Flame (anim_aiRangeAttack4)

Definition at line 108 of file t1_scriptAPI.cpp.

109{
110 ASF2_DROPITEM_MASK1 = 1 << 0, ///< Explosive shells
111 ASF2_DROPITEM_MASK2 = 1 << 1, ///< Grenade
112 ASF2_DROPITEM_MASK3 = 1 << 2, ///< Medium Health
113 ASF2_DROPITEM_MASK4 = 1 << 3, ///< Full Health
114 ASF2_DROPITEM_MASK5 = 1 << 4, ///< Ultra Health
115 ASF2_DROPITEM_MASK6 = 1 << 5, ///< Small Health
116 ASF2_DROPITEM_MASK7 = 1 << 6, ///< Large Health
117 ASF2_DROPITEM_MASK8 = 1 << 7, ///< Minigun ammo
118 ASF2_DROPITEM_MASK9 = 1 << 8, ///< Mortal Wound
119 ASF2_DROPITEM_MASK10 = 1 << 9, ///< 4 Rockets
120 ASF2_DROPITEM_MASK11 = 1 << 10, ///< Shotgun Shells
121 ASF2_DROPITEM_MASK12 = 1 << 11, ///< Energy Cell
122 ASF2_DROPITEM_MASK13 = 1 << 12, ///< Large Energy Cell
123 ASF2_DROPITEM_MASK14 = 1 << 13, ///< Clip
124 ASF2_REMOVEONCOMPLETION = 1 << 14, ///< Sets AF_REMOVEONCOMPLETION
125 ASF2_NOBLOOD = 1 << 15,
127 ASF2_PROJECTILEATTACK3 = 1 << 17, ///< crouch rifle Fire (anim_aiRangeAttack7)
128 ASF2_PROJECTILEATTACK4 = 1 << 18, ///< (anim_aiRangeAttack8)
129 ASF2_DROPITEMONDAMAGE = 1 << 19, ///< NOT USED
130 ASF2_NOAUTOMAPDRAW = 1 << 20, ///< if map all or show enemies cheats are on then will not draw this actor on the automap.
131 ASF2_ALTERNATEMOVES = 1 << 21, ///< is for holding two handed weapons
132 ASF2_UNUSED1 = 1 << 22, ///< NOT USED
133 ASF2_UNUSED2 = 1 << 23, ///< NOT USED
134 ASF2_PROJECTILEATTACK5 = 1 << 24, ///< Stand Rifle Fire (anim_aiRangeAttack5)
135 ASF2_PROJECTILEATTACK6 = 1 << 25, ///< Pipe Blow (anim_aiRangeAttack6)
136 ASF2_MORTALWOUNDIMPACT = 1 << 26, ///< Can be hit by a super arrow shot and if ASF2_DROPITEM_MASK9 is on has a chance to drop a mortal wound
137 ASF2_STAYINWATER = 1 << 27, ///< sets AF_STAYINWATER on SetSpawnParams
138 ASF2_WARPDEATH = 1 << 28, ///< NOT USED
139 ASF2_STOREWARPRETURN = 1 << 29, ///< Used in portal scripts
140 ASF2_PROJECTILEATTACK7 = 1 << 30, ///< Grenade Throw (anim_aiRangeAttack3)
141 ASF2_PROJECTILEATTACK8 = 1 << 31 ///< High Priest Homing Blue Flame (anim_aiRangeAttack4)
142};
@ ASF2_NOBLOOD
@ ASF2_DROPITEM_MASK6
Small Health.
@ ASF2_DROPITEM_MASK3
Medium Health.
@ ASF2_PROJECTILEATTACK8
High Priest Homing Blue Flame (anim_aiRangeAttack4)
@ ASF2_DROPITEM_MASK11
Shotgun Shells.
@ ASF2_UNUSED1
NOT USED.
@ ASF2_DROPITEM_MASK14
Clip.
@ ASF2_UNUSED2
NOT USED.
@ ASF2_DROPITEM_MASK12
Energy Cell.
@ ASF2_WARPDEATH
NOT USED.
@ ASF2_NOAUTOMAPDRAW
if map all or show enemies cheats are on then will not draw this actor on the automap.
@ ASF2_DROPITEM_MASK1
Explosive shells.
@ ASF2_DROPITEM_MASK5
Ultra Health.
@ ASF2_PROJECTILEATTACK3
crouch rifle Fire (anim_aiRangeAttack7)
@ ASF2_PROJECTILEATTACK4
(anim_aiRangeAttack8)
@ ASF2_STAYINWATER
sets AF_STAYINWATER on SetSpawnParams
@ ASF2_DROPITEM_MASK10
4 Rockets
@ ASF2_HOLDTRIGGERANIMATION
@ ASF2_DROPITEM_MASK13
Large Energy Cell.
@ ASF2_DROPITEM_MASK2
Grenade.
@ ASF2_STOREWARPRETURN
Used in portal scripts.
@ ASF2_ALTERNATEMOVES
is for holding two handed weapons
@ ASF2_MORTALWOUNDIMPACT
Can be hit by a super arrow shot and if ASF2_DROPITEM_MASK9 is on has a chance to drop a mortal wound...
@ ASF2_DROPITEMONDAMAGE
NOT USED.
@ ASF2_DROPITEM_MASK4
Full Health.
@ ASF2_PROJECTILEATTACK7
Grenade Throw (anim_aiRangeAttack3)
@ ASF2_PROJECTILEATTACK5
Stand Rifle Fire (anim_aiRangeAttack5)
@ ASF2_PROJECTILEATTACK6
Pipe Blow (anim_aiRangeAttack6)
@ ASF2_DROPITEM_MASK8
Minigun ammo.
@ ASF2_DROPITEM_MASK9
Mortal Wound.
@ ASF2_DROPITEM_MASK7
Large Health.
@ ASF2_REMOVEONCOMPLETION
Sets AF_REMOVEONCOMPLETION.

◆ EnumActorSpawnFlags3

Enumerator
ASF3_RETURNWARP 1 << 0 

Used in portal scripts.

ASF3_PLAYTRIGGERANIMONCE 1 << 1 

MarkPersistentBit(false) when activated.

ASF3_REGENERATEFROMSTART 1 << 2 

Regen from starting position.

ASF3_WALKINSTRAIGHTLINE 1 << 3 

Set animation to Blend(ANIM_WALKING, (m_animSpeed * m_animScalar), 10, ANF_LOOP|ANF_ROOTMOTION); and do nothing else.

ASF3_KILLOUTSIDEOFVIEW 1 << 4 

NOT USED.

ASF3_NOTHINKER 1 << 5 

AI will not function. Actors will not update movement. Actors OnBeginLevel will set their animation to ANIM_SPECIAL_EVENT.

ASF3_AVOIDPLAYERS2 1 << 6 

NOT USED.

ASF3_NOVIOLENTDEATH 1 << 7 

ANIM_AIDEATHSTAND and ANIM_DEATHSTANDALT will not play when kAI is killed.

ASF3_PROJECTILEATTACK9 1 << 8 

Demon chest Hadoken (anim_aiRangeAttack9)

ASF3_PROJECTILEATTACK10 1 << 9 

High Priest Lightning Red Flames (anim_aiRangeAttack10)

ASF3_MAKESPAWNANIMVISIBLE 1 << 10 

clears actor flags: ~(AF_HIDDEN|AF_DISABLED)

ASF3_NODRAWONCAMERA 1 << 11 

Will not draw this actor when viewing from camera unless camera flags has CMF_SHOW_HIDDEN_OBJECTS.

Definition at line 144 of file t1_scriptAPI.cpp.

145{
146 ASF3_RETURNWARP = 1 << 0, ///< Used in portal scripts
147 ASF3_PLAYTRIGGERANIMONCE = 1 << 1, ///< MarkPersistentBit(false) when activated
148 ASF3_REGENERATEFROMSTART = 1 << 2, ///< Regen from starting position
149 ASF3_WALKINSTRAIGHTLINE = 1 << 3, ///< Set animation to Blend(ANIM_WALKING, (m_animSpeed * m_animScalar), 10, ANF_LOOP|ANF_ROOTMOTION); and do nothing else.
150 ASF3_KILLOUTSIDEOFVIEW = 1 << 4, ///< NOT USED
151 ASF3_NOTHINKER = 1 << 5, ///< AI will not function. Actors will not update movement. Actors OnBeginLevel will set their animation to ANIM_SPECIAL_EVENT.
152 ASF3_AVOIDPLAYERS2 = 1 << 6, ///< NOT USED
153 ASF3_NOVIOLENTDEATH = 1 << 7, ///< ANIM_AIDEATHSTAND and ANIM_DEATHSTANDALT will not play when kAI is killed.
154 ASF3_PROJECTILEATTACK9 = 1 << 8, ///< Demon chest Hadoken (anim_aiRangeAttack9)
155 ASF3_PROJECTILEATTACK10 = 1 << 9, ///< High Priest Lightning Red Flames (anim_aiRangeAttack10)
156 ASF3_MAKESPAWNANIMVISIBLE = 1 << 10, ///< clears actor flags: ~(AF_HIDDEN|AF_DISABLED)
157 ASF3_NODRAWONCAMERA = 1 << 11 ///< Will not draw this actor when viewing from camera unless camera flags has CMF_SHOW_HIDDEN_OBJECTS.
158};
@ ASF3_MAKESPAWNANIMVISIBLE
clears actor flags: ~(AF_HIDDEN|AF_DISABLED)
@ ASF3_PROJECTILEATTACK9
Demon chest Hadoken (anim_aiRangeAttack9)
@ ASF3_NOTHINKER
AI will not function. Actors will not update movement. Actors OnBeginLevel will set their animation t...
@ ASF3_PLAYTRIGGERANIMONCE
MarkPersistentBit(false) when activated.
@ ASF3_KILLOUTSIDEOFVIEW
NOT USED.
@ ASF3_PROJECTILEATTACK10
High Priest Lightning Red Flames (anim_aiRangeAttack10)
@ ASF3_RETURNWARP
Used in portal scripts.
@ ASF3_WALKINSTRAIGHTLINE
Set animation to Blend(ANIM_WALKING, (m_animSpeed * m_animScalar), 10, ANF_LOOP|ANF_ROOTMOTION); and ...
@ ASF3_AVOIDPLAYERS2
NOT USED.
@ ASF3_REGENERATEFROMSTART
Regen from starting position.
@ ASF3_NOVIOLENTDEATH
ANIM_AIDEATHSTAND and ANIM_DEATHSTANDALT will not play when kAI is killed.
@ ASF3_NODRAWONCAMERA
Will not draw this actor when viewing from camera unless camera flags has CMF_SHOW_HIDDEN_OBJECTS.

◆ EnumAIFlags

Enumerator
AIF_ATTACKING 1 << 0 

playing an attacking animation

AIF_WASSOLID 1 << 1 
AIF_FIRSTATTACK 1 << 2 
AIF_HEARDLOUDNOISE 1 << 3 
AIF_BLOWNAWAY 1 << 4 

being blown away by explosion

AIF_GOBACKTOLEASH 1 << 5 
AIF_RESSURECT 1 << 6 
AIF_FEIGNDEATH 1 << 7 
AIF_REGENERATE 1 << 8 
AIF_SEETARGET 1 << 9 
AIF_NOCHASE 1 << 10 

disable chase logic

AIF_REGENERATEANIM 1 << 11 
AIF_NOTHINK 1 << 12 

don't run ai logic

AIF_RUNNING 1 << 13 

Is playing running animation.

AIF_GETATTENTION 1 << 14 
AIF_REGENANIMDELAY 1 << 15 
AIF_HEARDQUIETNOISE 1 << 16 
AIF_AWAYFROMLEASH 1 << 17 
AIF_TELEPORTAWAY 1 << 18 

playing teleport out animation

AIF_TELEPORTMOVESLOW 1 << 19 

chasing while underground

AIF_TELEPORTING 1 << 20 

in teleport state. ignore all chase logic

AIF_TELEPORTIN 1 << 21 

playing teleport in animation

AIF_WAITFORCYCLE 1 << 22 

prevent other animations from interrupting until the current one finishes

AIF_DAMAGEPANIC 1 << 23 

become aggressive when target is outside its active threshold (good for forcing AI to attack their target)

Definition at line 208 of file t1_scriptAPI.cpp.

209{
210 AIF_ATTACKING = 1 << 0, ///< playing an attacking animation
211 AIF_WASSOLID = 1 << 1,
212 AIF_FIRSTATTACK = 1 << 2,
213 AIF_HEARDLOUDNOISE = 1 << 3,
214 AIF_BLOWNAWAY = 1 << 4, ///< being blown away by explosion
215 AIF_GOBACKTOLEASH = 1 << 5,
216 AIF_RESSURECT = 1 << 6,
217 AIF_FEIGNDEATH = 1 << 7,
218 AIF_REGENERATE = 1 << 8,
219 AIF_SEETARGET = 1 << 9,
220 AIF_NOCHASE = 1 << 10, ///< disable chase logic
221 AIF_REGENERATEANIM = 1 << 11,
222 AIF_NOTHINK = 1 << 12, ///< don't run ai logic
223 AIF_RUNNING = 1 << 13, ///< Is playing running animation
224 AIF_GETATTENTION = 1 << 14,
225 AIF_REGENANIMDELAY = 1 << 15,
226 AIF_HEARDQUIETNOISE = 1 << 16,
227 AIF_AWAYFROMLEASH = 1 << 17,
228 AIF_TELEPORTAWAY = 1 << 18, ///< playing teleport out animation
229 AIF_TELEPORTMOVESLOW = 1 << 19, ///< chasing while underground
230 AIF_TELEPORTING = 1 << 20, ///< in teleport state. ignore all chase logic
231 AIF_TELEPORTIN = 1 << 21, ///< playing teleport in animation
232 AIF_WAITFORCYCLE = 1 << 22, ///< prevent other animations from interrupting until the current one finishes
233 AIF_DAMAGEPANIC = 1 << 23 ///< become aggressive when target is outside its active threshold (good for forcing AI to attack their target)
234};
@ AIF_HEARDLOUDNOISE
@ AIF_NOTHINK
don't run ai logic
@ AIF_REGENERATEANIM
@ AIF_SEETARGET
@ AIF_REGENANIMDELAY
@ AIF_FIRSTATTACK
@ AIF_HEARDQUIETNOISE
@ AIF_ATTACKING
playing an attacking animation
@ AIF_AWAYFROMLEASH
@ AIF_GOBACKTOLEASH
@ AIF_WAITFORCYCLE
prevent other animations from interrupting until the current one finishes
@ AIF_RESSURECT
@ AIF_REGENERATE
@ AIF_NOCHASE
disable chase logic
@ AIF_TELEPORTING
in teleport state. ignore all chase logic
@ AIF_BLOWNAWAY
being blown away by explosion
@ AIF_GETATTENTION
@ AIF_WASSOLID
@ AIF_RUNNING
Is playing running animation.
@ AIF_TELEPORTIN
playing teleport in animation
@ AIF_TELEPORTAWAY
playing teleport out animation
@ AIF_TELEPORTMOVESLOW
chasing while underground
@ AIF_DAMAGEPANIC
become aggressive when target is outside its active threshold (good for forcing AI to attack their ta...
@ AIF_FEIGNDEATH

◆ EnumAnimStateFlags

Enumerator
ANF_BLEND 1 << 0 
ANF_LOOP 1 << 1 
ANF_STOPPED 1 << 2 
ANF_NOINTERRUPT 1 << 3 
ANF_ROOTMOTION 1 << 4 
ANF_PAUSED 1 << 5 
ANF_CYCLECOMPLETED 1 << 6 
ANF_LINEARBLEND 1 << 7 

Definition at line 24 of file t1_scriptAPI.cpp.

25{
26 ANF_BLEND = 1 << 0,
27 ANF_LOOP = 1 << 1,
28 ANF_STOPPED = 1 << 2,
29 ANF_NOINTERRUPT = 1 << 3,
30 ANF_ROOTMOTION = 1 << 4,
31 ANF_PAUSED = 1 << 5,
32 ANF_CYCLECOMPLETED = 1 << 6,
33 ANF_LINEARBLEND = 1 << 7
34};
@ ANF_ROOTMOTION
@ ANF_LOOP
@ ANF_NOINTERRUPT
@ ANF_PAUSED
@ ANF_BLEND
@ ANF_STOPPED
@ ANF_LINEARBLEND
@ ANF_CYCLECOMPLETED

◆ EnumAreaFlags

Enumerator
AAF_WATER 1 << 0 
AAF_BLOCK 1 << 1 
AAF_TOGGLE 1 << 2 

if on and AAF_BLOCK is on then sectors won't be marked on automap until it's unblocked. Used for door areas.

AAF_CLIFF 1 << 3 

is a wall

AAF_CLIMB 1 << 4 

climb up sectors faster than AAF_LADDER

AAF_ONESIDED 1 << 5 

Bridge.

AAF_CEILING 1 << 6 
AAF_CRAWL 1 << 7 
AAF_ENTERCRAWL 1 << 8 

Exactly the same as AAF_CRAWL except actors won't collide with this sector when CF_ALLOWCRAWL is not set.

AAF_HIDDEN 1 << 9 
AAF_ENTERED 1 << 10 

Not shown in Editor. Used in kex editor only for fill sector commands. When map is saved in kex editor all sectors will have this flag off.

AAF_SECRET 1 << 11 
AAF_RESTRICTED 1 << 12 

kAI can't enter the area

AAF_SLOPETEST 1 << 13 

overrides AAF_CLIFF flag. If the sectors floor plane up direction is <= 0.5 then is a wall (a wall is the same as the AAF_CLIFF flag).

AAF_DEATHPIT 1 << 14 
AAF_MAPPED 1 << 15 
AAF_EVENT 1 << 16 
AAF_REPEATABLE 1 << 17 

Unused. In the original game this is used in combination with AAF_EVENT and will only trigger the event if the actor has also collided with a wall.

AAF_TELEPORT 1 << 18 
AAF_DAMAGE 1 << 19 
AAF_DRAWSKY 1 << 20 
AAF_TELEPORTAIR 1 << 21 
AAF_LAVA 1 << 22 
AAF_EVENTSOUND 1 << 23 
AAF_ANTIGRAVITY 1 << 24 
AAF_LADDER 1 << 25 

climb up sectors slower than AAF_CLIMB

AAF_CHECKPOINT 1 << 26 
AAF_SAVEGAME 1 << 27 
AAF_WARPRETURN 1 << 28 

In Remaster it's used as a PlayerBlocking sector. used with clipflag CF_COLLIDEPLAYERBLOCKER.

AAF_SHALLOWWATER 1 << 29 
AAF_DRAWSUN 1 << 30 
AAF_STOREWARPRETURN 1 << 31 

Unused.

Definition at line 448 of file t1_scriptAPI.cpp.

449{
450 AAF_WATER = 1 << 0,
451 AAF_BLOCK = 1 << 1,
452 AAF_TOGGLE = 1 << 2, ///< if on and AAF_BLOCK is on then sectors won't be marked on automap until it's unblocked. Used for door areas.
453 AAF_CLIFF = 1 << 3, ///< is a wall
454 AAF_CLIMB = 1 << 4, ///< climb up sectors faster than AAF_LADDER
455 AAF_ONESIDED = 1 << 5, ///< Bridge
456 AAF_CEILING = 1 << 6,
457 AAF_CRAWL = 1 << 7,
458 AAF_ENTERCRAWL = 1 << 8, ///< Exactly the same as AAF_CRAWL except actors won't collide with this sector when CF_ALLOWCRAWL is not set.
459 AAF_HIDDEN = 1 << 9,
460 AAF_ENTERED = 1 << 10, ///< Not shown in Editor. Used in kex editor only for fill sector commands. When map is saved in kex editor all sectors will have this flag off.
461 AAF_SECRET = 1 << 11,
462 AAF_RESTRICTED = 1 << 12, ///< kAI can't enter the area
463 AAF_SLOPETEST = 1 << 13, ///< overrides AAF_CLIFF flag. If the sectors floor plane up direction is <= 0.5 then is a wall (a wall is the same as the AAF_CLIFF flag).
464 AAF_DEATHPIT = 1 << 14,
465 AAF_MAPPED = 1 << 15,
466 AAF_EVENT = 1 << 16,
467 AAF_REPEATABLE = 1 << 17, ///< Unused. In the original game this is used in combination with AAF_EVENT and will only trigger the event if the actor has also collided with a wall.
468 AAF_TELEPORT = 1 << 18,
469 AAF_DAMAGE = 1 << 19,
470 AAF_DRAWSKY = 1 << 20,
471 AAF_TELEPORTAIR = 1 << 21,
472 AAF_LAVA = 1 << 22,
473 AAF_EVENTSOUND = 1 << 23,
474 AAF_ANTIGRAVITY = 1 << 24,
475 AAF_LADDER = 1 << 25, ///< climb up sectors slower than AAF_CLIMB
476 AAF_CHECKPOINT = 1 << 26,
477 AAF_SAVEGAME = 1 << 27,
478 AAF_WARPRETURN = 1 << 28, ///< In Remaster it's used as a PlayerBlocking sector. used with clipflag CF_COLLIDEPLAYERBLOCKER.
479 AAF_SHALLOWWATER = 1 << 29,
480 AAF_DRAWSUN = 1 << 30,
481 AAF_STOREWARPRETURN = 1 << 31 ///< Unused
482};
@ AAF_CHECKPOINT
@ AAF_EVENT
@ AAF_CLIFF
is a wall
@ AAF_LAVA
@ AAF_ENTERCRAWL
Exactly the same as AAF_CRAWL except actors won't collide with this sector when CF_ALLOWCRAWL is not ...
@ AAF_DAMAGE
@ AAF_SHALLOWWATER
@ AAF_CRAWL
@ AAF_BLOCK
@ AAF_REPEATABLE
Unused. In the original game this is used in combination with AAF_EVENT and will only trigger the eve...
@ AAF_CLIMB
climb up sectors faster than AAF_LADDER
@ AAF_ANTIGRAVITY
@ AAF_MAPPED
@ AAF_DEATHPIT
@ AAF_ONESIDED
Bridge.
@ AAF_ENTERED
Not shown in Editor. Used in kex editor only for fill sector commands. When map is saved in kex edito...
@ AAF_SAVEGAME
@ AAF_DRAWSKY
@ AAF_TELEPORTAIR
@ AAF_WARPRETURN
In Remaster it's used as a PlayerBlocking sector. used with clipflag CF_COLLIDEPLAYERBLOCKER.
@ AAF_LADDER
climb up sectors slower than AAF_CLIMB
@ AAF_EVENTSOUND
@ AAF_RESTRICTED
kAI can't enter the area
@ AAF_CEILING
@ AAF_TELEPORT
@ AAF_SECRET
@ AAF_STOREWARPRETURN
Unused.
@ AAF_DRAWSUN
@ AAF_SLOPETEST
overrides AAF_CLIFF flag. If the sectors floor plane up direction is <= 0.5 then is a wall (a wall is...
@ AAF_TOGGLE
if on and AAF_BLOCK is on then sectors won't be marked on automap until it's unblocked....
@ AAF_WATER
@ AAF_HIDDEN

◆ EnumCameraFlags

Enumerator
CMF_NO_INITIAL_FADEOUT 1 << 0 
CMF_NO_LETTERBOX 1 << 1 
CMF_LOCK_PLAYER 1 << 2 
CMF_UNLOCK_PLAYER_ON_FINISH 1 << 3 
CMF_INITIAL_FADEIN 1 << 4 
CMF_SHOW_CREDITS 1 << 5 
CMF_CHANGE_MAP_AFTER_FADE 1 << 6 
CMF_SHOW_HIDDEN_OBJECTS 1 << 7 
CMF_NO_INITIAL_FADEIN 1 << 8 
CMF_NO_SUNLENSFLARE 1 << 9 

Doesn't force the sun lens flare always on. Sun lens flare will work normally, using the "Always Show Lens Flares" option and checking if the sun is being blocked.

Definition at line 423 of file t1_scriptAPI.cpp.

424{
425 CMF_NO_INITIAL_FADEOUT = 1 << 0,
426 CMF_NO_LETTERBOX = 1 << 1,
427 CMF_LOCK_PLAYER = 1 << 2,
429 CMF_INITIAL_FADEIN = 1 << 4,
430 CMF_SHOW_CREDITS = 1 << 5,
433 CMF_NO_INITIAL_FADEIN = 1 << 8,
434 CMF_NO_SUNLENSFLARE = 1 << 9 ///< Doesn't force the sun lens flare always on. Sun lens flare will work normally, using the "Always Show Lens Flares" option and checking if the sun is being blocked.
435};
@ CMF_CHANGE_MAP_AFTER_FADE
@ CMF_NO_LETTERBOX
@ CMF_NO_INITIAL_FADEOUT
@ CMF_SHOW_HIDDEN_OBJECTS
@ CMF_UNLOCK_PLAYER_ON_FINISH
@ CMF_NO_SUNLENSFLARE
Doesn't force the sun lens flare always on. Sun lens flare will work normally, using the "Always Show...
@ CMF_INITIAL_FADEIN
@ CMF_LOCK_PLAYER
@ CMF_SHOW_CREDITS
@ CMF_NO_INITIAL_FADEIN

◆ EnumCameraLerpType

Lerp type when doing AutoPlayPositionTrack, AutoPlayRotationTrack, or AutoPlayBlendTrack. When a view has one of those active the view's time variable is then increased by GAME_DELTA_TIME.

Enumerator
CMLT_NONE 

time is set to time / speed.

CMLT_LINEAR 

time is set to time / speed.

CMLT_LINEARLOOP 

time is set to time / speed. If time is > 1.0 then time -= 1.0

CMLT_COSINE 

time will never be higher than speed. time = CosTween(time * (1.0f / speed));

CMLT_COSINE_POW 

time will never be higher than speed. time = CosTween(Pow(time * (1.0f / speed), 3));

Definition at line 414 of file t1_scriptAPI.cpp.

415{
416 CMLT_NONE = 0, ///< time is set to time / speed.
417 CMLT_LINEAR = 1, ///< time is set to time / speed.
418 CMLT_LINEARLOOP = 2, ///< time is set to time / speed. If time is > 1.0 then time -= 1.0
419 CMLT_COSINE = 3, ///< time will never be higher than speed. time = CosTween(time * (1.0f / speed));
420 CMLT_COSINE_POW = 4 ///< time will never be higher than speed. time = CosTween(Pow(time * (1.0f / speed), 3));
421};
@ CMLT_COSINE
time will never be higher than speed. time = CosTween(time * (1.0f / speed));
@ CMLT_LINEARLOOP
time is set to time / speed. If time is > 1.0 then time -= 1.0
@ CMLT_COSINE_POW
time will never be higher than speed. time = CosTween(Pow(time * (1.0f / speed), 3));
@ CMLT_LINEAR
time is set to time / speed.
@ CMLT_NONE
time is set to time / speed.

◆ EnumCameraStates

Enumerator
CAMS_IDLE 
CAMS_FADEOUT 
CAMS_FADEIN 
CAMS_ACTIVE 
CAMS_ACTIVE_TO_FADEOUT 
CAMS_FADEBACK_TO_CLIENT 
CAMS_RESTORE_TO_CLIENT 

Definition at line 437 of file t1_scriptAPI.cpp.

438{
439 CAMS_IDLE = 0,
440 CAMS_FADEOUT = 1,
441 CAMS_FADEIN = 2,
442 CAMS_ACTIVE = 3,
446};
@ CAMS_FADEIN
@ CAMS_RESTORE_TO_CLIENT
@ CAMS_ACTIVE_TO_FADEOUT
@ CAMS_IDLE
@ CAMS_FADEBACK_TO_CLIENT
@ CAMS_ACTIVE
@ CAMS_FADEOUT

◆ EnumCheatFlags

Enumerator
GC_BIG_HEADS 1 << 0 
GC_TINY_ENEMY 1 << 1 
GC_INFINITE_AMMO 1 << 2 
GC_PURDY_COLORS 1 << 3 
GC_SPIRIT_MODE 1 << 4 
GC_INVINCIBILITY 1 << 5 
GC_FLIGHT 1 << 6 
GC_DISCO 1 << 7 
GC_INFINITE_LIVES 1 << 8 
GC_ALL_MAP 1 << 9 
GC_SHOW_ENEMIES 1 << 10 
GC_NOCLIP 1 << 11 

Definition at line 192 of file t1_scriptAPI.cpp.

193{
194 GC_BIG_HEADS = 1 << 0,
195 GC_TINY_ENEMY = 1 << 1,
196 GC_INFINITE_AMMO = 1 << 2,
197 GC_PURDY_COLORS = 1 << 3,
198 GC_SPIRIT_MODE = 1 << 4,
199 GC_INVINCIBILITY = 1 << 5,
200 GC_FLIGHT = 1 << 6,
201 GC_DISCO = 1 << 7,
202 GC_INFINITE_LIVES = 1 << 8,
203 GC_ALL_MAP = 1 << 9,
204 GC_SHOW_ENEMIES = 1 << 10,
205 GC_NOCLIP = 1 << 11,
206};
@ GC_INVINCIBILITY
@ GC_FLIGHT
@ GC_PURDY_COLORS
@ GC_TINY_ENEMY
@ GC_ALL_MAP
@ GC_INFINITE_AMMO
@ GC_SPIRIT_MODE
@ GC_BIG_HEADS
@ GC_DISCO
@ GC_NOCLIP
@ GC_INFINITE_LIVES
@ GC_SHOW_ENEMIES

◆ EnumClipFlags

Enumerator
CF_CLIPEDGES 1 << 0 

clip movement against edges that don't link to sectors

CF_IGNOREBLOCKERS 1 << 1 

don't clip edges belonging to blocking sectors

CF_DROPOFF 1 << 2 

allows passing through platforms or ledges

CF_NOENTERWATER 1 << 3 

block all edges that links to a water sector

CF_NOEXITWATER 1 << 4 

block all edges that links to a non-water sector

CF_NOCLIPSTATICS 1 << 5 

don't collide with static models

CF_NOCLIPACTORS 1 << 6 

don't collide with dynamic objects/actors

CF_WALKWALLS 1 << 7 

don't restrict movement to steep slopes

CF_COLLIDEFLOORS 1 << 8 

project and clip movement against non-flat floors

CF_HITSCAN 1 << 9 

performs a single-pass trace. useful for hitscans

CF_ALLOWCLIMB 1 << 10 

collide with sectors flagged as climbable

CF_ALLOWCRAWL 1 << 11 

collide with sectors flagged as crawlable

CF_NOSTEPDOWN 1 << 12 

don't clamp z-axis when walking down slopes

CF_NOSLOPESTEP 1 << 13 

don't project z-axis movement along slopes

CF_COLLIDEHEIGHT 1 << 14 

clip against ceilings

CF_COLLIDECORPSES 1 << 15 

clip against actors flagged as dead

CF_NOEXITWALLS 1 << 16 

clip all edges, regardless if they link to another sector or not

CF_NOCOLLIDEFUNC 1 << 17 

don't invoke the OnCollide callback on the moving object

CF_NOFLOORADJUST 1 << 18 

don't keep z-axis above floor plane

CF_NOCEILINGADJUST 1 << 19 

don't keep z-axis below ceiling plane

CF_COLLIDEWATER 1 << 20 

clip movement against the water surface

CF_USEWALLRADIUS 1 << 21 

clip and project movement away from walls based on wall radius

CF_NOCLIPTARGETACTORS 1 << 22 

don't clip actors that are targeted by moving object

CF_COLLIDETRIGGERS 1 << 23 

block edges belonging to a trigger. Can't cross into sectors if sector has AAF_EVENT.

CF_STANDONOBJECTS 1 << 24 

allow vertical clipping of objects

CF_GREASESLIDEOBJECTS 1 << 25 

always keep movement projected away from collided objects

CF_ALLOWRESTRICTEDAREAS 1 << 26 

don't collide with edges belonging to a restricted sector

CF_COLLIDECLIFFS 1 << 27 

collide with non-walkable floors

CF_CHECKLINKEDBRIDGES 1 << 28 

do extensive checks against overlapping bridge sectors

CF_POLYCOLLISION 1 << 29 

clip movement against all model polygons of an object

CF_COLLIDEPLAYERBLOCKER 1 << 30 

collide with edges linked to player blocking regions (AAF_WARPRETURN)

Definition at line 367 of file t1_scriptAPI.cpp.

368{
369 CF_CLIPEDGES = 1 << 0, ///< clip movement against edges that don't link to sectors
370 CF_IGNOREBLOCKERS = 1 << 1, ///< don't clip edges belonging to blocking sectors
371 CF_DROPOFF = 1 << 2, ///< allows passing through platforms or ledges
372 CF_NOENTERWATER = 1 << 3, ///< block all edges that links to a water sector
373 CF_NOEXITWATER = 1 << 4, ///< block all edges that links to a non-water sector
374 CF_NOCLIPSTATICS = 1 << 5, ///< don't collide with static models
375 CF_NOCLIPACTORS = 1 << 6, ///< don't collide with dynamic objects/actors
376 CF_WALKWALLS = 1 << 7, ///< don't restrict movement to steep slopes
377 CF_COLLIDEFLOORS = 1 << 8, ///< project and clip movement against non-flat floors
378 CF_HITSCAN = 1 << 9, ///< performs a single-pass trace. useful for hitscans
379 CF_ALLOWCLIMB = 1 << 10, ///< collide with sectors flagged as climbable
380 CF_ALLOWCRAWL = 1 << 11, ///< collide with sectors flagged as crawlable
381 CF_NOSTEPDOWN = 1 << 12, ///< don't clamp z-axis when walking down slopes
382 CF_NOSLOPESTEP = 1 << 13, ///< don't project z-axis movement along slopes
383 CF_COLLIDEHEIGHT = 1 << 14, ///< clip against ceilings
384 CF_COLLIDECORPSES = 1 << 15, ///< clip against actors flagged as dead
385 CF_NOEXITWALLS = 1 << 16, ///< clip all edges, regardless if they link to another sector or not
386 CF_NOCOLLIDEFUNC = 1 << 17, ///< don't invoke the OnCollide callback on the moving object
387 CF_NOFLOORADJUST = 1 << 18, ///< don't keep z-axis above floor plane
388 CF_NOCEILINGADJUST = 1 << 19, ///< don't keep z-axis below ceiling plane
389 CF_COLLIDEWATER = 1 << 20, ///< clip movement against the water surface
390 CF_USEWALLRADIUS = 1 << 21, ///< clip and project movement away from walls based on wall radius
391 CF_NOCLIPTARGETACTORS = 1 << 22, ///< don't clip actors that are targeted by moving object
392 CF_COLLIDETRIGGERS = 1 << 23, ///< block edges belonging to a trigger. Can't cross into sectors if sector has AAF_EVENT.
393 CF_STANDONOBJECTS = 1 << 24, ///< allow vertical clipping of objects
394 CF_GREASESLIDEOBJECTS = 1 << 25, ///< always keep movement projected away from collided objects
395 CF_ALLOWRESTRICTEDAREAS = 1 << 26, ///< don't collide with edges belonging to a restricted sector
396 CF_COLLIDECLIFFS = 1 << 27, ///< collide with non-walkable floors
397 CF_CHECKLINKEDBRIDGES = 1 << 28, ///< do extensive checks against overlapping bridge sectors
398 CF_POLYCOLLISION = 1 << 29, ///< clip movement against all model polygons of an object
399 CF_COLLIDEPLAYERBLOCKER = 1 << 30 ///< collide with edges linked to player blocking regions (AAF_WARPRETURN)
400};
@ CF_HITSCAN
performs a single-pass trace. useful for hitscans
@ CF_COLLIDEPLAYERBLOCKER
collide with edges linked to player blocking regions (AAF_WARPRETURN)
@ CF_CHECKLINKEDBRIDGES
do extensive checks against overlapping bridge sectors
@ CF_NOCLIPTARGETACTORS
don't clip actors that are targeted by moving object
@ CF_ALLOWCRAWL
collide with sectors flagged as crawlable
@ CF_STANDONOBJECTS
allow vertical clipping of objects
@ CF_ALLOWRESTRICTEDAREAS
don't collide with edges belonging to a restricted sector
@ CF_COLLIDEFLOORS
project and clip movement against non-flat floors
@ CF_USEWALLRADIUS
clip and project movement away from walls based on wall radius
@ CF_DROPOFF
allows passing through platforms or ledges
@ CF_NOCLIPSTATICS
don't collide with static models
@ CF_ALLOWCLIMB
collide with sectors flagged as climbable
@ CF_NOEXITWATER
block all edges that links to a non-water sector
@ CF_WALKWALLS
don't restrict movement to steep slopes
@ CF_NOCOLLIDEFUNC
don't invoke the OnCollide callback on the moving object
@ CF_COLLIDETRIGGERS
block edges belonging to a trigger. Can't cross into sectors if sector has AAF_EVENT.
@ CF_NOEXITWALLS
clip all edges, regardless if they link to another sector or not
@ CF_COLLIDECORPSES
clip against actors flagged as dead
@ CF_POLYCOLLISION
clip movement against all model polygons of an object
@ CF_NOSTEPDOWN
don't clamp z-axis when walking down slopes
@ CF_NOENTERWATER
block all edges that links to a water sector
@ CF_NOCLIPACTORS
don't collide with dynamic objects/actors
@ CF_COLLIDEHEIGHT
clip against ceilings
@ CF_COLLIDECLIFFS
collide with non-walkable floors
@ CF_NOFLOORADJUST
don't keep z-axis above floor plane
@ CF_NOCEILINGADJUST
don't keep z-axis below ceiling plane
@ CF_NOSLOPESTEP
don't project z-axis movement along slopes
@ CF_IGNOREBLOCKERS
don't clip edges belonging to blocking sectors
@ CF_CLIPEDGES
clip movement against edges that don't link to sectors
@ CF_COLLIDEWATER
clip movement against the water surface
@ CF_GREASESLIDEOBJECTS
always keep movement projected away from collided objects

◆ EnumClipResultFlags

Enumerator
CRF_NOCOLLISION 
CRF_FLOOR 1 << 0 

made contact with a floor

CRF_CEILING 1 << 1 

made contact with a ceiling

CRF_WALL 1 << 2 

made contact with an edge (sector edge that isn't linked to another sector)

CRF_OBJECT 1 << 3 

made contact with an actor

CRF_MESH 1 << 4 

made contact with a static object

CRF_ADJUST 1 << 5 

z-axis was adjusted (ceiling or floor)

CRF_WALLRADIUS 1 << 6 

made contact with an edge during the wall radius collision test

Definition at line 258 of file t1_scriptAPI.cpp.

259{
260 CRF_NOCOLLISION = 0,
261 CRF_FLOOR = 1 << 0, ///< made contact with a floor
262 CRF_CEILING = 1 << 1, ///< made contact with a ceiling
263 CRF_WALL = 1 << 2, ///< made contact with an edge (sector edge that isn't linked to another sector)
264 CRF_OBJECT = 1 << 3, ///< made contact with an actor
265 CRF_MESH = 1 << 4, ///< made contact with a static object
266 CRF_ADJUST = 1 << 5, ///< z-axis was adjusted (ceiling or floor)
267 CRF_WALLRADIUS = 1 << 6 ///< made contact with an edge during the wall radius collision test
268};
@ CRF_NOCOLLISION
@ CRF_MESH
made contact with a static object
@ CRF_ADJUST
z-axis was adjusted (ceiling or floor)
@ CRF_FLOOR
made contact with a floor
@ CRF_WALL
made contact with an edge (sector edge that isn't linked to another sector)
@ CRF_CEILING
made contact with a ceiling
@ CRF_WALLRADIUS
made contact with an edge during the wall radius collision test
@ CRF_OBJECT
made contact with an actor

◆ EnumCustomHUDFlags

Enumerator
CHF_HIDECINEMA 1 << 0 

Hide when cinema is active.

CHF_HIDEMENU 1 << 1 

Hide when menu is active.

CHF_HIDEDUMMYMENU 1 << 2 

Hide when dummy menu is active.

CHF_HIDENOHUD 1 << 3 

Hide when Show HUD menu option is off.

CHF_ALPHASCALE 1 << 4 

Scales color alpha values by the HUD opacity menu option.

Definition at line 500 of file t1_scriptAPI.cpp.

501{
502 CHF_HIDECINEMA = 1 << 0, ///< Hide when cinema is active
503 CHF_HIDEMENU = 1 << 1, ///< Hide when menu is active
504 CHF_HIDEDUMMYMENU = 1 << 2, ///< Hide when dummy menu is active
505 CHF_HIDENOHUD = 1 << 3, ///< Hide when Show HUD menu option is off
506 CHF_ALPHASCALE = 1 << 4 ///< Scales color alpha values by the HUD opacity menu option
507};
@ CHF_ALPHASCALE
Scales color alpha values by the HUD opacity menu option.
@ CHF_HIDEMENU
Hide when menu is active.
@ CHF_HIDENOHUD
Hide when Show HUD menu option is off.
@ CHF_HIDECINEMA
Hide when cinema is active.
@ CHF_HIDEDUMMYMENU
Hide when dummy menu is active.

◆ EnumDifficulty

Enumerator
DIFFICULTY_EASY 
DIFFICULTY_NORMAL 
DIFFICULTY_HARD 
DIFFICULTY_HARDCORE 

Definition at line 359 of file t1_scriptAPI.cpp.

360{
361 DIFFICULTY_EASY = 0,
363 DIFFICULTY_HARD = 2,
365};
@ DIFFICULTY_HARD
@ DIFFICULTY_HARDCORE
@ DIFFICULTY_NORMAL
@ DIFFICULTY_EASY

◆ EnumGameButtonEvents

Enumerator
GBE_MENU_UP 1 << 0 
GBE_MENU_RIGHT 1 << 1 
GBE_MENU_DOWN 1 << 2 
GBE_MENU_LEFT 1 << 3 
GBE_MENU_SELECT 1 << 4 
GBE_MENU_CANCEL 1 << 5 
GBE_MENU_BACK 1 << 6 
GBE_MENU_ACTIVATE 1 << 7 
GBE_MENU_DESELECT 1 << 8 
GBE_MENU_MOUSESELECT 1 << 9 

Definition at line 345 of file t1_scriptAPI.cpp.

346{
347 GBE_MENU_UP = 1 << 0,
348 GBE_MENU_RIGHT = 1 << 1,
349 GBE_MENU_DOWN = 1 << 2,
350 GBE_MENU_LEFT = 1 << 3,
351 GBE_MENU_SELECT = 1 << 4,
352 GBE_MENU_CANCEL = 1 << 5,
353 GBE_MENU_BACK = 1 << 6,
354 GBE_MENU_ACTIVATE = 1 << 7,
355 GBE_MENU_DESELECT = 1 << 8,
356 GBE_MENU_MOUSESELECT = 1 << 9
357};
@ GBE_MENU_SELECT
@ GBE_MENU_DESELECT
@ GBE_MENU_DOWN
@ GBE_MENU_UP
@ GBE_MENU_ACTIVATE
@ GBE_MENU_LEFT
@ GBE_MENU_CANCEL
@ GBE_MENU_MOUSESELECT
@ GBE_MENU_RIGHT
@ GBE_MENU_BACK

◆ EnumGameFontType

Enumerator
GFT_BIG 
GFT_SMALL 
GFT_NUMBERS 
GFT_TTF 

Definition at line 250 of file t1_scriptAPI.cpp.

251{
252 GFT_BIG = 0,
253 GFT_SMALL = 1,
254 GFT_NUMBERS = 2,
255 GFT_TTF = 3
256};
@ GFT_BIG
@ GFT_SMALL
@ GFT_NUMBERS
@ GFT_TTF

◆ EnumImpactType

Enumerator
IT_DEFAULT 
IT_WATER 
IT_METAL 
IT_STONE 
IT_FLESH_HUMAN 
IT_FLESH_CREATURE 
IT_FLESH_UNDEAD 

AKA IT_FLESH_WATER. Not used in the remaster for anything by default. In the original game if an Fx was underwater and hit an actor that had an impact type of IT_FLESH_HUMAN or IT_FLESH_CREATURE it would do a IT_FLESH_UNDEAD impact instead.

IT_LAVA 
IT_SLIME 
IT_FORCEFIELD 

Definition at line 236 of file t1_scriptAPI.cpp.

237{
238 IT_DEFAULT = 0,
239 IT_WATER = 1,
240 IT_METAL = 2,
241 IT_STONE = 3,
242 IT_FLESH_HUMAN = 4,
244 IT_FLESH_UNDEAD = 6, ///< AKA IT_FLESH_WATER. Not used in the remaster for anything by default. In the original game if an Fx was underwater and hit an actor that had an impact type of IT_FLESH_HUMAN or IT_FLESH_CREATURE it would do a IT_FLESH_UNDEAD impact instead.
245 IT_LAVA = 7,
246 IT_SLIME = 8,
247 IT_FORCEFIELD = 9
248};
@ IT_STONE
@ IT_DEFAULT
@ IT_FORCEFIELD
@ IT_SLIME
@ IT_FLESH_CREATURE
@ IT_LAVA
@ IT_FLESH_HUMAN
@ IT_WATER
@ IT_FLESH_UNDEAD
AKA IT_FLESH_WATER. Not used in the remaster for anything by default. In the original game if an Fx w...
@ IT_METAL

◆ EnumInputActions

Enumerator
IA_ATTACK 
IA_JUMP 
IA_FORWARD 
IA_BACKWARD 
IA_STRAFELEFT 
IA_STRAFERIGHT 
IA_WEAPNEXT 
IA_WEAPPREV 
IA_MAPZOOMIN 
IA_MAPZOOMOUT 
IA_CUSTOM1 10 
IA_CUSTOM2 11 

Definition at line 283 of file t1_scriptAPI.cpp.

284{
285 IA_ATTACK = 0,
286 IA_JUMP = 1,
287 IA_FORWARD = 2,
288 IA_BACKWARD = 3,
289 IA_STRAFELEFT = 4,
290 IA_STRAFERIGHT = 5,
291 IA_WEAPNEXT = 6,
292 IA_WEAPPREV = 7,
293 IA_MAPZOOMIN = 8,
294 IA_MAPZOOMOUT = 9,
295 IA_CUSTOM1 = 10,
296 IA_CUSTOM2 = 11
297};
@ IA_JUMP
@ IA_CUSTOM2
@ IA_FORWARD
@ IA_ATTACK
@ IA_STRAFELEFT
@ IA_WEAPNEXT
@ IA_MAPZOOMIN
@ IA_WEAPPREV
@ IA_CUSTOM1
@ IA_STRAFERIGHT
@ IA_BACKWARD
@ IA_MAPZOOMOUT

◆ EnumPlaneSide

Enumerator
PSIDE_FRONT 
PSIDE_BACK 
PSIDE_ON 

Definition at line 1 of file t1_scriptAPI.cpp.

2{
3 PSIDE_FRONT = 0,
4 PSIDE_BACK = 1,
5 PSIDE_ON = 2
6};
@ PSIDE_BACK
@ PSIDE_ON
@ PSIDE_FRONT

◆ EnumPlayerButtons

Enumerator
BC_ATTACK 1 << 0 
BC_JUMP 1 << 1 
BC_FORWARD 1 << 2 
BC_BACKWARD 1 << 3 
BC_STRAFELEFT 1 << 4 
BC_STRAFERIGHT 1 << 5 
BC_WEAPONRIGHT 1 << 6 
BC_WEAPONLEFT 1 << 7 
BC_MAPZOOMIN 1 << 8 
BC_MAPZOOMOUT 1 << 9 
BC_CUSTOM1 1 << 10 
BC_CUSTOM2 1 << 11 

Definition at line 299 of file t1_scriptAPI.cpp.

300{
301 BC_ATTACK = 1 << 0,
302 BC_JUMP = 1 << 1,
303 BC_FORWARD = 1 << 2,
304 BC_BACKWARD = 1 << 3,
305 BC_STRAFELEFT = 1 << 4,
306 BC_STRAFERIGHT = 1 << 5,
307 BC_WEAPONRIGHT = 1 << 6,
308 BC_WEAPONLEFT = 1 << 7,
309 BC_MAPZOOMIN = 1 << 8,
310 BC_MAPZOOMOUT = 1 << 9,
311 BC_CUSTOM1 = 1 << 10,
312 BC_CUSTOM2 = 1 << 11
313};
@ BC_WEAPONRIGHT
@ BC_CUSTOM2
@ BC_ATTACK
@ BC_MAPZOOMOUT
@ BC_JUMP
@ BC_STRAFERIGHT
@ BC_BACKWARD
@ BC_STRAFELEFT
@ BC_CUSTOM1
@ BC_FORWARD
@ BC_MAPZOOMIN
@ BC_WEAPONLEFT

◆ EnumPlayerConButtons

Enumerator
CBC_WEAPON1 1 << 0 
CBC_WEAPON2 1 << 1 
CBC_WEAPON3 1 << 2 
CBC_WEAPON4 1 << 3 
CBC_WEAPON5 1 << 4 
CBC_WEAPON6 1 << 5 
CBC_WEAPON7 1 << 6 
CBC_WEAPON8 1 << 7 
CBC_WEAPON9 1 << 8 
CBC_WEAPON10 1 << 9 
CBC_WEAPON11 1 << 10 
CBC_WEAPON12 1 << 11 
CBC_WEAPON13 1 << 12 
CBC_WEAPON14 1 << 13 
CBC_AUTOMAP 1 << 14 
CBC_CHANGEAMMO 1 << 15 
CBC_RUNWALK 1 << 16 
CBC_MENUUP 1 << 17 
CBC_MENUDOWN 1 << 18 
CBC_MENULEFT 1 << 19 
CBC_MENURIGHT 1 << 20 
CBC_MENUSELECT 1 << 21 
CBC_MENUDESELECT 1 << 22 
CBC_MENUBACK 1 << 23 
CBC_MENUCANCEL 1 << 24 
CBC_MENUACTIVATE 1 << 25 

Definition at line 315 of file t1_scriptAPI.cpp.

316{
317 CBC_WEAPON1 = 1 << 0,
318 CBC_WEAPON2 = 1 << 1,
319 CBC_WEAPON3 = 1 << 2,
320 CBC_WEAPON4 = 1 << 3,
321 CBC_WEAPON5 = 1 << 4,
322 CBC_WEAPON6 = 1 << 5,
323 CBC_WEAPON7 = 1 << 6,
324 CBC_WEAPON8 = 1 << 7,
325 CBC_WEAPON9 = 1 << 8,
326 CBC_WEAPON10 = 1 << 9,
327 CBC_WEAPON11 = 1 << 10,
328 CBC_WEAPON12 = 1 << 11,
329 CBC_WEAPON13 = 1 << 12,
330 CBC_WEAPON14 = 1 << 13,
331 CBC_AUTOMAP = 1 << 14,
332 CBC_CHANGEAMMO = 1 << 15,
333 CBC_RUNWALK = 1 << 16,
334 CBC_MENUUP = 1 << 17,
335 CBC_MENUDOWN = 1 << 18,
336 CBC_MENULEFT = 1 << 19,
337 CBC_MENURIGHT = 1 << 20,
338 CBC_MENUSELECT = 1 << 21,
339 CBC_MENUDESELECT = 1 << 22,
340 CBC_MENUBACK = 1 << 23,
341 CBC_MENUCANCEL = 1 << 24,
342 CBC_MENUACTIVATE = 1 << 25
343};
@ CBC_AUTOMAP
@ CBC_WEAPON14
@ CBC_MENUACTIVATE
@ CBC_WEAPON9
@ CBC_WEAPON5
@ CBC_WEAPON11
@ CBC_RUNWALK
@ CBC_WEAPON6
@ CBC_MENUCANCEL
@ CBC_WEAPON1
@ CBC_WEAPON10
@ CBC_MENULEFT
@ CBC_WEAPON3
@ CBC_WEAPON13
@ CBC_MENURIGHT
@ CBC_WEAPON4
@ CBC_WEAPON12
@ CBC_MENUDESELECT
@ CBC_MENUUP
@ CBC_MENUDOWN
@ CBC_WEAPON7
@ CBC_WEAPON8
@ CBC_CHANGEAMMO
@ CBC_MENUSELECT
@ CBC_MENUBACK
@ CBC_WEAPON2

◆ EnumPlayerFlags

Enumerator
PF_NOCLIP 1 << 0 
PF_FLY 1 << 1 
PF_DEAD 1 << 2 
PF_GOD 1 << 3 

Is reset when level beings.

PF_JUMPING 1 << 4 

is jumping (moving up). flag is off when reached max jump height or let go of jump button.

PF_HASJUMPED 1 << 5 
PF_INWARPAREA 1 << 6 

in sector area with AAF_TELEPORT flag.

PF_CLIMBTHRUST 1 << 7 
PF_NOAIRFRICTION 1 << 8 
PF_CRAWLING 1 << 9 
PF_PREVENTDEATHCAM 1 << 10 

will stop the death cinematic or the deadAnimView from triggering when the player dies.

PF_FIREDPROJECTILE 1 << 11 

set when FireProjectile is called. Cleared OnTick if weapon is not in WS_FIRE state and player is not locked.

PF_FALLINGDEATHPIT 1 << 12 

currently falling in a death pit. Cleared after level begins.

PF_WEAPONSTEAL 1 << 13 

on when campaigner steals weapon

PF_NOSECTORMUSIC 1 << 14 

disables music changes when changing sectors

PF_NOTOUCH 1 << 15 

disables invoking onTouch callbacks

PF_NOCEILINGGLIDE 1 << 16 

disables the ceiling glide glitch

Definition at line 160 of file t1_scriptAPI.cpp.

161{
162 PF_NOCLIP = 1 << 0,
163 PF_FLY = 1 << 1,
164 PF_DEAD = 1 << 2,
165 PF_GOD = 1 << 3, ///< Is reset when level beings
166 PF_JUMPING = 1 << 4, ///< is jumping (moving up). flag is off when reached max jump height or let go of jump button.
167 PF_HASJUMPED = 1 << 5,
168 PF_INWARPAREA = 1 << 6, ///< in sector area with AAF_TELEPORT flag.
169 PF_CLIMBTHRUST = 1 << 7,
170 PF_NOAIRFRICTION = 1 << 8,
171 PF_CRAWLING = 1 << 9,
172 PF_PREVENTDEATHCAM = 1 << 10, ///< will stop the death cinematic or the deadAnimView from triggering when the player dies.
173 PF_FIREDPROJECTILE = 1 << 11, ///< set when FireProjectile is called. Cleared OnTick if weapon is not in WS_FIRE state and player is not locked.
174 PF_FALLINGDEATHPIT = 1 << 12, ///< currently falling in a death pit. Cleared after level begins.
175 PF_WEAPONSTEAL = 1 << 13, ///< on when campaigner steals weapon
176 PF_NOSECTORMUSIC = 1 << 14, ///< disables music changes when changing sectors
177 PF_NOTOUCH = 1 << 15, ///< disables invoking onTouch callbacks
178 PF_NOCEILINGGLIDE = 1 << 16 ///< disables the ceiling glide glitch
179};
@ PF_NOTOUCH
disables invoking onTouch callbacks
@ PF_GOD
Is reset when level beings.
@ PF_FALLINGDEATHPIT
currently falling in a death pit. Cleared after level begins.
@ PF_WEAPONSTEAL
on when campaigner steals weapon
@ PF_CRAWLING
@ PF_JUMPING
is jumping (moving up). flag is off when reached max jump height or let go of jump button.
@ PF_NOCLIP
@ PF_HASJUMPED
@ PF_FIREDPROJECTILE
set when FireProjectile is called. Cleared OnTick if weapon is not in WS_FIRE state and player is not...
@ PF_NOSECTORMUSIC
disables music changes when changing sectors
@ PF_NOCEILINGGLIDE
disables the ceiling glide glitch
@ PF_DEAD
@ PF_INWARPAREA
in sector area with AAF_TELEPORT flag.
@ PF_FLY
@ PF_PREVENTDEATHCAM
will stop the death cinematic or the deadAnimView from triggering when the player dies.
@ PF_CLIMBTHRUST
@ PF_NOAIRFRICTION

◆ EnumPlayerStates

Enumerator
PS_WALKING 
PS_JUMPING 
PS_CLIMBING 
PS_SWIMMING 
PS_UNDERWATER 
PS_FALLDEATH 
PS_ANTIGRAVITY 

Definition at line 181 of file t1_scriptAPI.cpp.

182{
183 PS_WALKING = 0,
184 PS_JUMPING = 1,
185 PS_CLIMBING = 2,
186 PS_SWIMMING = 3,
187 PS_UNDERWATER = 4,
188 PS_FALLDEATH = 5,
190};
@ PS_SWIMMING
@ PS_JUMPING
@ PS_FALLDEATH
@ PS_CLIMBING
@ PS_UNDERWATER
@ PS_WALKING
@ PS_ANTIGRAVITY

◆ EnumSectorPlatformFlags

Enumerator
SPF_FLOORVERTS 1 << 0 

Changes sectors verts origin.

SPF_CEILINGVERTS 1 << 1 

Changes sectors verts heights.

SPF_SAMEAREA 1 << 2 

Effects sectors only with the same area as the starting sector.

SPF_MOVEPLAYERINAIR 1 << 3 

Player moves with the sectors even in the air.

SPF_USEMOVETOFORPLAYER 1 << 4 

Uses the MoveToPosition function to set the Players origin. else sets origin.

SPF_USEMOVETOFORAI 1 << 5 

Uses the MoveToPosition function to set the AI origin. else sets origin.

SPF_USEMOVETOFOROTHER 1 << 6 

Uses the MoveToPosition function to set other actors origin. else sets origin.

SPF_MOVEPLAYER 1 << 7 

Moves player.

SPF_MOVEAI 1 << 8 

Moves AI.

SPF_MOVEOTHERACTORS 1 << 9 

Moves other actors on the sectors that are not the player or AI.

SPF_DEFAULT SPF_FLOORVERTS|SPF_CEILINGVERTS|SPF_MOVEPLAYERINAIR|SPF_USEMOVETOFORPLAYER|SPF_MOVEPLAYER|SPF_MOVEAI|SPF_MOVEOTHERACTORS 

Definition at line 484 of file t1_scriptAPI.cpp.

485{
486 SPF_FLOORVERTS = 1 << 0, ///< Changes sectors verts origin
487 SPF_CEILINGVERTS = 1 << 1, ///< Changes sectors verts heights
488 SPF_SAMEAREA = 1 << 2, ///< Effects sectors only with the same area as the starting sector
489 SPF_MOVEPLAYERINAIR = 1 << 3, ///< Player moves with the sectors even in the air
490 SPF_USEMOVETOFORPLAYER = 1 << 4, ///< Uses the MoveToPosition function to set the Players origin. else sets origin.
491 SPF_USEMOVETOFORAI = 1 << 5, ///< Uses the MoveToPosition function to set the AI origin. else sets origin.
492 SPF_USEMOVETOFOROTHER = 1 << 6, ///< Uses the MoveToPosition function to set other actors origin. else sets origin.
493 SPF_MOVEPLAYER = 1 << 7, ///< Moves player
494 SPF_MOVEAI = 1 << 8, ///< Moves AI
495 SPF_MOVEOTHERACTORS = 1 << 9, ///< Moves other actors on the sectors that are not the player or AI.
496
498};
@ SPF_FLOORVERTS
Changes sectors verts origin.
@ SPF_MOVEPLAYER
Moves player.
@ SPF_USEMOVETOFORPLAYER
Uses the MoveToPosition function to set the Players origin. else sets origin.
@ SPF_MOVEOTHERACTORS
Moves other actors on the sectors that are not the player or AI.
@ SPF_MOVEAI
Moves AI.
@ SPF_SAMEAREA
Effects sectors only with the same area as the starting sector.
@ SPF_DEFAULT
@ SPF_USEMOVETOFORAI
Uses the MoveToPosition function to set the AI origin. else sets origin.
@ SPF_MOVEPLAYERINAIR
Player moves with the sectors even in the air.
@ SPF_USEMOVETOFOROTHER
Uses the MoveToPosition function to set other actors origin. else sets origin.
@ SPF_CEILINGVERTS
Changes sectors verts heights.

◆ EnumWaterLevel

Enumerator
WLT_INVALID 

Not in water sectors.

WLT_OVER 

In water sector but over the water height.

WLT_BETWEEN 

In water sector and floating above the water.

WLT_UNDER 

In water sector and under the water height.

Definition at line 402 of file t1_scriptAPI.cpp.

403{
404 WLT_INVALID = 0, ///< Not in water sectors
405 WLT_OVER = 1, ///< In water sector but over the water height
406 WLT_BETWEEN = 2, ///< In water sector and floating above the water
407 WLT_UNDER = 3 ///< In water sector and under the water height
408};
@ WLT_BETWEEN
In water sector and floating above the water.
@ WLT_INVALID
Not in water sectors.
@ WLT_OVER
In water sector but over the water height.
@ WLT_UNDER
In water sector and under the water height.

◆ EnumWeaponStates

Enumerator
WS_IDLE 
WS_RAISE 
WS_LOWER 
WS_FIRE 

Is currently firing.

WS_HOLDSTER 

Set when dead (with no death cinematic) or when climbing. Should set weapon anim to ANIM_WEAPONSWAPOUT if you set this state manually.

WS_WALK 

NOT USED.

WS_RUN 

NOT USED.

WS_DISCHARGE 

set after OnEndFire is called. If was in WS_FIRE state and not pressing the Attack button.

WS_FIREUNDERWATER 

NOT USED.

Definition at line 270 of file t1_scriptAPI.cpp.

271{
272 WS_IDLE = 0,
273 WS_RAISE = 1,
274 WS_LOWER = 2,
275 WS_FIRE = 3, ///< Is currently firing
276 WS_HOLDSTER = 4, ///< Set when dead (with no death cinematic) or when climbing. Should set weapon anim to ANIM_WEAPONSWAPOUT if you set this state manually.
277 WS_WALK = 5, ///< NOT USED
278 WS_RUN = 6, ///< NOT USED
279 WS_DISCHARGE = 7, ///< set after OnEndFire is called. If was in WS_FIRE state and not pressing the Attack button.
280 WS_FIREUNDERWATER = 8 ///< NOT USED
281};
@ WS_LOWER
@ WS_FIRE
Is currently firing.
@ WS_FIREUNDERWATER
NOT USED.
@ WS_RAISE
@ WS_RUN
NOT USED.
@ WS_WALK
NOT USED.
@ WS_IDLE
@ WS_HOLDSTER
Set when dead (with no death cinematic) or when climbing. Should set weapon anim to ANIM_WEAPONSWAPOU...
@ WS_DISCHARGE
set after OnEndFire is called. If was in WS_FIRE state and not pressing the Attack button.

◆ kexLocPlatform_e

< Not used (garbage included automatically from kexengine)

Enumerator
LocPlatform_UserPlatformCount 
LocPlatform_Windows 
LocPlatform_Linux 
LocPlatform_Mac 
LocPlatform_Switch 
LocPlatform_XboxOne 16 
LocPlatform_PlayStation4 32 
LocPlatform_XboxSeries 64 
LocPlatform_WindowsStore 128 
LocPlatform_PlayStation5 256 
LocPlatform_FirstUserPlatform 16777216 
LocPlatform_Current 

Definition at line 8 of file t1_scriptAPI.cpp.

9{
22};
@ LocPlatform_XboxSeries
@ LocPlatform_Current
@ LocPlatform_PlayStation5
@ LocPlatform_XboxOne
@ LocPlatform_Mac
@ LocPlatform_Switch
@ LocPlatform_WindowsStore
@ LocPlatform_Linux
@ LocPlatform_Windows
@ LocPlatform_PlayStation4
@ LocPlatform_UserPlatformCount
@ LocPlatform_FirstUserPlatform

Function Documentation

◆ Abs()

int Abs ( int i)

Returns the absolute value of i.

◆ Accelerate()

float Accelerate ( const float val,
const float accel,
const float max )

return val that increases by accel in a weird way to the max value.

◆ ACos()

float ACos ( float f)

Returns the arc-cosine of f - the angle in radians whose cosine is f.

◆ Add()

bool Sin::Add ( const kStr &in key,
const kStr &in value )

if the key doesn't exist then adds the key/value and returns false. If the key already exists then sets the value and returns true.

◆ ATan2()

float ATan2 ( float y,
float x )

Returns the angle in radians whose Tan is y/x.

◆ Ceil()

float Ceil ( float f)

Returns the smallest integer greater to or equal to f.

◆ Clamp()

int Clamp ( const int i,
const int min,
const int max )

Returns clamped value between min and max.

◆ Clampf()

float Clampf ( const float f,
const float min,
const float max )

Returns clamped value between min and max.

◆ Clear()

void Sin::Clear ( )

◆ Cos()

float Cos ( float f)

Returns the cosine of angle f in radians.

◆ CosArc()

float CosArc ( const float t)

return (-((Cos(Deg2Rad(360.0f * t)) - 1.0f) * 0.5f));

◆ CosTween()

float CosTween ( const float t)

return (0.5f - (Cos(t * pi) * 0.5f));

◆ Count()

uint Sin::Count ( )

◆ Deg2Rad()

float Deg2Rad ( float degs)

Degrees-to-radians conversion.

◆ delay()

void delay ( const float time)

used in map scripts to delay execution of script

◆ f2i()

const int f2i ( const float f)

IEEE 754 float to int.

◆ Fabs()

float Fabs ( float f)

Returns the absolute value of f.

◆ Find()

bool Sin::Find ( const kStr &in key,
kStr &out value )

if the key exists then sets value and returns true. If key was not found then returns false.

◆ Floor()

float Floor ( float f)

Returns the largest integer smaller to or equal to f.

◆ GameModFileDataSetAdd()

void GameModFileDataSetAdd ( const kStr &in key,
const kStr &in value )

Adds the key and value to GameModFileData if it doesn't exist otherwise sets the existing keys value.

◆ GameVarsSetAdd()

void GameVarsSetAdd ( const kStr &in key,
const kStr &in value )

Adds the key and value to GameVariables if it doesn't exist otherwise sets the existing keys value.

◆ HasKey()

bool Sin::HasKey ( const kStr &in key)

Returns true if the key exists.

◆ HermiteBlend()

float HermiteBlend ( const float a,
const float b,
const float t )

◆ i2f()

const float i2f ( const int i)

int to IEEE 754 float

◆ IncMax()

float IncMax ( const float val,
const float inc,
const float dest )

returns val +(or minus) inc and never goes above or below dest value

◆ InvSqrt()

float InvSqrt ( float f)

Returns inverse square root of f.

◆ IsEmpty()

bool Sin::IsEmpty ( )

◆ ItBegin()

void Sin::ItBegin ( )

Resets the iterator back to the first key/value.

◆ ItNext()

bool Sin::ItNext ( kStr &out key,
kStr &out value )

key and value is set to the next key/value in the iterator. Returns false if reached the end.

◆ kexColor_FromHSL()

kColor kexColor_FromHSL ( float hue,
float sat,
float lit )

Not used. (garbage from kexengine)

◆ kexColor_LerpRGB()

kColor kexColor_LerpRGB ( const kColor &in from,
const kColor &in to,
float time )

Not used. (garbage from kexengine)

◆ kexColor_Random()

kColor kexColor_Random ( )

Not used. (garbage from kexengine)

◆ kexColor_Tab20()

kColor kexColor_Tab20 ( uint i)

Not used. (garbage from kexengine)

◆ kexColor_Tab20Dark()

kColor kexColor_Tab20Dark ( uint i)

Not used. (garbage from kexengine)

◆ kexColor_Tab20Light()

kColor kexColor_Tab20Light ( uint i)

Not used. (garbage from kexengine)

◆ kexColor_ViridisScale()

kColor kexColor_ViridisScale ( float v)

Not used. (garbage from kexengine)

◆ kexRandInt()

int kexRandInt ( )

Range -2147483648..2147483647.

◆ kexRandUInt()

uint kexRandUInt ( )

Range 0..4294967295.

◆ kStrSplit()

void kStrSplit ( const kStr &in s,
const kStr &in sep )
Parameters
sthe string you want to split
septhe separators you want to use to split the string
kStr myString = "Hello,World!";
kStrSplit(myString, ",");
for(uint i = 0; i < kStrSplitLength(); i++)
{
kStr stringPart = kStrSplitGet(i);
Sys.Print("SplitStrings[" + i + "] len=" + stringPart.Length() + ": " + stringPart);
}
void kStrSplit(const kStr &in s, const kStr &in sep)
kSys Sys
uint kStrSplitLength()
returns the amount of strings that were split
void kStrSplitClear()
clear the list of split strings after your done. Not required to call because it gets cleared when yo...
kStr kStrSplitGet(const int index)
returns the string at index
String class functions.
uint64 Length() const
Returns the length of the string.

◆ kStrSplitClear()

void kStrSplitClear ( )

clear the list of split strings after your done. Not required to call because it gets cleared when you call kStrSplit but if you don't want those strings still hanging around you can clear them now.

◆ kStrSplitGet()

kStr kStrSplitGet ( const int index)

returns the string at index

◆ kStrSplitLength()

uint kStrSplitLength ( )

returns the amount of strings that were split

◆ Lerp()

float Lerp ( float start,
const float end,
const float time )

Linearly interpolates between start and end by time.

◆ Log()

float Log ( float f)

Returns the natural (base e) logarithm of a specified number.

◆ Max()

float Max ( const float a,
const float b )

Returns the largest of the two values.

◆ Min()

float Min ( const float a,
const float b )

Returns the smallest of the two values.

◆ NLerp()

float NLerp ( const float a,
const float b,
const float t )

Calculates the linear parameter t that produces the interpolant value within the range [a, b].

◆ Pow()

float Pow ( float x,
float y )

Returns f raised to power p.

◆ Rad2Deg()

float Rad2Deg ( float rads)

Radians-to-Degrees conversion.

◆ Rand()

int Rand ( )

Range 0..32767.

◆ RandByte()

uint8 RandByte ( )

Range 0..255.

◆ RandCFloat()

float RandCFloat ( )

Range -1..1.

◆ RandFloat()

float RandFloat ( )

Range 0..1.

◆ RandMax()

int RandMax ( const int max)

Range 0..max-1.

◆ RandRange()

float RandRange ( const float min,
const float max )

Returns a random float number between and min [inclusive] and max [inclusive].

◆ Remove()

bool Sin::Remove ( const kStr &in key)

Removes the key if it exists and returns true.

◆ Sin()

class kScriptTMap Sin ( float f)

Returns the sine of angle f in radians.

◆ SmoothStep()

float SmoothStep ( const float from,
const float to,
const float t )

Interpolates between min and max with smoothing at the limits.

◆ Sqrt()

float Sqrt ( float f)

Returns square root of f.

◆ SysRand()

int SysRand ( )

Range 0..32767.

◆ Tan()

float Tan ( float f)

Returns the tangent of angle f in radians.

Variable Documentation

◆ ActorFactory

kActorFactory ActorFactory

Definition at line 2601 of file t1_scriptAPI.cpp.

◆ Camera

kCamera Camera

Definition at line 2604 of file t1_scriptAPI.cpp.

◆ CModel

kCModel CModel

Definition at line 2606 of file t1_scriptAPI.cpp.

◆ Game

kGame Game

Definition at line 2600 of file t1_scriptAPI.cpp.

◆ GAME_DELTA_TIME

const float GAME_DELTA_TIME = 0.016666668f

Definition at line 2593 of file t1_scriptAPI.cpp.

◆ GAME_FRAME_TIME

const float GAME_FRAME_TIME = 0.25f

Definition at line 2592 of file t1_scriptAPI.cpp.

◆ GAME_FRAME_UNIT

const float GAME_FRAME_UNIT = 4.0f

Definition at line 2594 of file t1_scriptAPI.cpp.

◆ GAME_SCALE

const float GAME_SCALE = 10.24f

Definition at line 2596 of file t1_scriptAPI.cpp.

◆ GAME_SECONDS

const float GAME_SECONDS = 0.06666667f

Definition at line 2595 of file t1_scriptAPI.cpp.

◆ GameModFileData

kDict GameModFileData

Use with Game.SaveModFile, Game.LoadModFile, and Game.LoadModDataFile.

Definition at line 2599 of file t1_scriptAPI.cpp.

◆ GameVariables

kDict GameVariables

Definition at line 2598 of file t1_scriptAPI.cpp.

◆ pi

const float pi = 3.1415927f

Definition at line 2521 of file t1_scriptAPI.cpp.

◆ Player

kPlayer Player

Definition at line 2603 of file t1_scriptAPI.cpp.

◆ PlayLoop

kPlayLoop PlayLoop

Definition at line 2602 of file t1_scriptAPI.cpp.

◆ Sys

kSys Sys

Definition at line 2597 of file t1_scriptAPI.cpp.

◆ tau

const float tau = 6.2831855f

pi * 2

Definition at line 2522 of file t1_scriptAPI.cpp.

◆ vecZero

const kVec3 vecZero(0.0f, 0.0f, 0.0f) ( 0. 0f,
0. 0f,
0. 0f )

◆ World

kWorld World

Definition at line 2605 of file t1_scriptAPI.cpp.