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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  ScriptObject
 
class  ScriptObjectWeapon
 
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
 

Namespaces

namespace  kexVibrationPlayer
 
namespace  Math
 
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 , ANF_LOOP = 2 , ANF_STOPPED = 4 , ANF_NOINTERRUPT = 8 ,
  ANF_ROOTMOTION = 16 , ANF_PAUSED = 32 , ANF_CYCLECOMPLETED = 64 , ANF_LINEARBLEND = 128
}
 
enum  EnumActorFlags {
  AF_SOLID = 1 , AF_DORMANT = 2 , AF_SNAPTOFLOOR = 4 , AF_CLIMBWALLS = 8 ,
  AF_WOUNDEDMORTALLY = 16 , AF_CASTSHADOW = 32 , AF_TRIGGERSTUFF = 64 , AF_HIDDEN = 128 ,
  AF_ACTIVATED = 256 , AF_DISABLED = 512 , AF_ENTEREDAREAEVENT = 1024 , AF_REMOVEONCOMPLETION = 2048 ,
  AF_NOBLOOD = 4096 , AF_AVOIDWATER = 8192 , AF_FLOATINWATERONDEATH = 16384 , AF_DEAD = 32768 ,
  AF_STATIONARY = 65536 , AF_ALIGNTOFLOOR = 131072 , AF_NODRAW = 262144 , AF_NONSHOOTABLE = 524288 ,
  AF_FULLVOLUME = 1048576 , AF_CANBETOUCHED = 2097152 , AF_IGNORESOUNDEVENTS = 4194304 , AF_TRIGGERANIMATION = 8388608 ,
  AF_HOLDTRIGGERANIM = 16777216 , AF_TRIGGERNAIMDELAY = 33554432 , AF_STAYINWATER = 67108864 , AF_ALWAYSACTIVE = 134217728 ,
  AF_COLLIDEDWITHWALL = 268435456 , AF_INVINCIBLE = 536870912 , AF_ALLOWTINYENEMYCHEAT = 1073741824 , AF_NOMOVEMENT = -2147483648
}
 
enum  EnumActorSpawnFlags1 {
  ASF1_SOLID = 1 , ASF1_PROJECTILEATTACK1 = 2 , ASF1_LEADER = 4 , ASF1_SNAPTOFLOOR = 8 ,
  ASF1_EXPLOSIONDEATH = 16 , ASF1_CLIMBWALLS = 32 , ASF1_PROJECTILEATTACK2 = 64 , ASF1_NOREPEATEXPLOSION = 128 ,
  ASF1_DIEONEXPLOSION = 256 , ASF1_FLOCKER = 512 , ASF1_SLOW = 1024 , ASF1_RANDOMRESURRECTION = 2048 ,
  ASF1_RANDOMFEIGNDEATH = 4096 , ASF1_KAMIKAZE = 8192 , ASF1_AVOIDPLAYERS = 16384 , ASF1_FLOATINWATERONDEATH = 32768 ,
  ASF1_TELEPORT = 65536 , ASF1_CASTSHADOW = 131072 , ASF1_TELEPORTWAIT = 262144 , ASF1_USESTRONGATTACKS = 524288 ,
  ASF1_USEWEAKATTACKS = 1048576 , ASF1_SNIPER = 2097152 , ASF1_MELTONDEATH = 4194304 , ASF1_AVOIDWATER = 8388608 ,
  ASF1_FLYING = 16777216 , ASF1_TELEPORTAVOIDWATER = 33554432 , ASF1_TELEPORTAVOIDCLIFFS = 67108864 , ASF1_TRIGGERSTUFF = 134217728 ,
  ASF1_CANNOTCAUSEAFIGHT = 268435456 , ASF1_NOWALLCOLLISION = 536870912 , ASF1_SCREENSHAKE = 1073741824 , ASF1_RESPAWNANIMATION = -2147483648
}
 
enum  EnumActorSpawnFlags2 {
  ASF2_DROPITEM_MASK1 = 1 , ASF2_DROPITEM_MASK2 = 2 , ASF2_DROPITEM_MASK3 = 4 , ASF2_DROPITEM_MASK4 = 8 ,
  ASF2_DROPITEM_MASK5 = 16 , ASF2_DROPITEM_MASK6 = 32 , ASF2_DROPITEM_MASK7 = 64 , ASF2_DROPITEM_MASK8 = 128 ,
  ASF2_DROPITEM_MASK9 = 256 , ASF2_DROPITEM_MASK10 = 512 , ASF2_DROPITEM_MASK11 = 1024 , ASF2_DROPITEM_MASK12 = 2048 ,
  ASF2_DROPITEM_MASK13 = 4096 , ASF2_DROPITEM_MASK14 = 8192 , ASF2_REMOVEONCOMPLETION = 16384 , ASF2_NOBLOOD = 32768 ,
  ASF2_HOLDTRIGGERANIMATION = 65536 , ASF2_PROJECTILEATTACK3 = 131072 , ASF2_PROJECTILEATTACK4 = 262144 , ASF2_DROPITEMONDAMAGE = 524288 ,
  ASF2_NOAUTOMAPDRAW = 1048576 , ASF2_ALTERNATEMOVES = 2097152 , ASF2_UNUSED1 = 4194304 , ASF2_UNUSED2 = 8388608 ,
  ASF2_PROJECTILEATTACK5 = 16777216 , ASF2_PROJECTILEATTACK6 = 33554432 , ASF2_MORTALWOUNDIMPACT = 67108864 , ASF2_STAYINWATER = 134217728 ,
  ASF2_WARPDEATH = 268435456 , ASF2_STOREWARPRETURN = 536870912 , ASF2_PROJECTILEATTACK7 = 1073741824 , ASF2_PROJECTILEATTACK8 = -2147483648
}
 
enum  EnumActorSpawnFlags3 {
  ASF3_RETURNWARP = 1 , ASF3_PLAYTRIGGERANIMONCE = 2 , ASF3_REGENERATEFROMSTART = 4 , ASF3_WALKINSTRAIGHTLINE = 8 ,
  ASF3_KILLOUTSIDEOFVIEW = 16 , ASF3_NOTHINKER = 32 , ASF3_AVOIDPLAYERS2 = 64 , ASF3_NOVIOLENTDEATH = 128 ,
  ASF3_PROJECTILEATTACK9 = 256 , ASF3_PROJECTILEATTACK10 = 512 , ASF3_MAKESPAWNANIMVISIBLE = 1024 , ASF3_NODRAWONCAMERA = 2048
}
 
enum  EnumPlayerFlags {
  PF_NOCLIP = 1 , PF_FLY = 2 , PF_DEAD = 4 , PF_GOD = 8 ,
  PF_JUMPING = 16 , PF_HASJUMPED = 32 , PF_INWARPAREA = 64 , PF_CLIMBTHRUST = 128 ,
  PF_NOAIRFRICTION = 256 , PF_CRAWLING = 512 , PF_PREVENTDEATHCAM = 1024 , PF_FIREDPROJECTILE = 2048 ,
  PF_FALLINGDEATHPIT = 4096 , PF_WEAPONSTEAL = 8192 , PF_NOSECTORMUSIC = 16384 , PF_NOTOUCH = 32768 ,
  PF_NOCEILINGGLIDE = 65536
}
 
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 , AIF_WASSOLID = 2 , AIF_FIRSTATTACK = 4 , AIF_HEARDLOUDNOISE = 8 ,
  AIF_BLOWNAWAY = 16 , AIF_GOBACKTOLEASH = 32 , AIF_RESSURECT = 64 , AIF_FEIGNDEATH = 128 ,
  AIF_REGENERATE = 256 , AIF_SEETARGET = 512 , AIF_NOCHASE = 1024 , AIF_REGENERATEANIM = 2048 ,
  AIF_NOTHINK = 4096 , AIF_RUNNING = 8192 , AIF_GETATTENTION = 16384 , AIF_REGENANIMDELAY = 32768 ,
  AIF_HEARDQUIETNOISE = 65536 , AIF_AWAYFROMLEASH = 131072 , AIF_TELEPORTAWAY = 262144 , AIF_TELEPORTMOVESLOW = 524288 ,
  AIF_TELEPORTING = 1048576 , AIF_TELEPORTIN = 2097152 , AIF_WAITFORCYCLE = 4194304 , AIF_DAMAGEPANIC = 8388608
}
 
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 , CRF_CEILING = 2 , CRF_WALL = 4 ,
  CRF_OBJECT = 8 , CRF_MESH = 16 , CRF_ADJUST = 32 , CRF_WALLRADIUS = 64
}
 
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 , BC_JUMP = 2 , BC_FORWARD = 4 , BC_BACKWARD = 8 ,
  BC_STRAFELEFT = 16 , BC_STRAFERIGHT = 32 , BC_WEAPONRIGHT = 64 , BC_WEAPONLEFT = 128 ,
  BC_MAPZOOMIN = 256 , BC_MAPZOOMOUT = 512 , BC_CUSTOM1 = 1024 , BC_CUSTOM2 = 2048
}
 
enum  EnumPlayerConButtons {
  CBC_WEAPON1 = 1 , CBC_WEAPON2 = 2 , CBC_WEAPON3 = 4 , CBC_WEAPON4 = 8 ,
  CBC_WEAPON5 = 16 , CBC_WEAPON6 = 32 , CBC_WEAPON7 = 64 , CBC_WEAPON8 = 128 ,
  CBC_WEAPON9 = 256 , CBC_WEAPON10 = 512 , CBC_WEAPON11 = 1024 , CBC_WEAPON12 = 2048 ,
  CBC_WEAPON13 = 4096 , CBC_WEAPON14 = 8192 , CBC_AUTOMAP = 16384 , CBC_CHANGEAMMO = 32768 ,
  CBC_RUNWALK = 65536 , CBC_MENUUP = 131072 , CBC_MENUDOWN = 262144 , CBC_MENULEFT = 524288 ,
  CBC_MENURIGHT = 1048576 , CBC_MENUSELECT = 2097152 , CBC_MENUDESELECT = 4194304 , CBC_MENUBACK = 8388608 ,
  CBC_MENUCANCEL = 16777216 , CBC_MENUACTIVATE = 33554432
}
 
enum  EnumGameButtonEvents {
  GBE_MENU_UP = 1 , GBE_MENU_RIGHT = 2 , GBE_MENU_DOWN = 4 , GBE_MENU_LEFT = 8 ,
  GBE_MENU_SELECT = 16 , GBE_MENU_CANCEL = 32 , GBE_MENU_BACK = 64 , GBE_MENU_ACTIVATE = 128 ,
  GBE_MENU_DESELECT = 256 , GBE_MENU_MOUSESELECT = 512
}
 
enum  EnumDifficulty { DIFFICULTY_EASY = 0 , DIFFICULTY_NORMAL = 1 , DIFFICULTY_HARD = 2 , DIFFICULTY_HARDCORE = 3 }
 
enum  EnumClipFlags {
  CF_CLIPEDGES = 1 , CF_IGNOREBLOCKERS = 2 , CF_DROPOFF = 4 , CF_NOENTERWATER = 8 ,
  CF_NOEXITWATER = 16 , CF_NOCLIPSTATICS = 32 , CF_NOCLIPACTORS = 64 , CF_WALKWALLS = 128 ,
  CF_COLLIDEFLOORS = 256 , CF_HITSCAN = 512 , CF_ALLOWCLIMB = 1024 , CF_ALLOWCRAWL = 2048 ,
  CF_NOSTEPDOWN = 4096 , CF_NOSLOPESTEP = 8192 , CF_COLLIDEHEIGHT = 16384 , CF_COLLIDECORPSES = 32768 ,
  CF_NOEXITWALLS = 65536 , CF_NOCOLLIDEFUNC = 131072 , CF_NOFLOORADJUST = 262144 , CF_NOCEILINGADJUST = 524288 ,
  CF_COLLIDEWATER = 1048576 , CF_USEWALLRADIUS = 2097152 , CF_NOCLIPTARGETACTORS = 4194304 , CF_COLLIDETRIGGERS = 8388608 ,
  CF_STANDONOBJECTS = 16777216 , CF_GREASESLIDEOBJECTS = 33554432 , CF_ALLOWRESTRICTEDAREAS = 67108864 , CF_COLLIDECLIFFS = 134217728 ,
  CF_CHECKLINKEDBRIDGES = 268435456 , CF_POLYCOLLISION = 536870912
}
 
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 , CMF_NO_LETTERBOX = 2 , CMF_LOCK_PLAYER = 4 , CMF_UNLOCK_PLAYER_ON_FINISH = 8 ,
  CMF_INITIAL_FADEIN = 16 , CMF_SHOW_CREDITS = 32 , CMF_CHANGE_MAP_AFTER_FADE = 64 , CMF_SHOW_HIDDEN_OBJECTS = 128 ,
  CMF_NO_INITIAL_FADEIN = 256
}
 
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 , AAF_BLOCK = 2 , AAF_TOGGLE = 4 , AAF_CLIFF = 8 ,
  AAF_CLIMB = 16 , AAF_ONESIDED = 32 , AAF_CEILING = 64 , AAF_CRAWL = 128 ,
  AAF_ENTERCRAWL = 256 , AAF_HIDDEN = 512 , AAF_ENTERED = 1024 , AAF_SECRET = 2048 ,
  AAF_RESTRICTED = 4096 , AAF_SLOPETEST = 8192 , AAF_DEATHPIT = 16384 , AAF_MAPPED = 32768 ,
  AAF_EVENT = 65536 , AAF_REPEATABLE = 131072 , AAF_TELEPORT = 262144 , AAF_DAMAGE = 524288 ,
  AAF_DRAWSKY = 1048576 , AAF_TELEPORTAIR = 2097152 , AAF_LAVA = 4194304 , AAF_EVENTSOUND = 8388608 ,
  AAF_ANTIGRAVITY = 16777216 , AAF_LADDER = 33554432 , AAF_CHECKPOINT = 67108864 , AAF_SAVEGAME = 134217728 ,
  AAF_WARPRETURN = 268435456 , AAF_SHALLOWWATER = 536870912 , AAF_DRAWSUN = 1073741824 , AAF_STOREWARPRETURN = -2147483648
}
 
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

float Math::Sin (float f)
 Returns the sine of angle f in radians.
 
float Math::Cos (float f)
 Returns the cosine of angle f in radians.
 
float Math::Tan (float f)
 Returns the tangent of angle f in radians.
 
float Math::ATan2 (float y, float x)
 Returns the angle in radians whose Tan is y/x.
 
float Math::Fabs (float f)
 Returns the absolute value of f.
 
float Math::ACos (float f)
 Returns the arc-cosine of f - the angle in radians whose cosine is f.
 
float Math::Sqrt (float f)
 Returns square root of f.
 
int Math::Abs (int i)
 Returns the absolute value of i.
 
float Math::Ceil (float f)
 Returns the smallest integer greater to or equal to f.
 
float Math::Floor (float f)
 Returns the largest integer smaller to or equal to f.
 
float Math::Log (float f)
 Returns the natural (base e) logarithm of a specified number.
 
float Math::Pow (float x, float y)
 Returns f raised to power p.
 
float Math::Deg2Rad (float degs)
 Degrees-to-radians conversion.
 
float Math::Rad2Deg (float rads)
 Radians-to-Degrees conversion.
 
float Math::InvSqrt (float f)
 Returns inverse square root of f.
 
float Math::IncMax (const float val, const float inc, const float dest)
 returns val +(or minus) inc and never goes above or below dest value
 
int Math::SysRand ()
 Range 0..32767.
 
int Math::Rand ()
 Range 0..32767.
 
uint8 Math::RandByte ()
 Range 0..255.
 
int Math::RandMax (const int max)
 Range 0..max-1.
 
float Math::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 Math::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 Math::RandFloat ()
 Range 0..1.
 
float Math::RandCFloat ()
 Range -1..1.
 
float Math::RandRange (const float min, const float max)
 Returns a random float number between and min [inclusive] and max [inclusive].
 
int Math::Clamp (const int i, const int min, const int max)
 Returns clamped value between min and max.
 
float Math::Clampf (const float f, const float min, const float max)
 Returns clamped value between min and max.
 
float Math::Lerp (float start, const float end, const float time)
 Linearly interpolates between start and end by time.
 
float Math::CosTween (const float t)
 return (0.5f - (Cos(t * pi) * 0.5f));
 
float Math::CosArc (const float t)
 return (-((Cos(Deg2Rad(360.0f * t)) - 1.0f) * 0.5f));
 
float Math::SmoothStep (const float from, const float to, const float t)
 Interpolates between min and max with smoothing at the limits.
 
float Math::HermiteBlend (const float a, const float b, const float t)
 
float Math::Min (const float a, const float b)
 Returns the smallest of the two values.
 
float Math::Max (const float a, const float b)
 Returns the largest of the two values.
 
const int Math::f2i (const float f)
 IEEE 754 float to int.
 
const float Math::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.
 
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 () void delay(const float time)
 used in map scripts to delay execution of script
 

Variables

const float Math::pi = 3.1415927f
 
const float Math::tau = 6.2831855f
 pi * 2
 
const kVec3 Math::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 

Can be collided.

AF_DORMANT 

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

AF_SNAPTOFLOOR 

adjust z-axis to floor on spawn

AF_CLIMBWALLS 

allows entering of wall sectors

AF_WOUNDEDMORTALLY 16 

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

AF_CASTSHADOW 32 

can cast a simple shadow

AF_TRIGGERSTUFF 64 

NOT USED.

AF_HIDDEN 128 

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

AF_ACTIVATED 256 

was triggered

AF_DISABLED 512 

don't update animations

AF_ENTEREDAREAEVENT 1024 

just entered a trigger sector

AF_REMOVEONCOMPLETION 2048 

remove after finishing a special animation

AF_NOBLOOD 4096 

don't spawn particles flagged as blood

AF_AVOIDWATER 8192 

clip against edges linking to water sectors

AF_FLOATINWATERONDEATH 16384 

rise to the surface while dead

AF_DEAD 32768 

actor is dead. handle special cases for collision

AF_STATIONARY 65536 

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

AF_ALIGNTOFLOOR 131072 

rotate along slopes

AF_NODRAW 262144 

don't render

AF_NONSHOOTABLE 524288 

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

AF_FULLVOLUME 1048576 

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

AF_CANBETOUCHED 2097152 

allow invoking the OnTouch callback

AF_IGNORESOUNDEVENTS 4194304 

don't call kexAnimState::Action_PlaySound

AF_TRIGGERANIMATION 8388608 

play special animation on trigger/spawn

AF_HOLDTRIGGERANIM 16777216 

pause special animation until triggered (is also invincible)

AF_TRIGGERNAIMDELAY 33554432 

delay a bit before starting special animation

AF_STAYINWATER 67108864 

can't exit water sectors

AF_ALWAYSACTIVE 134217728 

never sleep or go dormant

AF_COLLIDEDWITHWALL 268435456 

collided with an edge. cleared at every OnTick call

AF_INVINCIBLE 536870912 

will not receive damage. OnDamage and OnDeath are never called

AF_ALLOWTINYENEMYCHEAT 1073741824 

affected by tiny enemy game cheat

AF_NOMOVEMENT -2147483648 

will not do collision movement

Definition at line 36 of file t1_scriptAPI.cpp.

37{
38 AF_SOLID = 1, ///< Can be collided
39 AF_DORMANT = 2, ///< if on then is asleep (won't be updated onTick) else is awake
40 AF_SNAPTOFLOOR = 4, ///< adjust z-axis to floor on spawn
41 AF_CLIMBWALLS = 8, ///< allows entering of wall sectors
42 AF_WOUNDEDMORTALLY = 16, ///< if on this actor will drop a mortal wound because it was hit by a super arrow shot
43 AF_CASTSHADOW = 32, ///< can cast a simple shadow
44 AF_TRIGGERSTUFF = 64, ///< NOT USED
45 AF_HIDDEN = 128, ///< don't draw but continue updating. can't be collided
46 AF_ACTIVATED = 256, ///< was triggered
47 AF_DISABLED = 512, ///< don't update animations
48 AF_ENTEREDAREAEVENT = 1024, ///< just entered a trigger sector
49 AF_REMOVEONCOMPLETION = 2048, ///< remove after finishing a special animation
50 AF_NOBLOOD = 4096, ///< don't spawn particles flagged as blood
51 AF_AVOIDWATER = 8192, ///< clip against edges linking to water sectors
52 AF_FLOATINWATERONDEATH = 16384, ///< rise to the surface while dead
53 AF_DEAD = 32768, ///< actor is dead. handle special cases for collision
54 AF_STATIONARY = 65536, ///< Sniper. don't update the animation's root motion
55 AF_ALIGNTOFLOOR = 131072, ///< rotate along slopes
56 AF_NODRAW = 262144, ///< don't render
57 AF_NONSHOOTABLE = 524288, ///< Fx won't hit actors if this flag is set.
58 AF_FULLVOLUME = 1048576, ///< all sounds coming from this actor will be heard at full volume
59 AF_CANBETOUCHED = 2097152, ///< allow invoking the OnTouch callback
60 AF_IGNORESOUNDEVENTS = 4194304, ///< don't call kexAnimState::Action_PlaySound
61 AF_TRIGGERANIMATION = 8388608, ///< play special animation on trigger/spawn
62 AF_HOLDTRIGGERANIM = 16777216, ///< pause special animation until triggered (is also invincible)
63 AF_TRIGGERNAIMDELAY = 33554432, ///< delay a bit before starting special animation
64 AF_STAYINWATER = 67108864, ///< can't exit water sectors
65 AF_ALWAYSACTIVE = 134217728, ///< never sleep or go dormant
66 AF_COLLIDEDWITHWALL = 268435456, ///< collided with an edge. cleared at every OnTick call
67 AF_INVINCIBLE = 536870912, ///< will not receive damage. OnDamage and OnDeath are never called
68 AF_ALLOWTINYENEMYCHEAT = 1073741824, ///< affected by tiny enemy game cheat
69 AF_NOMOVEMENT = -2147483648 ///< 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 
ASF1_PROJECTILEATTACK1 

High Priest Flame Attack (anim_aiRangeAttack1)

ASF1_LEADER 

Flocker ai run toward Leaders to get attention.

ASF1_SNAPTOFLOOR 
ASF1_EXPLOSIONDEATH 16 

NOT USED.

ASF1_CLIMBWALLS 32 
ASF1_PROJECTILEATTACK2 64 

Pistol Fire (anim_aiRangeAttack2)

ASF1_NOREPEATEXPLOSION 128 

NOT USED.

ASF1_DIEONEXPLOSION 256 

NOT USED.

ASF1_FLOCKER 512 

flocks to a leader kAI

ASF1_SLOW 1024 

NOT USED.

ASF1_RANDOMRESURRECTION 2048 

NOT USED.

ASF1_RANDOMFEIGNDEATH 4096 

NOT USED.

ASF1_KAMIKAZE 8192 

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

ASF1_AVOIDPLAYERS 16384 

NOT USED.

ASF1_FLOATINWATERONDEATH 32768 

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

ASF1_TELEPORT 65536 

allows kAI to teleport on SetupAISpawnFlags

ASF1_CASTSHADOW 131072 

sets AF_CASTSHADOW on SetSpawnParams

ASF1_TELEPORTWAIT 262144 

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

ASF1_USESTRONGATTACKS 524288 

anim_aiMelee1

ASF1_USEWEAKATTACKS 1048576 

anim_aiAltMelee1

ASF1_SNIPER 2097152 
ASF1_MELTONDEATH 4194304 

allows melt effect and regeneration

ASF1_AVOIDWATER 8388608 

sets AF_AVOIDWATER on SetSpawnParams

ASF1_FLYING 16777216 

NOT USED.

ASF1_TELEPORTAVOIDWATER 33554432 
ASF1_TELEPORTAVOIDCLIFFS 67108864 
ASF1_TRIGGERSTUFF 134217728 

Sets AF_TRIGGERSTUFF on SetupSpawnParams.

ASF1_CANNOTCAUSEAFIGHT 268435456 

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

ASF1_NOWALLCOLLISION 536870912 

NOT USED.

ASF1_SCREENSHAKE 1073741824 

Used in floor mover scripts to shake screen.

ASF1_RESPAWNANIMATION -2147483648 

Enables respawning animation effect.

Definition at line 72 of file t1_scriptAPI.cpp.

73{
74 ASF1_SOLID = 1,
75 ASF1_PROJECTILEATTACK1 = 2, ///< High Priest Flame Attack (anim_aiRangeAttack1)
76 ASF1_LEADER = 4, ///< Flocker ai run toward Leaders to get attention.
78 ASF1_EXPLOSIONDEATH = 16, ///< NOT USED
79 ASF1_CLIMBWALLS = 32,
80 ASF1_PROJECTILEATTACK2 = 64, ///< Pistol Fire (anim_aiRangeAttack2)
81 ASF1_NOREPEATEXPLOSION = 128, ///< NOT USED
82 ASF1_DIEONEXPLOSION = 256, ///< NOT USED
83 ASF1_FLOCKER = 512, ///< flocks to a leader kAI
84 ASF1_SLOW = 1024, ///< NOT USED
85 ASF1_RANDOMRESURRECTION = 2048, ///< NOT USED
86 ASF1_RANDOMFEIGNDEATH = 4096, ///< NOT USED
87 ASF1_KAMIKAZE = 8192, ///< if has no target then targets player and sets agitation to 300
88 ASF1_AVOIDPLAYERS = 16384, ///< NOT USED
89 ASF1_FLOATINWATERONDEATH = 32768, ///< kAI will float up to the top of the water when they are dead
90 ASF1_TELEPORT = 65536, ///< allows kAI to teleport on SetupAISpawnFlags
91 ASF1_CASTSHADOW = 131072, ///< sets AF_CASTSHADOW on SetSpawnParams
92 ASF1_TELEPORTWAIT = 262144, ///< allows enemy to move around for 1.5 - 4.5 seconds before teleporting back in.
93 ASF1_USESTRONGATTACKS = 524288, ///< anim_aiMelee1
94 ASF1_USEWEAKATTACKS = 1048576, ///< anim_aiAltMelee1
95 ASF1_SNIPER = 2097152,
96 ASF1_MELTONDEATH = 4194304, ///< allows melt effect and regeneration
97 ASF1_AVOIDWATER = 8388608, ///< sets AF_AVOIDWATER on SetSpawnParams
98 ASF1_FLYING = 16777216, ///< NOT USED
99 ASF1_TELEPORTAVOIDWATER = 33554432,
100 ASF1_TELEPORTAVOIDCLIFFS = 67108864,
101 ASF1_TRIGGERSTUFF = 134217728, ///< Sets AF_TRIGGERSTUFF on SetupSpawnParams
102 ASF1_CANNOTCAUSEAFIGHT = 268435456, ///< if another actor was damaged by this actor with this flag set then other actor will not target this actor.
103 ASF1_NOWALLCOLLISION = 536870912, ///< NOT USED
104 ASF1_SCREENSHAKE = 1073741824, ///< Used in floor mover scripts to shake screen.
105 ASF1_RESPAWNANIMATION = -2147483648 ///< 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 

Explosive shells.

ASF2_DROPITEM_MASK2 

Grenade.

ASF2_DROPITEM_MASK3 

Medium Health.

ASF2_DROPITEM_MASK4 

Full Health.

ASF2_DROPITEM_MASK5 16 

Ultra Health.

ASF2_DROPITEM_MASK6 32 

Small Health.

ASF2_DROPITEM_MASK7 64 

Large Health.

ASF2_DROPITEM_MASK8 128 

Minigun ammo.

ASF2_DROPITEM_MASK9 256 

Mortal Wound.

ASF2_DROPITEM_MASK10 512 

4 Rockets

ASF2_DROPITEM_MASK11 1024 

Shotgun Shells.

ASF2_DROPITEM_MASK12 2048 

Energy Cell.

ASF2_DROPITEM_MASK13 4096 

Large Energy Cell.

ASF2_DROPITEM_MASK14 8192 

Clip.

ASF2_REMOVEONCOMPLETION 16384 

Sets AF_REMOVEONCOMPLETION.

ASF2_NOBLOOD 32768 
ASF2_HOLDTRIGGERANIMATION 65536 
ASF2_PROJECTILEATTACK3 131072 

crouch rifle Fire (anim_aiRangeAttack7)

ASF2_PROJECTILEATTACK4 262144 

(anim_aiRangeAttack8)

ASF2_DROPITEMONDAMAGE 524288 

NOT USED.

ASF2_NOAUTOMAPDRAW 1048576 

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

ASF2_ALTERNATEMOVES 2097152 

is for holding two handed weapons

ASF2_UNUSED1 4194304 

NOT USED.

ASF2_UNUSED2 8388608 

NOT USED.

ASF2_PROJECTILEATTACK5 16777216 

Stand Rifle Fire (anim_aiRangeAttack5)

ASF2_PROJECTILEATTACK6 33554432 

Pipe Blow (anim_aiRangeAttack6)

ASF2_MORTALWOUNDIMPACT 67108864 

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 134217728 

sets AF_STAYINWATER on SetSpawnParams

ASF2_WARPDEATH 268435456 

NOT USED.

ASF2_STOREWARPRETURN 536870912 

Used in portal scripts.

ASF2_PROJECTILEATTACK7 1073741824 

Grenade Throw (anim_aiRangeAttack3)

ASF2_PROJECTILEATTACK8 -2147483648 

High Priest Homing Blue Flame (anim_aiRangeAttack4)

Definition at line 108 of file t1_scriptAPI.cpp.

109{
110 ASF2_DROPITEM_MASK1 = 1, ///< Explosive shells
111 ASF2_DROPITEM_MASK2 = 2, ///< Grenade
112 ASF2_DROPITEM_MASK3 = 4, ///< Medium Health
113 ASF2_DROPITEM_MASK4 = 8, ///< Full Health
114 ASF2_DROPITEM_MASK5 = 16, ///< Ultra Health
115 ASF2_DROPITEM_MASK6 = 32, ///< Small Health
116 ASF2_DROPITEM_MASK7 = 64, ///< Large Health
117 ASF2_DROPITEM_MASK8 = 128, ///< Minigun ammo
118 ASF2_DROPITEM_MASK9 = 256, ///< Mortal Wound
119 ASF2_DROPITEM_MASK10 = 512, ///< 4 Rockets
120 ASF2_DROPITEM_MASK11 = 1024, ///< Shotgun Shells
121 ASF2_DROPITEM_MASK12 = 2048, ///< Energy Cell
122 ASF2_DROPITEM_MASK13 = 4096, ///< Large Energy Cell
123 ASF2_DROPITEM_MASK14 = 8192, ///< Clip
124 ASF2_REMOVEONCOMPLETION = 16384, ///< Sets AF_REMOVEONCOMPLETION
125 ASF2_NOBLOOD = 32768,
127 ASF2_PROJECTILEATTACK3 = 131072, ///< crouch rifle Fire (anim_aiRangeAttack7)
128 ASF2_PROJECTILEATTACK4 = 262144, ///< (anim_aiRangeAttack8)
129 ASF2_DROPITEMONDAMAGE = 524288, ///< NOT USED
130 ASF2_NOAUTOMAPDRAW = 1048576, ///< if map all or show enemies cheats are on then will not draw this actor on the automap.
131 ASF2_ALTERNATEMOVES = 2097152, ///< is for holding two handed weapons
132 ASF2_UNUSED1 = 4194304, ///< NOT USED
133 ASF2_UNUSED2 = 8388608, ///< NOT USED
134 ASF2_PROJECTILEATTACK5 = 16777216, ///< Stand Rifle Fire (anim_aiRangeAttack5)
135 ASF2_PROJECTILEATTACK6 = 33554432, ///< Pipe Blow (anim_aiRangeAttack6)
136 ASF2_MORTALWOUNDIMPACT = 67108864, ///< 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 = 134217728, ///< sets AF_STAYINWATER on SetSpawnParams
138 ASF2_WARPDEATH = 268435456, ///< NOT USED
139 ASF2_STOREWARPRETURN = 536870912, ///< Used in portal scripts
140 ASF2_PROJECTILEATTACK7 = 1073741824, ///< Grenade Throw (anim_aiRangeAttack3)
141 ASF2_PROJECTILEATTACK8 = -2147483648 ///< 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 

Used in portal scripts.

ASF3_PLAYTRIGGERANIMONCE 

MarkPersistentBit(false) when activated.

ASF3_REGENERATEFROMSTART 

Regen from starting position.

ASF3_WALKINSTRAIGHTLINE 

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

ASF3_KILLOUTSIDEOFVIEW 16 

NOT USED.

ASF3_NOTHINKER 32 

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

ASF3_AVOIDPLAYERS2 64 

NOT USED.

ASF3_NOVIOLENTDEATH 128 

ANIM_AIDEATHSTAND and ANIM_DEATHSTANDALT will not play when kAI is killed.

ASF3_PROJECTILEATTACK9 256 

Demon chest Hadoken (anim_aiRangeAttack9)

ASF3_PROJECTILEATTACK10 512 

High Priest Lightning Red Flames (anim_aiRangeAttack10)

ASF3_MAKESPAWNANIMVISIBLE 1024 

clears actor flags: ~(AF_HIDDEN|AF_DISABLED)

ASF3_NODRAWONCAMERA 2048 

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, ///< Used in portal scripts
147 ASF3_PLAYTRIGGERANIMONCE = 2, ///< MarkPersistentBit(false) when activated
148 ASF3_REGENERATEFROMSTART = 4, ///< Regen from starting position
149 ASF3_WALKINSTRAIGHTLINE = 8, ///< Set animation to Blend(ANIM_WALKING, (m_animSpeed * m_animScalar), 10, ANF_LOOP|ANF_ROOTMOTION); and do nothing else.
150 ASF3_KILLOUTSIDEOFVIEW = 16, ///< NOT USED
151 ASF3_NOTHINKER = 32, ///< AI will not function. Actors will not update movement. Actors OnBeginLevel will set their animation to ANIM_SPECIAL_EVENT.
152 ASF3_AVOIDPLAYERS2 = 64, ///< NOT USED
153 ASF3_NOVIOLENTDEATH = 128, ///< ANIM_AIDEATHSTAND and ANIM_DEATHSTANDALT will not play when kAI is killed.
154 ASF3_PROJECTILEATTACK9 = 256, ///< Demon chest Hadoken (anim_aiRangeAttack9)
155 ASF3_PROJECTILEATTACK10 = 512, ///< High Priest Lightning Red Flames (anim_aiRangeAttack10)
156 ASF3_MAKESPAWNANIMVISIBLE = 1024, ///< clears actor flags: ~(AF_HIDDEN|AF_DISABLED)
157 ASF3_NODRAWONCAMERA = 2048 ///< 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 

playing an attacking animation

AIF_WASSOLID 
AIF_FIRSTATTACK 
AIF_HEARDLOUDNOISE 
AIF_BLOWNAWAY 16 

being blown away by explosion

AIF_GOBACKTOLEASH 32 
AIF_RESSURECT 64 
AIF_FEIGNDEATH 128 
AIF_REGENERATE 256 
AIF_SEETARGET 512 
AIF_NOCHASE 1024 

disable chase logic

AIF_REGENERATEANIM 2048 
AIF_NOTHINK 4096 

don't run ai logic

AIF_RUNNING 8192 

Is playing running animation.

AIF_GETATTENTION 16384 
AIF_REGENANIMDELAY 32768 
AIF_HEARDQUIETNOISE 65536 
AIF_AWAYFROMLEASH 131072 
AIF_TELEPORTAWAY 262144 

playing teleport out animation

AIF_TELEPORTMOVESLOW 524288 

chasing while underground

AIF_TELEPORTING 1048576 

in teleport state. ignore all chase logic

AIF_TELEPORTIN 2097152 

playing teleport in animation

AIF_WAITFORCYCLE 4194304 

prevent other animations from interrupting until the current one finishes

AIF_DAMAGEPANIC 8388608 

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, ///< playing an attacking animation
211 AIF_WASSOLID = 2,
212 AIF_FIRSTATTACK = 4,
214 AIF_BLOWNAWAY = 16, ///< being blown away by explosion
216 AIF_RESSURECT = 64,
217 AIF_FEIGNDEATH = 128,
218 AIF_REGENERATE = 256,
219 AIF_SEETARGET = 512,
220 AIF_NOCHASE = 1024, ///< disable chase logic
221 AIF_REGENERATEANIM = 2048,
222 AIF_NOTHINK = 4096, ///< don't run ai logic
223 AIF_RUNNING = 8192, ///< Is playing running animation
224 AIF_GETATTENTION = 16384,
225 AIF_REGENANIMDELAY = 32768,
226 AIF_HEARDQUIETNOISE = 65536,
227 AIF_AWAYFROMLEASH = 131072,
228 AIF_TELEPORTAWAY = 262144, ///< playing teleport out animation
229 AIF_TELEPORTMOVESLOW = 524288, ///< chasing while underground
230 AIF_TELEPORTING = 1048576, ///< in teleport state. ignore all chase logic
231 AIF_TELEPORTIN = 2097152, ///< playing teleport in animation
232 AIF_WAITFORCYCLE = 4194304, ///< prevent other animations from interrupting until the current one finishes
233 AIF_DAMAGEPANIC = 8388608 ///< 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 
ANF_LOOP 
ANF_STOPPED 
ANF_NOINTERRUPT 
ANF_ROOTMOTION 16 
ANF_PAUSED 32 
ANF_CYCLECOMPLETED 64 
ANF_LINEARBLEND 128 

Definition at line 24 of file t1_scriptAPI.cpp.

25{
26 ANF_BLEND = 1,
27 ANF_LOOP = 2,
28 ANF_STOPPED = 4,
30 ANF_ROOTMOTION = 16,
31 ANF_PAUSED = 32,
33 ANF_LINEARBLEND = 128
34};
@ ANF_ROOTMOTION
@ ANF_LOOP
@ ANF_NOINTERRUPT
@ ANF_PAUSED
@ ANF_BLEND
@ ANF_STOPPED
@ ANF_LINEARBLEND
@ ANF_CYCLECOMPLETED

◆ EnumAreaFlags

Enumerator
AAF_WATER 
AAF_BLOCK 
AAF_TOGGLE 

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 

is a wall

AAF_CLIMB 16 

climb up sectors faster than AAF_LADDER

AAF_ONESIDED 32 

Bridge.

AAF_CEILING 64 
AAF_CRAWL 128 
AAF_ENTERCRAWL 256 

Exactly the same as AAF_CRAWL.

AAF_HIDDEN 512 
AAF_ENTERED 1024 

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 2048 
AAF_RESTRICTED 4096 

kAI can't enter the area

AAF_SLOPETEST 8192 

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 16384 
AAF_MAPPED 32768 
AAF_EVENT 65536 
AAF_REPEATABLE 131072 

Unused.

AAF_TELEPORT 262144 
AAF_DAMAGE 524288 
AAF_DRAWSKY 1048576 
AAF_TELEPORTAIR 2097152 
AAF_LAVA 4194304 
AAF_EVENTSOUND 8388608 
AAF_ANTIGRAVITY 16777216 
AAF_LADDER 33554432 

climb up sectors slower than AAF_CLIMB

AAF_CHECKPOINT 67108864 
AAF_SAVEGAME 134217728 
AAF_WARPRETURN 268435456 

Unused.

AAF_SHALLOWWATER 536870912 
AAF_DRAWSUN 1073741824 
AAF_STOREWARPRETURN -2147483648 

Unused.

Definition at line 446 of file t1_scriptAPI.cpp.

447{
448 AAF_WATER = 1,
449 AAF_BLOCK = 2,
450 AAF_TOGGLE = 4, ///< if on and AAF_BLOCK is on then sectors won't be marked on automap until it's unblocked. Used for door areas.
451 AAF_CLIFF = 8, ///< is a wall
452 AAF_CLIMB = 16, ///< climb up sectors faster than AAF_LADDER
453 AAF_ONESIDED = 32, ///< Bridge
454 AAF_CEILING = 64,
455 AAF_CRAWL = 128,
456 AAF_ENTERCRAWL = 256, ///< Exactly the same as AAF_CRAWL
457 AAF_HIDDEN = 512,
458 AAF_ENTERED = 1024, ///< 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.
459 AAF_SECRET = 2048,
460 AAF_RESTRICTED = 4096, ///< kAI can't enter the area
461 AAF_SLOPETEST = 8192, ///< 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).
462 AAF_DEATHPIT = 16384,
463 AAF_MAPPED = 32768,
464 AAF_EVENT = 65536,
465 AAF_REPEATABLE = 131072, ///< Unused
466 AAF_TELEPORT = 262144,
467 AAF_DAMAGE = 524288,
468 AAF_DRAWSKY = 1048576,
469 AAF_TELEPORTAIR = 2097152,
470 AAF_LAVA = 4194304,
471 AAF_EVENTSOUND = 8388608,
472 AAF_ANTIGRAVITY = 16777216,
473 AAF_LADDER = 33554432, ///< climb up sectors slower than AAF_CLIMB
474 AAF_CHECKPOINT = 67108864,
475 AAF_SAVEGAME = 134217728,
476 AAF_WARPRETURN = 268435456, ///< Unused
477 AAF_SHALLOWWATER = 536870912,
478 AAF_DRAWSUN = 1073741824,
479 AAF_STOREWARPRETURN = -2147483648 ///< Unused
480};
@ AAF_CHECKPOINT
@ AAF_EVENT
@ AAF_CLIFF
is a wall
@ AAF_LAVA
@ AAF_ENTERCRAWL
Exactly the same as AAF_CRAWL.
@ AAF_DAMAGE
@ AAF_SHALLOWWATER
@ AAF_CRAWL
@ AAF_BLOCK
@ AAF_REPEATABLE
Unused.
@ 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
Unused.
@ 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 
CMF_NO_LETTERBOX 
CMF_LOCK_PLAYER 
CMF_UNLOCK_PLAYER_ON_FINISH 
CMF_INITIAL_FADEIN 16 
CMF_SHOW_CREDITS 32 
CMF_CHANGE_MAP_AFTER_FADE 64 
CMF_SHOW_HIDDEN_OBJECTS 128 
CMF_NO_INITIAL_FADEIN 256 

Definition at line 422 of file t1_scriptAPI.cpp.

423{
426 CMF_LOCK_PLAYER = 4,
429 CMF_SHOW_CREDITS = 32,
433};
@ CMF_CHANGE_MAP_AFTER_FADE
@ CMF_NO_LETTERBOX
@ CMF_NO_INITIAL_FADEOUT
@ CMF_SHOW_HIDDEN_OBJECTS
@ CMF_UNLOCK_PLAYER_ON_FINISH
@ 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 413 of file t1_scriptAPI.cpp.

414{
415 CMLT_NONE = 0, ///< time is set to time / speed.
416 CMLT_LINEAR = 1, ///< time is set to time / speed.
417 CMLT_LINEARLOOP = 2, ///< time is set to time / speed. If time is > 1.0 then time -= 1.0
418 CMLT_COSINE = 3, ///< time will never be higher than speed. time = CosTween(time * (1.0f / speed));
419 CMLT_COSINE_POW = 4 ///< time will never be higher than speed. time = CosTween(Pow(time * (1.0f / speed), 3));
420};
@ 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 435 of file t1_scriptAPI.cpp.

436{
437 CAMS_IDLE = 0,
438 CAMS_FADEOUT = 1,
439 CAMS_FADEIN = 2,
440 CAMS_ACTIVE = 3,
444};
@ 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 

clip movement against edges that don't link to sectors

CF_IGNOREBLOCKERS 

don't clip edges belonging to blocking sectors

CF_DROPOFF 

allows passing through platforms or ledges

CF_NOENTERWATER 

block all edges that links to a water sector

CF_NOEXITWATER 16 

block all edges that links to a non-water sector

CF_NOCLIPSTATICS 32 

don't collide with static models

CF_NOCLIPACTORS 64 

don't collide with dynamic objects/actors

CF_WALKWALLS 128 

don't restrict movement to steep slopes

CF_COLLIDEFLOORS 256 

project and clip movement against non-flat floors

CF_HITSCAN 512 

performs a single-pass trace. useful for hitscans

CF_ALLOWCLIMB 1024 

collide with sectors flagged as climbable

CF_ALLOWCRAWL 2048 

collide with sectors flagged as crawlable

CF_NOSTEPDOWN 4096 

don't clamp z-axis when walking down slopes

CF_NOSLOPESTEP 8192 

don't project z-axis movement along slopes

CF_COLLIDEHEIGHT 16384 

clip against ceilings

CF_COLLIDECORPSES 32768 

clip against actors flagged as dead

CF_NOEXITWALLS 65536 

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

CF_NOCOLLIDEFUNC 131072 

don't invoke the OnCollide callback on the moving object

CF_NOFLOORADJUST 262144 

don't keep z-axis above floor plane

CF_NOCEILINGADJUST 524288 

don't keep z-axis below ceiling plane

CF_COLLIDEWATER 1048576 

clip movement against the water surface

CF_USEWALLRADIUS 2097152 

clip and project movement away from walls based on wall radius

CF_NOCLIPTARGETACTORS 4194304 

don't clip actors that are targeted by moving object

CF_COLLIDETRIGGERS 8388608 

block edges belonging to a trigger

CF_STANDONOBJECTS 16777216 

allow vertical clipping of objects

CF_GREASESLIDEOBJECTS 33554432 

always keep movement projected away from collided objects

CF_ALLOWRESTRICTEDAREAS 67108864 

don't collide with edges belonging to a restricted sector

CF_COLLIDECLIFFS 134217728 

collide with non-walkable floors

CF_CHECKLINKEDBRIDGES 268435456 

do extensive checks against overlapping bridge sectors

CF_POLYCOLLISION 536870912 

clip movement against all model polygons of an object

Definition at line 367 of file t1_scriptAPI.cpp.

368{
369 CF_CLIPEDGES = 1, ///< clip movement against edges that don't link to sectors
370 CF_IGNOREBLOCKERS = 2, ///< don't clip edges belonging to blocking sectors
371 CF_DROPOFF = 4, ///< allows passing through platforms or ledges
372 CF_NOENTERWATER = 8, ///< block all edges that links to a water sector
373 CF_NOEXITWATER = 16, ///< block all edges that links to a non-water sector
374 CF_NOCLIPSTATICS = 32, ///< don't collide with static models
375 CF_NOCLIPACTORS = 64, ///< don't collide with dynamic objects/actors
376 CF_WALKWALLS = 128, ///< don't restrict movement to steep slopes
377 CF_COLLIDEFLOORS = 256, ///< project and clip movement against non-flat floors
378 CF_HITSCAN = 512, ///< performs a single-pass trace. useful for hitscans
379 CF_ALLOWCLIMB = 1024, ///< collide with sectors flagged as climbable
380 CF_ALLOWCRAWL = 2048, ///< collide with sectors flagged as crawlable
381 CF_NOSTEPDOWN = 4096, ///< don't clamp z-axis when walking down slopes
382 CF_NOSLOPESTEP = 8192, ///< don't project z-axis movement along slopes
383 CF_COLLIDEHEIGHT = 16384, ///< clip against ceilings
384 CF_COLLIDECORPSES = 32768, ///< clip against actors flagged as dead
385 CF_NOEXITWALLS = 65536, ///< clip all edges, regardless if they link to another sector or not
386 CF_NOCOLLIDEFUNC = 131072, ///< don't invoke the OnCollide callback on the moving object
387 CF_NOFLOORADJUST = 262144, ///< don't keep z-axis above floor plane
388 CF_NOCEILINGADJUST = 524288, ///< don't keep z-axis below ceiling plane
389 CF_COLLIDEWATER = 1048576, ///< clip movement against the water surface
390 CF_USEWALLRADIUS = 2097152, ///< clip and project movement away from walls based on wall radius
391 CF_NOCLIPTARGETACTORS = 4194304, ///< don't clip actors that are targeted by moving object
392 CF_COLLIDETRIGGERS = 8388608, ///< block edges belonging to a trigger
393 CF_STANDONOBJECTS = 16777216, ///< allow vertical clipping of objects
394 CF_GREASESLIDEOBJECTS = 33554432, ///< always keep movement projected away from collided objects
395 CF_ALLOWRESTRICTEDAREAS = 67108864, ///< don't collide with edges belonging to a restricted sector
396 CF_COLLIDECLIFFS = 134217728, ///< collide with non-walkable floors
397 CF_CHECKLINKEDBRIDGES = 268435456, ///< do extensive checks against overlapping bridge sectors
398 CF_POLYCOLLISION = 536870912 ///< clip movement against all model polygons of an object
399};
@ CF_HITSCAN
performs a single-pass trace. useful for hitscans
@ 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
@ 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 

made contact with a floor

CRF_CEILING 

made contact with a ceiling

CRF_WALL 

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

CRF_OBJECT 

made contact with an actor

CRF_MESH 16 

made contact with a static object

CRF_ADJUST 32 

z-axis was adjusted (ceiling or floor)

CRF_WALLRADIUS 64 

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, ///< made contact with a floor
262 CRF_CEILING = 2, ///< made contact with a ceiling
263 CRF_WALL = 4, ///< made contact with an edge (sector edge that isn't linked to another sector)
264 CRF_OBJECT = 8, ///< made contact with an actor
265 CRF_MESH = 16, ///< made contact with a static object
266 CRF_ADJUST = 32, ///< z-axis was adjusted (ceiling or floor)
267 CRF_WALLRADIUS = 64 ///< 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

◆ 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 
GBE_MENU_RIGHT 
GBE_MENU_DOWN 
GBE_MENU_LEFT 
GBE_MENU_SELECT 16 
GBE_MENU_CANCEL 32 
GBE_MENU_BACK 64 
GBE_MENU_ACTIVATE 128 
GBE_MENU_DESELECT 256 
GBE_MENU_MOUSESELECT 512 

Definition at line 345 of file t1_scriptAPI.cpp.

346{
347 GBE_MENU_UP = 1,
348 GBE_MENU_RIGHT = 2,
349 GBE_MENU_DOWN = 4,
350 GBE_MENU_LEFT = 8,
351 GBE_MENU_SELECT = 16,
352 GBE_MENU_CANCEL = 32,
353 GBE_MENU_BACK = 64,
354 GBE_MENU_ACTIVATE = 128,
355 GBE_MENU_DESELECT = 256,
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.

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
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.
@ 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 
BC_JUMP 
BC_FORWARD 
BC_BACKWARD 
BC_STRAFELEFT 16 
BC_STRAFERIGHT 32 
BC_WEAPONRIGHT 64 
BC_WEAPONLEFT 128 
BC_MAPZOOMIN 256 
BC_MAPZOOMOUT 512 
BC_CUSTOM1 1024 
BC_CUSTOM2 2048 

Definition at line 299 of file t1_scriptAPI.cpp.

300{
301 BC_ATTACK = 1,
302 BC_JUMP = 2,
303 BC_FORWARD = 4,
304 BC_BACKWARD = 8,
305 BC_STRAFELEFT = 16,
306 BC_STRAFERIGHT = 32,
307 BC_WEAPONRIGHT = 64,
308 BC_WEAPONLEFT = 128,
309 BC_MAPZOOMIN = 256,
310 BC_MAPZOOMOUT = 512,
311 BC_CUSTOM1 = 1024,
312 BC_CUSTOM2 = 2048
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 
CBC_WEAPON2 
CBC_WEAPON3 
CBC_WEAPON4 
CBC_WEAPON5 16 
CBC_WEAPON6 32 
CBC_WEAPON7 64 
CBC_WEAPON8 128 
CBC_WEAPON9 256 
CBC_WEAPON10 512 
CBC_WEAPON11 1024 
CBC_WEAPON12 2048 
CBC_WEAPON13 4096 
CBC_WEAPON14 8192 
CBC_AUTOMAP 16384 
CBC_CHANGEAMMO 32768 
CBC_RUNWALK 65536 
CBC_MENUUP 131072 
CBC_MENUDOWN 262144 
CBC_MENULEFT 524288 
CBC_MENURIGHT 1048576 
CBC_MENUSELECT 2097152 
CBC_MENUDESELECT 4194304 
CBC_MENUBACK 8388608 
CBC_MENUCANCEL 16777216 
CBC_MENUACTIVATE 33554432 

Definition at line 315 of file t1_scriptAPI.cpp.

316{
317 CBC_WEAPON1 = 1,
318 CBC_WEAPON2 = 2,
319 CBC_WEAPON3 = 4,
320 CBC_WEAPON4 = 8,
321 CBC_WEAPON5 = 16,
322 CBC_WEAPON6 = 32,
323 CBC_WEAPON7 = 64,
324 CBC_WEAPON8 = 128,
325 CBC_WEAPON9 = 256,
326 CBC_WEAPON10 = 512,
327 CBC_WEAPON11 = 1024,
328 CBC_WEAPON12 = 2048,
329 CBC_WEAPON13 = 4096,
330 CBC_WEAPON14 = 8192,
331 CBC_AUTOMAP = 16384,
332 CBC_CHANGEAMMO = 32768,
333 CBC_RUNWALK = 65536,
334 CBC_MENUUP = 131072,
335 CBC_MENUDOWN = 262144,
336 CBC_MENULEFT = 524288,
337 CBC_MENURIGHT = 1048576,
338 CBC_MENUSELECT = 2097152,
339 CBC_MENUDESELECT = 4194304,
340 CBC_MENUBACK = 8388608,
341 CBC_MENUCANCEL = 16777216,
342 CBC_MENUACTIVATE = 33554432
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 
PF_FLY 
PF_DEAD 
PF_GOD 

Is reset when level beings.

PF_JUMPING 16 

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

PF_HASJUMPED 32 
PF_INWARPAREA 64 

in sector area with AAF_TELEPORT flag.

PF_CLIMBTHRUST 128 
PF_NOAIRFRICTION 256 
PF_CRAWLING 512 
PF_PREVENTDEATHCAM 1024 

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

PF_FIREDPROJECTILE 2048 

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

PF_FALLINGDEATHPIT 4096 

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

PF_WEAPONSTEAL 8192 

on when campaigner steals weapon

PF_NOSECTORMUSIC 16384 

disables music changes when changing sectors

PF_NOTOUCH 32768 

disables invoking onTouch callbacks

PF_NOCEILINGGLIDE 65536 

disables the ceiling glide glitch

Definition at line 160 of file t1_scriptAPI.cpp.

161{
162 PF_NOCLIP = 1,
163 PF_FLY = 2,
164 PF_DEAD = 4,
165 PF_GOD = 8, ///< Is reset when level beings
166 PF_JUMPING = 16, ///< is jumping (moving up). flag is off when reached max jump height or let go of jump button.
167 PF_HASJUMPED = 32,
168 PF_INWARPAREA = 64, ///< in sector area with AAF_TELEPORT flag.
169 PF_CLIMBTHRUST = 128,
170 PF_NOAIRFRICTION = 256,
171 PF_CRAWLING = 512,
172 PF_PREVENTDEATHCAM = 1024, ///< will stop the death cinematic or the deadAnimView from triggering when the player dies.
173 PF_FIREDPROJECTILE = 2048, ///< set when FireProjectile is called. Cleared OnTick if weapon is not in WS_FIRE state and player is not locked.
174 PF_FALLINGDEATHPIT = 4096, ///< currently falling in a death pit. Cleared after level begins.
175 PF_WEAPONSTEAL = 8192, ///< on when campaigner steals weapon
176 PF_NOSECTORMUSIC = 16384, ///< disables music changes when changing sectors
177 PF_NOTOUCH = 32768, ///< disables invoking onTouch callbacks
178 PF_NOCEILINGGLIDE = 65536 ///< 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

◆ 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 401 of file t1_scriptAPI.cpp.

402{
403 WLT_INVALID = 0, ///< Not in water sectors
404 WLT_OVER = 1, ///< In water sector but over the water height
405 WLT_BETWEEN = 2, ///< In water sector and floating above the water
406 WLT_UNDER = 3 ///< In water sector and under the water height
407};
@ 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

◆ 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 ( ) const

used in map scripts to delay execution of script

◆ 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

Variable Documentation

◆ ActorFactory

kActorFactory ActorFactory

Definition at line 2357 of file t1_scriptAPI.cpp.

◆ Camera

kCamera Camera

Definition at line 2360 of file t1_scriptAPI.cpp.

◆ CModel

kCModel CModel

Definition at line 2362 of file t1_scriptAPI.cpp.

◆ Game

kGame Game

Definition at line 2356 of file t1_scriptAPI.cpp.

◆ GAME_DELTA_TIME

const float GAME_DELTA_TIME = 0.016666668f

Definition at line 2349 of file t1_scriptAPI.cpp.

◆ GAME_FRAME_TIME

const float GAME_FRAME_TIME = 0.25f

Definition at line 2348 of file t1_scriptAPI.cpp.

◆ GAME_FRAME_UNIT

const float GAME_FRAME_UNIT = 4.0f

Definition at line 2350 of file t1_scriptAPI.cpp.

◆ GAME_SCALE

const float GAME_SCALE = 10.24f

Definition at line 2352 of file t1_scriptAPI.cpp.

◆ GAME_SECONDS

const float GAME_SECONDS = 0.06666667f

Definition at line 2351 of file t1_scriptAPI.cpp.

◆ GameModFileData

kDict GameModFileData

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

Definition at line 2355 of file t1_scriptAPI.cpp.

◆ GameVariables

kDict GameVariables

Definition at line 2354 of file t1_scriptAPI.cpp.

◆ Player

kPlayer Player

Definition at line 2359 of file t1_scriptAPI.cpp.

◆ PlayLoop

kPlayLoop PlayLoop

Definition at line 2358 of file t1_scriptAPI.cpp.

◆ Sys

kSys Sys

Definition at line 2353 of file t1_scriptAPI.cpp.

◆ World

kWorld World

Definition at line 2361 of file t1_scriptAPI.cpp.