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- //---kexEnemyAIComponent modes---
- //0 = Wait For Trigger
- //1 = Start Delay Think
- //2 = Start
- //3 = move slow forward
- //4 = move forward
- //5 = Move Turn 180
- //6 = Flee
- //7 = Flee Turn 180
- //8 = Evade Left
- //9 = Evade Right
- //10 = Idle (The main think mode)
- //11 = Interactive idle
- //12 = Alert
- //13 = take cover
- //14 = melee/combat attacks
- //15 = leap attacks
- //16 = dart attacks
- //17 = weapon attacks
- //18 = projectile attacks
- //19 = Combo
- //20 = Combo End attacks
- //21 = Pickup Throw Object
- //22 = Drop Object
- //23 = Teleport Out (start teleport)
- //24 = Teleport In (end teleport)
- //25 = Teleport Chase (tick teleport)
- //26 = Cloak Activate
- //27 = Regenerate
- //28 = Puff Up
- //29 = Reaction Explosion
- //30 = Reaction FallDown (Tranqulized anim start)
- //31 = Reaction GetUp (Tranqulized anim wake up and feign death wake up)
- //32 = Reaction Blinded
- //33 = Reaction Shocked
- //34 = Reaction Bore (goes to 50 Head Blown Off Death)
- //35 = Reaction Bore Clunk
- //36 = Wounded Generic
- //37 = Wounded Left Arm
- //38 = Wounded Right Arm
- //39 = Ground To Air
- //40 = Ground To Underwater
- //41 = Air To Ground
- //42 = Air To Underwater
- //43 = Underwater To Ground
- //44 = Underwater To Air
- //45 = Feign Death (fall over anim to 31 Reaction GetUp)
- //46 = Death
- //47 = Extreme Death Part 1
- //48 = Extreme Death
- //49 = PFM Death
- //50 = Head Blown Off Death (also used by bore)
- //51 = Left Arm Blown Off Death
- //52 = Right Arm Blown Off Death
- //53 = Body Hole Death
- //54 = Death Melt
- //55 = Nuke Frozen (does fire effect and changes the actors color but does not explode)
- //---kexGeneratorComponent modes---
- // 0 = waiting
- // 1 = produce object
- //---kexPlatformComponent mods---
- // 0 = waiting to start
- // 1 = start
- // 2 = reached dest
- // 3 = returning
- //---kexThrowableComponent modes---
- // 0 = idle on ground
- // 1 = pickup
- // 2 = flying (needs to be set normally by enemyai or will crash game)
- //---kexPuppet/Player modes---
- // 0 = idle
- // 1 = forward
- // 2 = backward
- // 3 = side left
- // 4 = side right
- // 5 = jumping
- // 6 = ground land
- // 7 = crouch
- // 8 = crouch forward
- // 9 = crouch backward
- // 10 = ground death anim
- // 11 = explode death anim
- // 12 = water death anim
- // 13 = water death anim idle loop
- // 14 = ground death anim idle loop
- // 15 = lava death anim
- // 16 = quick sand death anim
- // 17 = attack anim
- // 18 = idle climb
- // 19 = move climb
- // 20 = falling death
- //------------------------------------------------------------------------------------------------------------------------
- | Globals
- //------------------------------------------------------------------------------------------------------------------------
- const bool IsMultiplayer(void) //in a multiplayer match online or offline
- void DoPlayerWarp(const int playerID, const int warpTID, const int mapID = -1, const bool playWarpAnimation = false)
- //Example: DoPlayerWarp(0, 17401, kLevel_BlindOneBoss, true);
- void SpawnShake(const kVec3& in directionPower, const kVec3& in origin, const float radius, bool sineWaveShake)
- //SpawnShake(kVec3(0, 0, fShake), self.Owner().Actor().Origin(), 10000, true);
- void DefineMode(const kStr& in tableName, const uint32 modeID, const kStr& in setupHeader, const kStr& in tickHeader, const EnumClipFlags clipFlags, const uint32 animID, const kStr& in animHeader, const float animSpeed, const float animBlendSpeed, const uint32 endOffset, const uint32 modeFlags);
- //void DefineMode(const kStr& in, const uint32, const kStr& in, const kStr& in, const uint32, const uint32, const kStr& in, const float, const float, const uint32, const uint32)
- //Example: DefineMode("ActionObjectModeTable", ACTIONOBJECT_MODE_TRIGGER, "void MODE_TriggerSetup(void)", "void MODE_TriggerTick(void)", CF_STATIC, 0, "int MODE_TriggerAnim(void)", 0, 0, 0, MF_NOROOTMOTION);
- const float GAME_DELTA_TIME = 0.016667
- const float GAME_SCALE = 10.240000
- const float GAME_FRAME_TIME = 0.250000
- const float GAME_FRAME_UNIT = 4.000000
- const float GAME_SECONDS = 0.066667 (1 / 15th of a second)
- //------------------------------------------------------------------------------------------------------------------------
- | kNetwork Network
- //------------------------------------------------------------------------------------------------------------------------
- bool IsNetgame(void)
- kActor@ GetNetActor(int16 netID)
- kParticle@ GetNetParticle(int16 netID)
- bool IsServer(void)
- bool IsClient(void)
- void TransmitToAll(void) //from server to clients. Call after NetSend writes
- //------------------------------------------------------------------------------------------------------------------------
- | NetRecv ///should only be called for client players (Network.IsNetgame() && Network.IsClient()) and read in the same order as was writen
- //------------------------------------------------------------------------------------------------------------------------
- int16 ReadInt16(void) //call in sent func
- int32 ReadInt32(void) //call in sent func
- //------------------------------------------------------------------------------------------------------------------------
- | NetSend //only do these calls for the server player (Network.IsNetgame() && Network.IsServer())
- //------------------------------------------------------------------------------------------------------------------------
- void Clear(void); //call before WriteScriptHeader
- void WriteScriptHeader(const kStr&in funcHeader) //call after Clear (only clients will recieve the ScriptHeader)
- //Example: NetSend::WriteScriptHeader("void NetworkRecvSpawnBoreController(void)");
- void WriteInt16(int16) //call after WriteScriptHeader
- void WriteInt32(int32) //call after WriteScriptHeader
- //------------------------------------------------------------------------------------------------------------------------
- | kSys Sys
- //------------------------------------------------------------------------------------------------------------------------
- void Print(const kStr &in message)
- void Warning(const kStr &in message)
- int VideoWidth(void)
- int VideoHeight(void)
- int Mouse_X(void)
- int Mouse_Y(void)
- const bool GetCvarValue(const kStr &in name, kStr &out result) //returns true if found cVar name
- //------------------------------------------------------------------------------------------------------------------------
- | Event Functions to ScriptObject
- //------------------------------------------------------------------------------------------------------------------------
- void OnBeginLevel(void) //never gets called?
- void OnTick(void)
- void OnEndLevel(void) //never gets called?
- void OnSpawn(void)
- void OnPreDamage(kDamageInfo& in dmgInfo) //called before OnDamage and OnDeath
- void OnDamage(kDamageInfo& in dmgInfo)
- //called after OnDeath and OnPreDamage.
- //Health is reduced after this is called which means after an OnDeath call the remaining Health will always be negative of the damage taken.
- //This is never called if an actor of the same Type() ID damages another actor of the same Type() ID. But PreDamage is still called.
- void OnLevelLoad(kDictMem@ pDict) //called when actor is placed on the map in the editor and the map is loaded. Not called when Loading a save game.
- void OnDeath(kDamageInfo& in dmgInfo) //called after OnPreDamage and before OnDamage.
- void OnTouch(kActor@ pInstigator)
- void OnTrigger(kActor@ pInstigator, const int msg)
- void UserEvent(const float x, const float y, const float z, const float f1, const float f2, const float f3, const float f4)
- void OnCollide(kActor@ pCollider)
- void OnSerialize(kDict& out dict)
- void OnDeserialize(kDict& in dict)
- //------------------------------------------------------------------------------------------------------------------------
- | Execution Order of Event Startup Functions:
- //------------------------------------------------------------------------------------------------------------------------
- .ctor
- OnLevelLoad <-- when actor was placed in editor. Not called on Deserialize. Not called for Player actor.
- OnDeserialize <-- if loaded a saved game
- OnSpawn <-- Only called for actors loaded from map and the player(called twice for player in MP because of bug)
- OnTick
- //------------------------------------------------------------------------------------------------------------------------
- | Event Functions to ScriptObject (kWeapon)
- //------------------------------------------------------------------------------------------------------------------------
- void OnBeginFire()
- void OnFire()
- void OnEndFire()
- void OnLower()
- void OnRaise()
- void OnHoldster()
- void OnFiredParticleFromAnim(kParticle@ particle)
- //------------------------------------------------------------------------------------------------------------------------
- | kDamageInfo
- //------------------------------------------------------------------------------------------------------------------------
- float hits //damage
- kParticle@ particle
- kActor@ inflictor
- kActor@ source
- kActor@ target
- uint boneFlags
- int boneID
- uint flags //EnumDamageFlags
- float radius
- bool opEquals(const ?&in)
- const bool opEquals(const ref &in)
- //------------------------------------------------------------------------------------------------------------------------
- | kActorIterator
- //------------------------------------------------------------------------------------------------------------------------
- kActor@ GetNext(void)
- //Example to iterate through all actors in the map:
- //kActorIterator cIterator;
- //kActor@ pActor;
- //while(!((@pActor = cIterator.GetNext()) is null))
- //{
- //do something with pActor
- //}
- //------------------------------------------------------------------------------------------------------------------------
- | kAnimTrackComponent
- //------------------------------------------------------------------------------------------------------------------------
- kActor @Owner(void)
- void Toggle(const bool isVisible)
- const int NumFrames(void)
- const int CurrentFrame(void)
- void Set(const int animID, float animSpeed, int animStateFlags)
- void Blend(const int animID, float animSpeed, float blendSpeed, int animStateFlags)
- bool CheckAnimID(const int animID) //returns true if animID exists in the actors animations
- bool IsPlaying(const int animID)
- const float TrackTime(void)
- const float PlayTime(void)
- void Resume(void)
- void Pause(void)
- void Stop(void)
- const int PlayingID(void)
- const const bool CycleCompleted(void)
- const bool Looping(void)
- const bool Blending(void)
- const bool Stopped(void)
- uint &MovementClipFlags(void)
- int &Flags(void) //EnumAnimStateFlags
- void SetLastFrame(const bool execActions = false) //if execActions is true, runs all key frame actions that are event types UnBlock and Block only.
- void ChangeSpeed(const float speed)
- const uint AnimCount(void)
- //------------------------------------------------------------------------------------------------------------------------
- | kRenderMeshComponent
- //------------------------------------------------------------------------------------------------------------------------
- void ToggleHotPoint(const int fxType, const bool showFx)
- //fx types:
- //1 = on fire (needs to be called ontick for continuous caught on fire effect)
- //3 = death blood (normally is set automatically when dying and turns off when death animation is complete)
- //6 = bore head blood gushing
- void SetAttachedMeshVisibility(const uint meshID, const bool visible)
- void SwapOutMesh(const int meshID)
- int& AltTexture(void) //set to -1 = first texture, 0 = second ...
- uint8& Flags(void) //EnumRenderMeshComponentFlags
- kVec3& HeadTrackPos(void)
- bool& CanFlinch(void)
- uint32& FxFlags(void)
- void SetScale(const int nodeID, const kVec3& in scale)
- void SetRotationOffset(const int nodeID, const float angle, const float xMul, const float yMul, const float zMul)
- //Example:
- //self.RenderMeshComponent().SetRotationOffset(m_gunNode, self.Pitch(), 1, 0, 0);
- //self.RenderMeshComponent().SetRotationOffset(1, Math::Deg2Rad(m_spinAngle), 0, 1, 0);
- //------------------------------------------------------------------------------------------------------------------------
- | kWorldComponent
- //------------------------------------------------------------------------------------------------------------------------
- float &WallRadius(void)
- float &Radius(void)
- int16 &Flags(void) //EnumWorldComponentFlags
- float &DeadHeight(void)
- float &HeightOffset(void)
- float &Height(void)
- float &TouchRadius(void)
- void SetNearestPosition(const kVec3&in origin) //sets this actor to the best possible position and updates region
- void SetRegion(const int regionIndex, const bool callDelegates = true) //If true, then it will invoke the OnEnterRegion and OnExitRegion delegate callbacks if the regionIndex is not in the same area
- bool HasCollision(void) //returns true if flags WCF_NONSOLID is off and radius is > 0
- void LinkArea(void) //Links owner object to a new area node (used for actor-actor collision)
- const bool FindRegionAtOrigin(const kVec3&in origin, const bool callDelegates = true) //Will attempt to find a region in which given coordinates are contained inside. Returns false if no region was found
- const int RegionIndex(void) //Returns the index of the current region
- const int16 GetNearPositionAndRegionIndex(const kVec3&in pos, kVec3&out posResult, const uint enumClipFlags = CF_NEARREGIONTEST) //returns the regionIndex.
- float& FloorHeight(void)
- kActor@ Owner()
- void HitScan(kClipInfo&out clipInfo, const kVec3&in origin, const kVec3&in targetOrigin, const uint EnumClipFlags, const float fScale = 0)
- //------------------------------------------------------------------------------------------------------------------------
- | kModeStateComponent
- //------------------------------------------------------------------------------------------------------------------------
- void ForgetAnimState(void) //forget its current anim. Will allow any animation to override, including the one that's being played already.
- int32& PrevMode(void)
- const int32 Mode(void)
- float& ModeTime(void) //Time this mode has been ticking since the current mode was setup. (15.0f = 1 second)
- bool SetMode(const int modeID, const bool restart = false) //If restart is true the setup callback for the mode will be called
- void AssignModeTable(const kStr&in modeTableName) //Assign a Mode Table that was created with DefineMode
- //------------------------------------------------------------------------------------------------------------------------
- | kMovementComponent
- //------------------------------------------------------------------------------------------------------------------------
- float& AirFriction(void)
- float& Friction(void)
- float& Mass(void)
- kVec3& Velocity(void)
- uint& Flags(void) //EnumMovementComponentFlags
- float& WaterGravity(void)
- float& Gravity(void)
- float& WaterFriction(void)
- uint& ClipFlags(void) //EnumClipFlags
- //------------------------------------------------------------------------------------------------------------------------
- | kEnemyAIComponent
- //------------------------------------------------------------------------------------------------------------------------
- const uint32 CommonFlags(void) //EnumEnemyAICommonFlags
- uint32& SpawnFlags(void) //EnumEnemyAIGeneralFlags
- const float GetAvoidanceAngle(const kVec3&in lookAtLocation, const float radius)
- void Turn(const float maxSpeed, const float angle)
- const bool HasOverrideTarget(void) //returns true if a different actor(enemy or player) becomes a higher priority target (from taking damage from this override target)
- void GetMovementInfo(void)
- kAITargetInfo& SightTarget(void) //target to attack
- kAITargetInfo& PathTarget(void) //target to move to
- void SetNoUpdateTarget(const bool ignorePlayerPath, const bool ignorePlayerSight) //SetNoUpdateTarget(const bool bPathInfo, const bool bSightInfo);
- //if ignorePlayerPath is true ignores pathing to player (goes to default behaviour - go back and stand at spawn position and if has path(set in editor with pathpoints) then start the path over again
- //if ignorePlayerSight is true ignores sight/attacking to player (goes to default behaviour - can attack other targets that are set with SetTarget() or the OverrideTarget that gets set internally. OverrideTarget takes priority.)
- void GetTargetInfo(const bool pathInfo, const bool sightInfo)
- //if pathInfo is true PathTarget() will return updated info
- //if sightInfo is true SightTarget() will return updated info
- //------------------------------------------------------------------------------------------------------------------------
- | kAITargetInfo
- //------------------------------------------------------------------------------------------------------------------------
- void Reset(void) //clears all data in this kAITargetInfo
- kActor@ Target(void)
- void SetTarget(kActor@)
- int m_eType //EnumEnemyAITargetTypes
- float m_fDist
- kVec3 m_vDeltaTargetPos
- kVec3 m_vTargetPos
- float m_fDeltaAngle
- float m_fDistXY
- //------------------------------------------------------------------------------------------------------------------------
- | kClipInfo
- //------------------------------------------------------------------------------------------------------------------------
- float fraction //returns the 0.0 - 1.0 range of the point of intersection from start to end trace. (If fraction is == 1.0 then no intersection occured.)
- int contactRegion
- int impactType
- kVec3 vInterceptVector //Returns the vector that intersected the collided geometry
- kVec3 vContactNormal //Returns the normalized vector of the collided surface
- uint clipResult //EnumClipFlags - specifies the type of intersection
- bool bHitWater
- int16 wBoneType
- int16 wBoneID
- kWorldComponent@ pContactCollider //handle pointer to colliders WorldComponent (null if none was collided)
- //------------------------------------------------------------------------------------------------------------------------
- | Enums
- //------------------------------------------------------------------------------------------------------------------------
- EnumDamageFlags
- DF_NORMAL = 1 << 0
- DF_VIOLENT = 1 << 1
- DF_EXPLOSIVE = 1 << 2
- DF_EXTREME = 1 << 3
- DF_LAVA = 1 << 4
- DF_DROWN = 1 << 5
- DF_SEVER = 1 << 6
- DF_FALLDEATH = 1 << 7
- DF_HAZARD = 1 << 8
- 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_FALLINGDEATHPIT = 1 << 10
- //PF_FLOATCAM = 1 << 11 (not defined)
- //PF_CLIMBTILTWOBBLE = 1 << 12 (not defined)
- //PF_LERPTOSURFACE = 1 << 13 ((not defined) - is swimming above the water like (T1 INBETWEEN)
- //PF_OXYGENOUT = 1 << 14
- //PF_LOCKWEAPON = 1 << 15 (not defined - can't change weapon) //PF_RIDINGSOMETHING
- //PF_SHOCKED = 1 < 16
- //PF_ISSCARY = 1 << 17
- //PF_HIDEWEAPON = 1 << 18 (not defined - Hides the weapon model) //PF_INDEATHCINEMATIC
- //PF_SPECTATING = 1 << 19 (not defined)
- //PF_NOWEAPONSPICKUPS = 1 << 20
- //PF_NOWEAPON = 1 << 21 (not defined - hides weapon and disables weapon switching and firing)
- //PF_DEMIGOD = 1 << 22 (not defined - When damaged health will not go below 1 - can still die by death pits)
- 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
- ANF_NOACCUMULATION = 1 << 8
- EnumActorFlags
- AF_NODAMAGE = 1 << 0 // cannot receive damage
- AF_HIDDEN = 1 << 1 // does not render and may not perform collision checks
- AF_DEAD = 1 << 2 // set when health is <= 0 and OnDeath has been called
- AF_TRIGGERED = 1 << 3 // set when activated by something. mainly used to avoid self-recursion
- //AF_POSTLEVELSPAWN = 1 << 4 // set if actor has been spawned during a play session. used to do special initialization for components
- AF_ALLOWTRACKING = 1 << 5 // can be tracked by weapon trackers
- AF_NOINFLICTDAMAGE = 1 << 6 // same as AF_NODAMAGE except it is cleared every tick if set. used for special case events
- //AF_SELECTED = 1 << 7 // object is selected in editor
- AF_CASTSHADOW = 1 << 8 // cast shadow
- AF_NOGENERATE = 1 << 9 // cannot generate actors via Actor Factory
- //AF_DIFFICULTY_EASY = 1 << 10 // appears on easy difficulty
- //AF_DIFFICULTY_NORMAL = 1 << 11 // appears on normal difficulty
- //AF_DIFFICULTY_HARD = 1 << 12 // appears on hard difficulty
- //AF_DIFFICULTY_HARDCORE = 1 << 13 // appears on hardcore diffuclty
- AF_IMPORTANT = 1 << 14 // special-case. highlights/appears on player's hud (objective points, interactables, etc)
- AF_DESERIALIZED = 1 << 15 // set when being loaded from a save game. cleared on the next tick call
- AF_FULLSHADOWRESOLUTION = 1 << 16 // forces the shadow map at the highest possible resolution
- AF_HIDEINCINEMATICS = 1 << 17 // don't draw if a cinematic is playing
- AF_EVENTSPAWNED = 1 << 18 // spawned via special action event
- AF_HASTRIGGERLISTENER = 1 << 19
- AF_HASRESETRLISTENER = 1 << 20
- AF_HASSHOTLISTENER = 1 << 21
- AF_HASDEATHLISTENER = 1 << 22
- AF_HASCOLLIDELISTENER = 1 << 23
- EnumClipFlags
- CF_CLIPEDGES = 1 << 0 // clip movement against edges that don't link to regions
- CF_IGNOREBLOCKERS = 1 << 1 // don't clip edges belonging to blocking regions
- CF_DROPOFF = 1 << 2 // allows passing through platforms or ledges
- CF_NOENTERWATER = 1 << 3 // block all edges that links to a water region
- CF_NOEXITWATER = 1 << 4 // block all edges that links to a non-water region
- CF_NOCLIPSTATICS = 1 << 5 // don't collide with static models
- CF_NOCLIPACTORS = 1 << 6 // don't collide with dynamic objects/actors
- CF_ALLOWCLIMB = 1 << 7 // collide with regions flagged as climbable
- CF_ALLOWCRAWL = 1 << 8 // collide with regions flagged as crawlable
- CF_COLLIDECORPSES = 1 << 9 // clip against actors flagged as dead
- CF_NOBACKFACECULLING = 1 << 10 // trace both front and back sides of a surface (hitscan only)
- CF_COLLIDEWATER = 1 << 11 // clip movement against the water surface
- CF_USEWALLRADIUS = 1 << 12 // clip and project movement away from walls based on wall radius
- CF_GREASESLIDEOBJECTS = 1 << 13 // always keep movement projected away from collided objects
- CF_ALLOWRESTRICTEDAREAS = 1 << 14 // don't collide with edges belonging to a restricted region
- CF_CHECKLINKEDBRIDGES = 1 << 15 // do extensive checks against overlapping bridge regions
- CF_POLYCOLLISION = 1 << 16 // clip movement against all model polygons of an object (hitscan only)
- CF_TRACKGROUND = 1 << 17 // keep movement vector parallel with the ground
- CF_WALKWALLS = 1 << 18 // allow entering wall regions by walking into it
- CF_TESTONLY = 1 << 19 // simple test case. does one iteration and restores moving object's status when done
- CF_COLLIDECEILING = 1 << 20 // clip against ceiling regions
- CF_COLLIDEFLOOR = 1 << 21 // clip against floor regions
- CF_COLLIDEJOINTS = 1 << 22 // clip against render mesh bones (hitscan only)
- CF_CANLANDONOBJECTS = 1 << 23 // prevents ejecting collider away from object
- CF_NOEXITRESTRICTEDAREAS = 1 << 24 // clips against non-restricted regions
- CF_ALLOWPLAYERRESTRICTED = 1 << 25 // don't collide with edges linked to player blocking regions
- CF_NOEXITPLAYERRESTRICTED = 1 << 26 // clip against non-player blocking regions
- CF_NOENTERLAVA = 1 << 27 // clip against edges linked to lava regions
- CF_NOEXITLAVA = 1 << 28 // clip against edges linked to non-lava regions
- CF_NOENTERSWAMP = 1 << 29 // clip against edges linked to swamp regions
- CF_NOEXITSWAMP = 1 << 30 // clip against edges linked to non-swamp regions
- CF_EXPANDJOINTNODES = 1 << 31 // expand joint bounding boxes for head, body, arm and legs
- CF_DEAD_CHARACTER = CF_CLIPEDGES | CF_DROPOFF | CF_COLLIDECORPSES | CF_USEWALLRADIUS | CF_CHECKLINKEDBRIDGES | CF_TRACKGROUND | CF_COLLIDECEILING | CF_ALLOWPLAYERRESTRICTED //34771461
- CF_CHARACTER_UNDERWATER = CF_CLIPEDGES | CF_DROPOFF | CF_USEWALLRADIUS | CF_CHECKLINKEDBRIDGES | CF_TRACKGROUND | CF_COLLIDECEILING | CF_ALLOWPLAYERRESTRICTED | CF_NOENTERSWAMP //705859589
- CF_CHARACTER_FLYING = CF_CLIPEDGES | CF_DROPOFF | CF_NOENTERWATER | CF_USEWALLRADIUS | CF_CHECKLINKEDBRIDGES | CF_TRACKGROUND | CF_COLLIDECEILING | CF_ALLOWPLAYERRESTRICTED | CF_NOENTERSWAMP //705859597
- CF_CHARACTER = CF_CLIPEDGES | CF_NOENTERWATER | CF_USEWALLRADIUS | CF_CHECKLINKEDBRIDGES | CF_TRACKGROUND | CF_ALLOWPLAYERRESTRICTED | CF_NOENTERSWAMP //704811017
- CF_RAYCAST = CF_CLIPEDGES | CF_DROPOFF | CF_ALLOWCRAWL | CF_ALLOWRESTRICTEDAREAS | CF_CHECKLINKEDBRIDGES | CF_WALKWALLS | CF_TESTONLY | CF_ALLOWPLAYERRESTRICTED //34390277
- CF_STATIC = CF_CLIPEDGES | CF_DROPOFF | CF_NOCLIPSTATICS | CF_NOCLIPACTORS | CF_ALLOWCRAWL | CF_ALLOWRESTRICTEDAREAS | CF_ALLOWPLAYERRESTRICTED //33571173
- CF_NEARREGIONTEST = CF_CLIPEDGES | CF_IGNOREBLOCKERS | CF_DROPOFF | CF_NOCLIPSTATICS | CF_NOCLIPACTORS | CF_ALLOWRESTRICTEDAREAS | CF_CHECKLINKEDBRIDGES | CF_WALKWALLS | CF_TESTONLY | CF_ALLOWPLAYERRESTRICTED //34390119
- CF_PARTICLE = CF_CLIPEDGES | CF_IGNOREBLOCKERS | CF_DROPOFF | CF_ALLOWCRAWL | CF_COLLIDECORPSES | CF_COLLIDEWATER | CF_ALLOWRESTRICTEDAREAS | CF_CHECKLINKEDBRIDGES | CF_COLLIDECEILING | CF_COLLIDEFLOOR | CF_ALLOWPLAYERRESTRICTED //36752135
- CF_SIMPLE_OBJECT = CF_CLIPEDGES | CF_DROPOFF | CF_NOCLIPACTORS | CF_CHECKLINKEDBRIDGES | CF_COLLIDECEILING | CF_COLLIDEFLOOR | CF_NOENTERLAVA | CF_NOENTERSWAMP //674267205
- EnumModeFlags
- MF_INVINCIBLE = 1 << 0
- MF_HEADTRACK = 1 << 1
- MF_CLEARMOVEMENT = 1 << 2
- MF_NO_BLEND = 1 << 3
- MF_IDLE = 1 << 4
- MF_CLEARLOOPSOUNDS = 1 << 5
- MF_NOACCUMULATION = 1 << 6
- MF_NOROOTMOTION = 1 << 7
- MF_SCRIPT = 1 << 8
- EnumRenderMeshComponentFlags
- RMCF_RENDER_AS_WEAPON = 1 << 0
- RMCF_CLOAKED = 1 << 1
- RMCF_HEADTRACK = 1 << 2
- RMCF_TINYMODE = 1 << 3
- RMCF_WAGGLE = 1 << 4
- RMCF_SHOCKED = 1 << 5
- RMCF_STICKMODE = 1 << 6
- RMCF_NOEXPANDJOINTS = 1 << 7
- EnumWorldComponentFlags
- WCF_NONSOLID = 1 << 0
- WCF_INVOKE_COLLIDE_CALLBACK = 1 << 1
- WCF_ON_PLATFORM = 1 << 2
- WCF_NO_CLAMP_TO_FLOOR = 1 << 3
- WCF_ON_WATER = 1 << 4
- WCF_UNDER_WATER = 1 << 5
- WCF_ABOVE_WATER = 1 << 6
- WCF_IN_SHALLOW_WATER = 1 << 7
- WCF_IN_ANTIGRAVITY = 1 << 8
- WCF_AT_CLIMBING_SURFACE = 1 << 9
- WCF_ON_CROUCH_ENTEREXIT = 1 << 10
- WCF_ON_CROUCH = 1 << 11
- WCF_JUST_ENTERED_DEATH_REGION = 1 << 12
- WCF_TRACK_GROUND = 1 << 13
- WCF_WALK_WALLS = 1 << 14 //(not defined)
- WCF_ENTERED_FALL_DEATH_REGION = 1 << 15 //(not defined)
- EnumEnemyAICommonFlags (not defined)
- //EAICF_LEADER = 1 << 0
- //EAICF_FOLLOWER = 1 << 1
- //EAICF_PASS_ON_LEADERSHIP = 1 << 2
- //EAICF_FREE_FOLLOWERS = 1 << 3
- //EAICF_USE_LEASH = 1 << 4
- //EAICF_RESPAWN = 1 << 5
- //EAICF_TELEPORT = 1 << 6
- //EAICF_CAN_BE_BLINDED = 1 << 7
- //EAICF_CAN_BE_SHOCKED = 1 << 8
- //EAICF_CAN_BE_TRANQUALIZED = 1 << 9
- //EAICF_CAN_BE_BORED = 1 << 10
- //EAICF_LINK_TRIGGERED = 1 << 11
- //EAICF_INVISIBLE = 1 << 12
- //EAICF_CAN_BE_BORE_TRACKED = 1 << 13
- //EAICF_FACE_START_ON_LEASH = 1 << 14
- //EAICF_RESTRICTVISION = 1 << 15
- //EAICF_VANISH_ON_DEATH = 1 << 16
- //EAICF_FEIGN_DEATH = 1 << 17
- //EAICF_HURT_BY_SUNFIRE = 1 << 18
- //EAICF_NO_FLINCHING = 1 << 19
- //EAICF_CAN_CLOAK = 1 << 20
- //EAICF_AUTO_TRIGGER = 1 << 21
- EnumEnemyAIGeneralFlags
- EAIGF_CLIMBUP = 1 << 0
- EAIGF_DROPOFF = 1 << 1
- EAIGF_ENTERWATER = 1 << 2
- EAIGF_EXITWATER = 1 << 3
- EAIGF_ENTERLAVA = 1 << 4
- EAIGF_EXITLAVA = 1 << 5
- EAIGF_PICKUP_ON_GROUND = 1 << 6
- EAIGF_PICKUP_ON_AIR = 1 << 7
- EAIGF_PICKUP_ON_WATER = 1 << 8
- EAIGF_ENTERRESTRICTED = 1 << 9
- EAIGF_EXITRESTRICTED = 1 << 10
- EAIGF_ENTERSWAMP = 1 << 11
- EAIGF_EXITSWAMP = 1 << 12
- EAIGF_ENTERCROUCH = 1 << 13
- EAIGF_EXITCROUCH = 1 << 14
- EAIGF_ATTACK_LANDED = 1 << 15
- EAIGF_STUN_LOCKED = 1 << 16
- EAIGF_NO_UPDATE_SIGHT_TARGET = 1 << 17 //(not defined)
- EAIGF_NO_UPDATE_PATH_TARGET = 1 << 18 //(not defined)
- EAIGF_NO_FACE_TARGET = = 1 << 19 //(not defined)
- EnumMovementComponentFlags
- MCF_NO_GRAVITY = 1 << 0
- MCF_FALLING = 1 << 1
- MCF_ALLOW_SLIDING = 1 << 2
- MCF_SLIDING = 1 << 3
- MCF_UNDERWATER = 1 << 4
- MCF_DISABLE_AIR_FRICTION_UNTIL_LAND = 1 << 5
- MCF_PROCESS_MOVEMENT = 1 << 6
- ParticleFlags (undefined 0,1 flags?)
- FXF_HIT_GROUND = 1 << 0 // Unused
- FXF_HIT_WALL = 1 << 1 // Unused
- FXF_PERMANENT = 1 << 2
- FXF_NOCOLLISION = 1 << 3
- FXF_ONE_FRAME_ONLY = 1 << 4
- FXF_NO_INBETWEENS = 1 << 5
- FXF_STICK_CHAR = 1 << 6
- FXF_STICK_STATIC = 1 << 7
- FXF_NO_SOUND = 1 << 8
- FXF_ATTACH_TO_PLAYER = 1 << 9
- FXF_BLOOD = 1 << 10
- FXF_UNDERWATER = 1 << 11
- FXF_BECAME_PICKUP = 1 << 12
- FXF_ALTERNATE_BLOOD = 1 << 13
- FXF_DREW_BLOOD = 1 << 14
- FXF_DREW_BLOOD_GREEN = 1 << 15
- FXF_PASSON = FXF_NO_SOUND | FXF_UNDERWATER //2304
- 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_CROUCH = 1 << 6 (Not defined for some reason)
- BC_ALTFIRE = 1 << 7
- BC_SCOPEZOOMIN = 1 << 8
- BC_SCOPEZOOMOUT = 1 << 9
- //BC_WEAPONWHEEL1 = 1 << 10 //(Not defined)
- //BC_WEAPONWHEEL2 = 1 << 11 //(Not defined)
- EnumEnemyAITargetTypes
- EAITT_ATTACKER = 0
- EAITT_FLEE = 1
- EAITT_LEADER = 2
- EAITT_LEASH = 3
- EAITT_PATH = 4
- EAITT_OBJECT = 5
- EAITT_DEATH = 6
- EAITT_COVER = 7
- EnumDifficulty
- DIFFICULTY_EASY = 0
- DIFFICULTY_NORMAL = 1
- DIFFICULTY_HARD = 2
- DIFFICULTY_HARDCORE = 3
- EnumPlaneSide (unused?)
- PSIDE_ON = 0
- PSIDE_BACK = 0
- PSIDE_FRONT = 0
- //------------------------------------------------------------------------------------------------------------------------
- | kDict, kDictMem
- //------------------------------------------------------------------------------------------------------------------------
- const bool HasKey(const kStr &in key) //kDict only
- void Add(const kStr &in key, const kStr &in value) //kDict only
- void SetValue(const kStr &in key, const kStr &in value) //kDict only
- void Empty(void) //removes all keys/values //kDict only
- bool GetFloat(const kStr &in key, float &out floatResult, const float defaultValue = 0) //returns true if successful
- bool GetVector(const kStr &in key, kVec3 &out vectorResult) //returns true if successful
- bool GetString(const kStr &in key, kStr &out stringResult) //returns true if successful
- bool GetBool(const kStr &in key, bool &out boolResult, const bool defaultValue = false) //returns true if successful
- bool GetInt(const kStr &in key, int &out intResult, const int defaultValue = 0) //returns true if successful
- //------------------------------------------------------------------------------------------------------------------------
- | kDefManager
- //------------------------------------------------------------------------------------------------------------------------
- const uint EntryCount(void)
- kDictMem @GetEntry(const kStr &in key)
- //Returns the def data from the key name or null if key not found
- void LoadFile(const kStr &in localFilePath, bool = false)
- //Example: LoadFile("Defs/MyDef.txt");
- void LoadFilesInDirectory(const kStr &in localDirectoryPath, const kStr &in fileExtension, bool = false)
- //Loads all files in the directory and it's sub directories
- //Example: LoadFilesInDirectory("Defs/MyDefs/", "txt");
- //------------------------------------------------------------------------------------------------------------------------
- | kIndexDefManager
- //------------------------------------------------------------------------------------------------------------------------
- const uint EntryCount(void)
- int FindHighestIndex(void) //returns the 0 if no entries
- kDictMem @GetEntry(const int index)
- //Returns the def data using an index value or null if key not found
- void LoadFile(const kStr &in localFilePath, bool = false)
- void LoadFilesInDirectory(const kStr &in localDirectoryPath, const kStr &in fileExtension, bool = false)
- //Loads all files in the directory and it's sub directories
- //Example: LoadFilesInDirectory("Defs/MyDefs/", "txt");
- //------------------------------------------------------------------------------------------------------------------------
- | kSelectionListFloat
- //------------------------------------------------------------------------------------------------------------------------
- kSelectionListFloat &opAssign(const kSelectionListFloat &in)
- const uint GetNumEntries(void)
- int& Select(const bool)
- void AddItem(int, const int)
- //------------------------------------------------------------------------------------------------------------------------
- | kSelectionListInt
- //------------------------------------------------------------------------------------------------------------------------
- kSelectionListInt &opAssign(const kSelectionListInt &in)
- const uint GetNumEntries(void)
- int& Select(const bool)
- void AddItem(int, const int)
- //------------------------------------------------------------------------------------------------------------------------
- | kHud Hud (barIDs range from 0 to 1)
- //------------------------------------------------------------------------------------------------------------------------
- void DisableBar(const uint8 barID)
- void UpdateBar(const uint8 barID, const uint32 value)
- void SetBar(const uint8 barID, const uint8 red, const uint8 green, const uint8 blue, const uint8 alpha, const uint32 value) //alpha does nothing
- void AddMessage(const int localizedTextID, const int visibleTime = 120) //visibleTime: (In frames) most likely to be 60 = 1 second
- void AddMessage(const kStr&in message, const int visibleTime = 120)
- //------------------------------------------------------------------------------------------------------------------------
- | kGame Game
- //------------------------------------------------------------------------------------------------------------------------
- const int16 ActiveMapID(void)
- void PlayMusic(const int musicID)
- void PlayVoice(const int voiceID)
- //------------------------------------------------------------------------------------------------------------------------
- | kCinemaPlayer CinemaPlayer
- //------------------------------------------------------------------------------------------------------------------------
- void StartCinema(const kStr&in cinemaScriptPath)
- void StopCinema(void)
- const bool PathTrackPlaying(void)
- const bool Playing(void)
- const bool Enabled(void)
- //------------------------------------------------------------------------------------------------------------------------
- | kEvent Event
- //------------------------------------------------------------------------------------------------------------------------
- void RunAction(kActor@ source, kActor@ target, const int actionID, const kVec3&in origin, const float arg1 = 0, const float arg2 = 0, const float arg3 = 0, const float arg4 = 0, const float arg5 = 0, const float arg6 = 0, const float arg7 = 0, const float arg8 = 0)
- //Example from door script: Event.RunAction(self, null, ACTION_UNBLOCK, Math::vecZero);
- //Example of user event/script: Event.RunAction(self, null, ACTION_USER, Math::vecZero, 1, 2, 3, 4);
- //------------------------------------------------------------------------------------------------------------------------
- | kActorFactory ActorFactory
- //------------------------------------------------------------------------------------------------------------------------
- kActor@ Spawn(const int32 actorID, const kVec3& in origin, const float yaw, const float pitch, const float roll, const bool = true, const int16 regionIndex = -1)
- //------------------------------------------------------------------------------------------------------------------------
- | kParticleFactory ParticleFactory
- //------------------------------------------------------------------------------------------------------------------------
- kParticle@ Spawn(const int particleID, kActor@ actor, const kVec3&in localPos, const kQuat&in rotation, const kVec3&in)
- kParticle@ Spawn(const kStr&in particleName, kActor@ owner, const kQuat&in rotation, const kVec3&in pos)
- kParticle@ Spawn(const int particleID, kActor@ owner, const kQuat&in rotation, const kVec3&in pos)
- //------------------------------------------------------------------------------------------------------------------------
- | kWorld World
- //------------------------------------------------------------------------------------------------------------------------
- void SetGlobalAmbience(const int soundID) //sets the ambience sound effect ID
- //------------------------------------------------------------------------------------------------------------------------
- | kPuppet
- //------------------------------------------------------------------------------------------------------------------------
- kPlayer &PlayerOwner(void)
- uint &PlayerFlags(void)
- //------------------------------------------------------------------------------------------------------------------------
- | kParticle
- //------------------------------------------------------------------------------------------------------------------------
- kActor &Owner(void)
- kVec3 &Direction(void)
- const bool IsSticking(void)
- void Kill(void)
- const float LifeFrames(void)
- kVec3 &Velocity(void)
- int16 &NetID(void)
- const bool IsStale(void)
- const int ParticleType(void)
- //------------------------------------------------------------------------------------------------------------------------
- | kWeapon : kActor
- //------------------------------------------------------------------------------------------------------------------------
- kPlayer &Owner(void)
- void LockControls(const bool lock)
- const bool ScopeReady(void)
- kParticle @FireProjectile(const kStr &in particlePath, const kVec3 &in localOrigin)
- //------------------------------------------------------------------------------------------------------------------------
- | kPlayer LocalPlayer
- //------------------------------------------------------------------------------------------------------------------------
- kPlayerInventory @Inventory(void)
- kWeapon @WeaponActor(void)
- kPuppet @Actor(void)
- const uint16 ButtonHeldTime(const int buttonID) //returns the number of frames the button has been held down
- //Button IDs:
- //0 = fire
- //1 = jump
- //2 = Forward
- //3 = Backward
- //4 = STRAFELEFT
- //5 = STRAFERIGHT
- //6 = CROUCH
- //7 = AltFire (Always returns 0)
- //8 = BC_SCOPEZOOMIN
- //9 = BC_SCOPEZOOMOUT
- const uint16 Buttons(void)
- const int GetAltAmmo(const int weaponID)
- const int GetAmmo(const int weaponID)
- void ConsumeAltAmmo(const int amount) //reduces alt ammo by <amount> for the current equipped weapon
- void ConsumeAmmo(const int amount) //reduces ammo by <amount> for the current equipped weapon
- const int CurrentWeaponID(void)
- bool GiveWeapon(const int weaponID, const int ammoAmount)
- const bool HasWeapon(const int weaponID)
- const bool HasAltAmmo(const int weaponID)
- const bool HasAmmo(const int weaponID)
- //------------------------------------------------------------------------------------------------------------------------
- | kActor
- //------------------------------------------------------------------------------------------------------------------------
- kVec3 &Origin(void)
- kAngle &Yaw(void)
- kAngle &Pitch(void)
- kAngle &Roll(void)
- kParticle @CastToParticle(void)
- kActor @CastToActor(void)
- bool InstanceOf(const kStr &in actorDefName)
- kVec3 &Scale(void)
- kActor @GetTarget(void) //CastToParticle to return a kParticle
- void SetTarget(kParticle@)
- void SetTarget(kActor@)
- kPuppet @CastToPuppet(void)
- int16 &NetID(void)
- float GetDeltaFromPoint(const kVec3&in point) //returns deltaAngle
- kVec3 LocalVectorToWorldSpace(const kVec3&in localVector)
- void Remove(void)
- int &TriggerMessageID(void)
- int &TriggerData(void)
- void Trigger(kActor@ triggerer) //Calls OnTrigger with the passed in actor use null if no actor
- int32 &TID(void) //Tag ID
- int &Type(void) //Actor ID
- float &Health(void)
- void PlaySound(const int soundID)
- void PlaySound(const kStr &in soundPath)
- uint32 &Flags(void) //EnumActorFlags
- void StopLoopingSounds(void)
- void StopSound(void)
- void PlayLoopingSound(const int soundID)
- void PlayLoopingSound(const kStr &in soundPath)
- void Mark(const bool isPersistent) //MarkPersistentBit
- const bool IsMarked(void)
- void SignalOff(void)
- void SignalOn(void)
- void AddToGallery(void) //enables viewing of the actor in the gallery? (by the actors def name?)
- void GenerateActors(const uint actorFlags, const uint flagSet) //flagset is 0 or 1
- kDictMem @Definition(void)
- const int GameTicks(void)
- const bool Deserialized(void)
- void RunFxEvent(const kStr &in fxEventName)
- //Example: RunFxEvent("Blink").
- void EnableComponent(const kStr &in, const bool)
- void AddComponent(const kStr &in, const bool)
- const bool HasComponent(const kStr &in)
- kAnimTrackComponent @AnimTrackComponent(void)
- kWorldComponent @WorldComponent(void)
- kEnemyAIComponent @EnemyAIComponent(void)
- kMovementComponent @MovementComponent(void)
- kModeStateComponent @ModeStateComponent(void)
- kRenderMeshComponent @RenderMeshComponent(void)
- void InflictDamage(kDamageInfo &in dmgInfo)
- const bool IsStale(void)
- //------------------------------------------------------------------------------------------------------------------------
- | kPlayerInventory
- //------------------------------------------------------------------------------------------------------------------------
- const int GetCount(const int itemID) //returns the amount of these items that are in the inventory
- const bool HasBeenPickedUpBefore(const int itemID) //returns true when you have at least one of this item in your inventory
- const int Take(const int itemID)
- const bool Give(const int itemID)
- void Reset(void) //clears all inventory items
- //------------------------------------------------------------------------------------------------------------------------
- | Math
- //------------------------------------------------------------------------------------------------------------------------
- float Tan(float)
- float Cos(float)
- float Sin(float)
- float Sqrt(float)
- float ACos(float)
- float Fabs(float)
- float ATan2(float, float)
- float Log(float)
- float Floor(float)
- float Ceil(float)
- int Abs(int)
- float InvSqrt(float)
- float Rad2Deg(float rads)
- float Deg2Rad(float degs)
- float Pow(float, float)
- uint8 RandByte(void) //0..255
- int Rand(void) //0..32767
- int SysRand(void) //0..32767
- float RandFloat(void) //0..1
- float RandCFloat(void) //-1..1
- int RandMax(const int) //exclusive
- float RandRange(const float, const float)
- float IncMax(const float, const float, const float)
- float Accelerate(const float, const float, const float)
- float NLerp(const float, const float, const float)
- float Lerp(float start, const float end, const float time)
- void Clamp(float &out, const float, const float)
- float HermiteBlend(const float, const float, const float)
- float SmoothStep(const float, const float, const float)
- float CosArc(const float)
- float CosTween(const float)
- kVec3 vecZero
- float pi
- float Max(const float, const float)
- float Min(const float, const float)
- //------------------------------------------------------------------------------------------------------------------------
- | kQuat (Same as Turok1)
- //------------------------------------------------------------------------------------------------------------------------
- void Constructor(float x, float y, float z, float w)
- void Constructor(float w, kVec3 &in)
- void Constructor(const kQuat &in)
- kQuat opMul(const kQuat &in)
- kQuat opSub(const kQuat &in)
- kQuat opAdd(const kQuat &in)
- kQuat &Normalize(void)
- const kVec3 &opMulAssign(const kQuat &in)
- kVec3 opMul(const kQuat &in)
- kQuat &opAssign(const kQuat &in)
- float w
- //------------------------------------------------------------------------------------------------------------------------
- | kAngle (Same as Turok1)
- //------------------------------------------------------------------------------------------------------------------------
- void Constructor(float)
- void Constructor(const kAngle &in)
- kQuat ToQuat(void)
- const float w
- float Interpolate(const float, const float)
- float Diff(const kAngle &in)
- float Diff(const float)
- kAngle &opSubAssign(const float)
- kAngle opSub(const float)
- const kAngle &opAddAssign(const float)
- kAngle opAdd(const float)
- const kAngle &opSubAssign(kAngle &in)
- kAngle opSub(const kAngle &in)
- kAngle &opAddAssign(const kAngle &in)
- kAngle opAdd(const kAngle &in)
- float opImplConv(void)
- kAngle opNeg(void)
- kAngle &opAssign(const kAngle &in)
- kAngle &opAssign(const float)
- //------------------------------------------------------------------------------------------------------------------------
- | kPlane
- //------------------------------------------------------------------------------------------------------------------------
- void Constructor(const kVec3&in, const kVec3&in)
- void Constructor(const kVec3&in, const kVec3&in, const kVec3&in)
- void Constructor(const float, const float, const float, const float)
- const float Dot(const kPlane&in)
- const float Dot(const kVec3&in)
- const kVec3 &Normal(void)
- const int PointOnSide(const kVec3&in)
- const bool IsFacing(const float)
- const float ToYaw(void)
- const float Distance(const kVec3&in)
- //------------------------------------------------------------------------------------------------------------------------
- | kVec3
- //------------------------------------------------------------------------------------------------------------------------
- void Constructor(const kVec3 &in)
- void Constructor(float, float, float)
- kQuat ToQuaternion(void)
- kVec3 &Normalize(void)
- float UnitSq(void)
- float Unit(void)
- float Dot(const kVec3 &in)
- kVec3 Cross(const kVec3 &in)
- float ToYaw(void)
- kStr ToString(void)
- float DistanceSq(const kVec3 &in)
- const float Distance(const kVec3 &in)
- const kVec3 Lerp(const kVec3 &in, const float)
- const void Set(const float, const float, const float)
- void Clear(void)
- float ToPitch(void)
- kVec3 &Randomize(const float)
- kVec3 &Reflect(const kVec3 &in, const float)
- kVec3 &Project(const kVec3 &in, const float)
- kVec3 &Lerp(const kVec3 &in, const float)
- kVec3 &opAddAssign(const kVec3 &in)
- kVec3 opAdd(const kVec3 &in)
- kVec3 &QuadraticCurve(const kVec3 &in, const float, const kVec3 &in, const kVec3 &in)
- kVec3 &CubicCurve(const kVec3 &in, const float, const kVec3 &in)
- kVec3 opMul(const kVec3 &in)
- kVec3 &opSubAssign(const kVec3 &in)
- kVec3 opSub(const kVec3 &in)
- kVec3 opNeg(void)
- kVec3 opDiv(const kVec3 &in)
- kVec3 &opMulAssign(const float)
- kVec3 &opMulAssign(const kVec3 &in)
- kVec3 opMul(const float val)
- float opIndex(uint)
- kVec3 &opAssign(const kVec3 &in)
- kVec3 &opDivAssign(const kVec3 &in)
- kVec3 opDiv(const float val)
- float z
- float y
- float x
- float opIndex(uint)
- //------------------------------------------------------------------------------------------------------------------------
- | kStr
- //------------------------------------------------------------------------------------------------------------------------
- void Constructor(const kStr &in)
- int IndexOf(const kStr &in)
- uint Hash(void)
- int Atoi(void)
- float Atof(void)
- kStr &ToUpper(void)
- kStr &ToLower(void)
- int8 opIndex(const int)
- kStr &opAssign(const kStr &in)
- kStr opAdd(const kStr &in)
- kStr opAdd(bool)
- kStr opAdd(int)
- kStr opAdd(float)
- kStr &opAddAssign(const kStr &in)
- kStr &opAddAssign(bool)
- //------------------------------------------------------------------------------------------------------------------------
- | AngelScript Arrays
- | http://www.angelcode.com/angelscript/sdk/docs/manual/doc_datatypes_arrays.html
- //------------------------------------------------------------------------------------------------------------------------
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