Skip to main content

effect-control-h

source

Types


effect-control

effect-control: basicsource
Fields
type: type
process: process-drawable
flags: effect-control-flag
last-frame-group: art-joint-anim
last-frame-num: float
channel-offset: int32
res: res-lump
name: pointer
param: uint32
Methods
update-effects(obj: effect-control) => nonesource
do-effect(obj: effect-control, arg0: symbol, arg1: float, arg2: int) => nonesource
do-effect-for-surface(obj: effect-control, arg0: symbol, arg1: float, arg2: int, arg3: basic, arg4: pat-surface) => nonesource
play-effect-sound(obj: effect-control, arg0: symbol, arg1: float, arg2: int, arg3: basic, arg4: sound-name) => intsource
set-channel-offset!(obj: effect-control, arg0: int) => nonesource
play-effects-from-res-lump(obj: effect-control, arg0: float, arg1: float, arg2: float) => nonesource

effect-control

source

Functions


effect-param->sound-spec

effect-param->sound-spec(arg0: sound-spec, arg1: pointer, arg2: int, arg3: process-focusable) => sound-specsource

sound-name-with-material

sound-name-with-material(arg0: string, arg1: pat-surface, arg2: string) => sound-namesource

target-land-effect

target-land-effect() => nonesource

Variables


*debug-effect-control*

*debug-effect-control*: symbolsource

*footstep-surface*

*footstep-surface*: pat-surfacesource

fact-h

source

Types


fact-bank

fact-bank: basicsource
Fields
type: type
eco-level-max: float
eco-single-inc: float
eco-full-inc: float
eco-single-timeout: seconds
eco-full-timeout: seconds
dummy: seconds
health-max-default: float
health-single-inc: float
health-default-inc: float
health-darkjak-inc: float
health-darkjak-min: float
health-darkjak-error: float
eco-pill-green-max-default: float
eco-pill-dark-max-default: float
health-small-inc: float
buzzer-max-default: float
buzzer-single-inc: float
suck-bounce-dist: meters
suck-suck-dist: meters
default-eco-pill-green-inc: float
default-eco-pill-dark-inc: float
ammo-yellow-max: float
ammo-red-max: float
ammo-blue-max: float
ammo-dark-max: float
ammo-yellow-start: float
ammo-red-start: float
ammo-blue-start: float
ammo-dark-start: float
shield-max: float
shield-use-speed: float
shield-time-min: seconds
trick-point-max: float
super-skill-inc: float

fact-info

fact-info: basicsource
Fields
type: type
process: process
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: actor-option
fade-time: time-frame
Methods
drop-pickup(obj: fact-info, arg0: symbol, arg1: process-tree, arg2: fact-info, arg3: int) => pointersource
reset!(obj: fact-info-target, arg0: symbol) => nonesource
pickup-collectable!(obj: fact-info, arg0: pickup-type, arg1: float, arg2: handle) => floatsource

fact-info-crate

fact-info-crate: fact-infosource
Fields
type: type
process: process
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: actor-option
fade-time: time-frame
suck-count: int32

fact-info-enemy

fact-info-enemy: fact-infosource
Fields
type: type
process: process
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: actor-option
fade-time: time-frame
speed: float
idle-distance: meters
notice-top: meters
notice-bottom: meters
cam-horz: meters
cam-vert: meters
cam-notice-dist: meters
enemy-options: enemy-option
trig-dist: meters
trig-actor-group: pointer
trig-mask-count: int8
trig-mask: uint8
Methods
clear-mask-bits(obj: fact-info-enemy, arg0: int) => nonesource

fact-info-enemy-defaults

fact-info-enemy-defaults: basicsource
Fields
type: type
idle-distance: meters

fact-info-target

fact-info-target: fact-infosource
Fields
type: type
process: process
pickup-type: pickup-type
pickup-amount: float
pickup-spawn-amount: float
options: actor-option
fade-time: time-frame
eco-type: int32
eco-level: float
eco-pickup-time: time-frame
eco-timeout: time-frame
eco-source: handle
eco-source-time: time-frame
health: float
health-max: float
health-pickup-time: time-frame
buzzer: float
buzzer-max: float
eco-pill-green: float
eco-pill-green-max: float
eco-pill-green-pickup-time: time-frame
eco-pill-dark-pickup-time: time-frame
money-pickup-time: time-frame
buzzer-pickup-time: time-frame
task-pickup-time: time-frame
stop-time-timeout: time-frame
darkjak-start-time: time-frame
darkjak-effect-time: time-frame
ammo-pickup-time: time-frame
shield-pickup-time: time-frame
shield-start-time: time-frame
shield-use-time: time-frame
shield-level: float
shield-attack-id: uint32
trick-point: float
trick-point-pickup-time: time-frame
trick-point-start-time: time-frame
trick-point-duration: time-frame
gem-pickup-time: time-frame
skill-pickup-time: time-frame
karma-pickup-time: time-frame
Methods
get-gun-ammo(obj: fact-info-target) => floatsource

Functions


pickup-type->string

pickup-type->string(arg0: pickup-type) => stringsource

Variables


*FACT-bank*

*FACT-bank*: fact-banksource

*fact-info-enemy-defaults*

*fact-info-enemy-defaults*: fact-info-enemy-defaultssource

game-h

source

Types


attack-dir-info

attack-dir-info: structuresource
Fields
dir: vector
xz-dir: vector
attacker-velocity: vector
pos: vector

attack-info

attack-info: structuresource
Fields
trans: vector
vector: vector
attacker-velocity: vector
intersection: vector
attacker: handle
attack-time: time-frame
invinc-time: time-frame
mask: attack-info-mask
mode: symbol
shove-back: meters
shove-up: meters
speed: meters
dist: meters
control: float
angle: symbol
rotate-to: degrees
prev-state: state
id: uint32
count: uint32
penetrate-using: penetrate
damage: float
shield-damage: float
knock: uint8
test: symbol
Methods
attack-info-method-9(obj: attack-info, arg0: attack-info, arg1: process-drawable, arg2: process-drawable) => nonesource
compute-intersect-info(obj: attack-info, arg0: object, arg1: process-drawable, arg2: process, arg3: touching-shapes-entry) => attack-infosource
combine!(obj: attack-info, arg0: attack-info, arg1: process-drawable) => attack-infosource

ground-tween-info

ground-tween-info: structuresource
Fields
chan: uint8
blend: float
group: uint32

process-drawable

process-drawable: processsource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
Methods
initialize-skeleton(obj: process-drawable, arg0: skeleton-group, arg1: pair) => draw-controlsource
initialize-skeleton-by-name(obj: process-drawable, arg0: string) => draw-controlsource
apply-alignment(obj: process-drawable, arg0: align-opts, arg1: transformq, arg2: vector) => trsqvsource
cleanup-for-death(obj: citizen-rebel) => nonesource
relocate-nav(obj: process-drawable, arg0: int) => nonesource
evaluate-joint-control(obj: process-drawable) => nonesource
States
process-drawable-art-error: TODO
process-drawable-idle: TODO

process-drawable-reserved

process-drawable-reserved: process-drawablesource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
Methods
process-drawable-reserved-method-20: unknown
process-drawable-reserved-method-21: unknown
process-drawable-reserved-method-22: unknown
process-drawable-reserved-method-23: unknown
process-drawable-reserved-method-24: unknown
process-drawable-reserved-method-25: unknown
process-drawable-reserved-method-26: unknown
process-drawable-reserved-method-27: unknown
process-drawable-reserved-method-28: unknown
process-drawable-reserved-method-29: unknown
process-drawable-reserved-method-30: unknown
process-drawable-reserved-method-31: unknown
process-drawable-reserved-method-32: unknown
process-drawable-reserved-method-33: unknown
process-drawable-reserved-method-34: unknown
process-drawable-reserved-method-35: unknown
process-drawable-reserved-method-36: unknown
process-drawable-reserved-method-37: unknown
process-drawable-reserved-method-38: unknown
process-drawable-reserved-method-39: unknown
process-drawable-reserved-method-40: unknown
process-drawable-reserved-method-41: unknown
process-drawable-reserved-method-42: unknown
process-drawable-reserved-method-43: unknown
process-drawable-reserved-method-44: unknown
process-drawable-reserved-method-45: unknown
process-drawable-reserved-method-46: unknown
process-drawable-reserved-method-47: unknown
process-drawable-reserved-method-48: unknown
process-drawable-reserved-method-49: unknown
process-drawable-reserved-method-50: unknown
process-drawable-reserved-method-51: unknown
process-drawable-reserved-method-52: unknown
process-drawable-reserved-method-53: unknown
process-drawable-reserved-method-54: unknown
process-drawable-reserved-method-55: unknown
process-drawable-reserved-method-56: unknown
process-drawable-reserved-method-57: unknown
process-drawable-reserved-method-58: unknown
process-drawable-reserved-method-59: unknown
process-drawable-reserved-method-60: unknown
process-drawable-reserved-method-61: unknown
process-drawable-reserved-method-62: unknown
process-drawable-reserved-method-63: unknown
process-drawable-reserved-method-64: unknown
process-drawable-reserved-method-65: unknown
process-drawable-reserved-method-66: unknown
process-drawable-reserved-method-67: unknown
process-drawable-reserved-method-68: unknown
process-drawable-reserved-method-69: unknown
process-drawable-reserved-method-70: unknown
process-drawable-reserved-method-71: unknown
process-drawable-reserved-method-72: unknown
process-drawable-reserved-method-73: unknown
process-drawable-reserved-method-74: unknown
process-drawable-reserved-method-75: unknown
process-drawable-reserved-method-76: unknown
process-drawable-reserved-method-77: unknown
process-drawable-reserved-method-78: unknown
process-drawable-reserved-method-79: unknown
process-drawable-reserved-method-80: unknown
process-drawable-reserved-method-81: unknown
process-drawable-reserved-method-82: unknown
process-drawable-reserved-method-83: unknown
process-drawable-reserved-method-84: unknown
process-drawable-reserved-method-85: unknown
process-drawable-reserved-method-86: unknown
process-drawable-reserved-method-87: unknown
process-drawable-reserved-method-88: unknown
process-drawable-reserved-method-89: unknown
process-drawable-reserved-method-90: unknown
process-drawable-reserved-method-91: unknown
process-drawable-reserved-method-92: unknown
process-drawable-reserved-method-93: unknown
process-drawable-reserved-method-94: unknown
process-drawable-reserved-method-95: unknown
process-drawable-reserved-method-96: unknown
process-drawable-reserved-method-97: unknown
process-drawable-reserved-method-98: unknown
process-drawable-reserved-method-99: unknown
process-drawable-reserved-method-100: unknown
process-drawable-reserved-method-101: unknown
process-drawable-reserved-method-102: unknown
process-drawable-reserved-method-103: unknown
process-drawable-reserved-method-104: unknown
process-drawable-reserved-method-105: unknown
process-drawable-reserved-method-106: unknown
process-drawable-reserved-method-107: unknown
process-drawable-reserved-method-108: unknown
process-drawable-reserved-method-109: unknown
process-drawable-reserved-method-110: unknown
process-drawable-reserved-method-111: unknown
process-drawable-reserved-method-112: unknown
process-drawable-reserved-method-113: unknown
process-drawable-reserved-method-114: unknown
process-drawable-reserved-method-115: unknown
process-drawable-reserved-method-116: unknown
process-drawable-reserved-method-117: unknown
process-drawable-reserved-method-118: unknown
process-drawable-reserved-method-119: unknown
process-drawable-reserved-method-120: unknown
process-drawable-reserved-method-121: unknown
process-drawable-reserved-method-122: unknown
process-drawable-reserved-method-123: unknown
process-drawable-reserved-method-124: unknown
process-drawable-reserved-method-125: unknown
process-drawable-reserved-method-126: unknown
process-drawable-reserved-method-127: unknown
process-drawable-reserved-method-128: unknown
process-drawable-reserved-method-129: unknown
process-drawable-reserved-method-130: unknown
process-drawable-reserved-method-131: unknown
process-drawable-reserved-method-132: unknown
process-drawable-reserved-method-133: unknown
process-drawable-reserved-method-134: unknown
process-drawable-reserved-method-135: unknown
process-drawable-reserved-method-136: unknown
process-drawable-reserved-method-137: unknown
process-drawable-reserved-method-138: unknown
process-drawable-reserved-method-139: unknown
process-drawable-reserved-method-140: unknown
process-drawable-reserved-method-141: unknown
process-drawable-reserved-method-142: unknown
process-drawable-reserved-method-143: unknown
process-drawable-reserved-method-144: unknown
process-drawable-reserved-method-145: unknown
process-drawable-reserved-method-146: unknown
process-drawable-reserved-method-147: unknown
process-drawable-reserved-method-148: unknown
process-drawable-reserved-method-149: unknown
process-drawable-reserved-method-150: unknown
process-drawable-reserved-method-151: unknown
process-drawable-reserved-method-152: unknown
process-drawable-reserved-method-153: unknown
process-drawable-reserved-method-154: unknown
process-drawable-reserved-method-155: unknown
process-drawable-reserved-method-156: unknown
process-drawable-reserved-method-157: unknown
process-drawable-reserved-method-158: unknown
process-drawable-reserved-method-159: unknown
process-drawable-reserved-method-160: unknown
process-drawable-reserved-method-161: unknown
process-drawable-reserved-method-162: unknown
process-drawable-reserved-method-163: unknown
process-drawable-reserved-method-164: unknown
process-drawable-reserved-method-165: unknown
process-drawable-reserved-method-166: unknown
process-drawable-reserved-method-167: unknown
process-drawable-reserved-method-168: unknown
process-drawable-reserved-method-169: unknown
process-drawable-reserved-method-170: unknown
process-drawable-reserved-method-171: unknown
process-drawable-reserved-method-172: unknown
process-drawable-reserved-method-173: unknown
process-drawable-reserved-method-174: unknown
process-drawable-reserved-method-175: unknown
process-drawable-reserved-method-176: unknown
process-drawable-reserved-method-177: unknown

game-info-h

source

Types


actor-id

actor-id: uint32source

continue-point

continue-point: basicsource
Fields
type: type
name: string
level: symbol
flags: continue-flags
trans: vector
quat: vector
camera-trans: vector
camera-rot: vector3s
on-goto: pair
vis-nick: symbol
want: level-buffer-state
want-sound: symbol
Methods
debug-draw(obj: continue-point) => intsource
continue-point-method-10(obj: continue-point, arg0: load-state) => continue-pointsource
move-camera!(obj: continue-point) => nonesource

game-bank

game-bank: basicsource
Fields
type: type
life-max-default: float
life-start-default: float
life-single-inc: float
money-task-inc: float
money-oracle-inc: float

game-info

game-info: basicsource
Fields
type: type
mode: symbol
save-name: string
life: float
life-max: float
money: float
money-total: float
money-per-level: uint8
deaths-per-level: uint8
buzzer-total: float
fuel: float
gem: float
gem-total: float
skill: float
skill-total: float
karma: float
eco-pill-dark: float
eco-pill-dark-total: float
features: game-feature
debug-features: game-feature
secrets: game-secrets
unknown-pad1: uint32
purchase-secrets: game-secrets
unknown-pad2: uint32
gun-type: int32
gun-ammo: float
shield: float
score: float
score-owner: handle
timer: time-frame
timer-owner: handle
timer-flash: symbol
counter: float
counter-flash: basic
attack-id: uint32
perm-list: entity-perm-array
task-perm-list: entity-perm-array
current-continue: continue-point
last-continue: continue-point
play-list: array
sub-task-list: array
mission-list: array
task-counter: uint32
unknown-pad6: array
level-opened: uint8
total-deaths: int32
continue-deaths: int32
task-deaths: int32
total-trys: int32
game-start-time: time-frame
continue-time: time-frame
death-time: time-frame
hit-time: time-frame
task-pickup-time: time-frame
unknown-array1: array
task-enter-times: array
task-in-times: array
death-pos: vector-array
stop-watch-start: uint64
stop-watch-stop: uint64
blackout-time: time-frame
letterbox-time: time-frame
hint-play-time: time-frame
display-text-time: time-frame
display-text-handle: handle
death-movie-tick: int32
want-auto-save: symbol
auto-save-proc: handle
auto-save-status: mc-status-code
auto-save-card: int32
auto-save-which: int32
auto-save-count: int32
pov-camera-handle: handle
other-camera-handle: handle
controller: handle
race-timer: uint64
race-current-lap-count: int32
race-total-lap-count: int32
race-position: int32
race-number-turbos: int32
bot-health: float
demo-state: uint32
wanted-flash: basic
distance: float
kiosk-timeout: uint64
pause-start-time: time-frame
game-score: array
goal: float
miss: float
miss-max: float
task-close-times: array
live-eco-pill-count: int32
live-gem-count: int32
air-supply: float
homing-beacon: int32
dark-eco-pickup: int32
green-eco-pickup: int32
Methods
initialize!(obj: game-info, arg0: symbol, arg1: game-save, arg2: string) => _type_source
give(obj: game-info, arg0: symbol, arg1: float, arg2: handle) => floatsource
task-complete?(obj: game-info, arg0: game-task) => symbolsource
subtask-index-by-name(obj: game-info, arg0: string) => intsource
set-subtask-hook!(obj: game-info, arg0: game-task-node, arg1: int, arg2: function) => functionsource
actor-perm(obj: game-info, arg0: actor-id) => entity-permsource
task-perm-by-index(obj: game-info, arg0: int) => entity-permsource
copy-perms-from-level!(obj: game-info, arg0: level) => intsource
copy-perms-to-level!(obj: game-info, arg0: level) => intsource
debug-inspect(obj: game-info, arg0: symbol) => _type_source
get-current-continue-forced(obj: game-info) => continue-pointsource
get-continue-by-name(obj: game-info, arg0: string) => continue-pointsource
set-continue!(obj: game-info, arg0: basic, arg1: symbol) => continue-pointsource
game-info-method-22(obj: game-info) => intsource
save-game(obj: game-info, arg0: game-save, arg1: string) => game-savesource
load-game(obj: game-info, arg0: game-save) => game-savesource
you-suck-stage(obj: game-info, arg0: symbol) => intsource
you-suck-scale(obj: game-info, arg0: object) => floatsource
get-next-attack-id(obj: game-info) => uintsource
game-info-method-28(obj: game-info, arg0: game-score, arg1: float) => intsource
get-game-score-ref(obj: game-info, arg0: int) => pointersource
calculate-percentage(obj: game-info) => floatsource

highscore-info

highscore-info: structuresource
Fields
flags: highscore-flags
award-scores: float
bronze-score: float
silver-score: float
gold-score: float
Methods
get-rank(obj: highscore-info, arg0: float) => intsource

level-buffer-state

level-buffer-state: structuresource
Fields
name: symbol
display?: symbol
force-vis?: symbol
force-inside?: symbol

load-state

load-state: basicsource
Fields
type: type
want: level-buffer-state
want-sound: symbol
vis-nick: symbol
command-list: pair
object-name: string
object-status: basic
Methods
reset!(obj: load-state) => _type_source
update!(obj: load-state) => intsource

Update level stuff based on load state.
This does scary transitions.

want-levels(obj: load-state, arg0: pointer) => intsource
want-sound-banks(obj: load-state, arg0: pointer) => nonesource
want-display-level(obj: load-state, arg0: symbol, arg1: symbol) => intsource
want-vis-level(obj: load-state, arg0: symbol) => nonesource
want-force-vis(obj: load-state, arg0: symbol, arg1: symbol) => intsource
want-force-inside(obj: load-state, arg0: symbol, arg1: symbol) => nonesource
execute-commands-up-to(obj: load-state, arg0: float) => nonesource
backup-load-state-and-set-cmds(obj: load-state, arg0: pair) => intsource
restore-load-state-and-cleanup(obj: load-state) => intsource
restore-load-state(obj: load-state) => intsource
add-borrow-levels(obj: load-state) => nonesource

Update the load state so it includes the 'borrow' levels associated with the desired levels.
This will also remove borrow levels that are no longer needed.

Variables


*GAME-bank*

*GAME-bank*: game-banksource

game-info

source

Functions


bug-report-display

bug-report-display(arg0: symbol) => intsource

level-name->task-level

level-name->task-level(arg0: symbol) => intsource

position->stream

position->stream(arg0: string, arg1: symbol, arg2: symbol) => nonesource
print-continues() => intsource

task-level->string

task-level->string(arg0: int) => stringsource

trsq->continue-point

trsq->continue-point(arg0: trsq) => intsource

Variables


*default-continue*

*default-continue*: continue-pointsource

*highscore-info-array*

*highscore-info-array*: arraysource

game-save

source

Types


auto-save

auto-save: processsource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
card: int32
slot: int32
which: int32
buffer: kheap
mode: symbol
result: mc-status-code
save: game-save
info: mc-slot-info
notify: handle
force: symbol
state-time: time-frame
icon: hud-sprite
Methods
get-heap: unknown
get-card: unknown
format-card: unknown
unformat-card: unknown
create-file: unknown
save: unknown
restore: unknown
error: unknown
done: unknown

game-save

game-save: basicsource
Fields
type: type
version: int32
allocated-length: int32
length: int32
info-int32: int32
info-int8: int8
level-index: int32
gem-count: float
skill-count: float
completion-percentage: float
minute: uint8
hour: uint8
week: uint8
day: uint8
month: uint8
year: uint8
new-game: int32
game-time: time-frame
secrets: uint32
features: uint32
tag: game-save-tag
Methods
save-to-file(obj: game-save, arg0: string) => _type_source
load-from-file(obj: game-save, arg0: string) => _type_source
debug-inspect(obj: game-save, arg0: symbol) => _type_source

game-save-tag

game-save-tag: structuresource
Fields
user-object: object
user-uint64: uint64
user-float0: float
user-float: float
user-int32: int32
user-uint32: uint32
user-int16: int16
user-uint16: uint16
user-int8: int8
user-int80: int8
user-int81: int8
user-uint8: uint8
elt-count: int32
elt-size: uint16
elt-type: game-save-elt

Functions


auto-save-check

auto-save-check() => intsource

auto-save-command

auto-save-command(arg0: symbol, arg1: int, arg2: int, arg3: process-tree, arg4: symbol) => pointersource

auto-save-init-by-other

auto-save-init-by-other(arg0: symbol, arg1: process, arg2: int, arg3: int, arg4: symbol) => objectsource

auto-save-post

auto-save-post() => pointersource

auto-save-user

auto-save-user() => pointersource

game-save-elt->string

game-save-elt->string(arg0: game-save-elt) => stringsource

Variables


*auto-save-info*

*auto-save-info*: mc-slot-infosource

idle-control

source

Types


idle-control

idle-control: structuresource
Fields
anim: pointer
current: pointer
counter: int32
target: int32
Methods
idle-control-method-9(obj: idle-control, arg0: pointer) => nonesource
idle-control-method-10(obj: idle-control, arg0: process-drawable) => nonesource

idle-control-frame

idle-control-frame: uint32source

main-h

source

Types


col-rend

col-rend: basicsource
Fields
type: type
draw?: symbol
outline?: symbol
show-back-faces?: symbol
show-normals?: symbol
ghost-hidden?: symbol
show-only: uint32
cspec: collide-spec
track: uint8
bbox-radius: float
bbox-center: vector
camera-to-bbox-dist: float
Methods
col-rend-method-9(obj: col-rend) => nonesource

frame-stats

frame-stats: structuresource
Fields
field-time: time-frame
field: int32

screen-filter

screen-filter: basicsource
Fields
type: type
draw?: symbol
bucket: bucket-id
color: vector
color-src: vector
color-dest: vector
extra: vector
speed: float
current-interp: float
Methods
draw(obj: screen-filter) => nonesource
setup(obj: screen-filter, arg0: vector, arg1: vector, arg2: float, arg3: bucket-id) => nonesource
disable(obj: screen-filter) => nonesource

Functions


debug-actor?

debug-actor?(arg0: object) => symbolsource

Variables


*ambient-sound-class*

*ambient-sound-class*: symbolsource

*artist-all-visible*

*artist-all-visible*: symbolsource

*artist-error-spheres*

*artist-error-spheres*: symbolsource

*artist-fix-frustum*

*artist-fix-frustum*: symbolsource

*artist-fix-visible*

*artist-fix-visible*: symbolsource

*artist-flip-visible*

*artist-flip-visible*: symbolsource

*artist-use-menu-subdiv*

*artist-use-menu-subdiv*: symbolsource

*bot-record-path*

*bot-record-path*: intsource

*bug-report-output-mode*

*bug-report-output-mode*: symbolsource

*camera-no-mip-correction*

*camera-no-mip-correction*: symbolsource

*col-rend*

*col-rend*: col-rendsource

*debug-actor*

*debug-actor*: objectsource

*debug-hook*

*debug-hook*: pairsource

*debug-pause*

*debug-pause*: symbolsource

*debug-unkillable*

*debug-unkillable*: symbolsource

*debug-view-anims*

*debug-view-anims*: symbolsource

*display-actor-graph*

*display-actor-graph*: symbolsource

*display-actor-marks*

*display-actor-marks*: symbolsource

*display-actor-pointer*

*display-actor-pointer*: symbolsource

*display-actor-vis*

*display-actor-vis*: symbolsource

*display-art-control*

*display-art-control*: symbolsource

*display-battle-marks*

*display-battle-marks*: symbolsource

*display-bot-marks*

*display-bot-marks*: bot-marks-controlssource

*display-bug-report*

*display-bug-report*: symbolsource

*display-cam-coll-marks*

*display-cam-coll-marks*: symbolsource

*display-cam-collide-history*

*display-cam-collide-history*: symbolsource

*display-cam-los-debug*

*display-cam-los-debug*: symbolsource

*display-cam-los-info*

*display-cam-los-info*: symbolsource

*display-cam-los-marks*

*display-cam-los-marks*: symbolsource

*display-cam-master-marks*

*display-cam-master-marks*: symbolsource

*display-cam-other*

*display-cam-other*: symbolsource

*display-camera-info*

*display-camera-info*: symbolsource

*display-camera-last-attacker*

*display-camera-last-attacker*: symbolsource

*display-camera-marks*

*display-camera-marks*: symbolsource

*display-camera-old-stats*

*display-camera-old-stats*: symbolsource

*display-collide-cache*

*display-collide-cache*: symbolsource

*display-collide-history*

*display-collide-history*: intsource

*display-collision-marks*

*display-collision-marks*: symbolsource

*display-color-bars*

*display-color-bars*: symbolsource

*display-deci-count*

*display-deci-count*: symbolsource

*display-edge-collision-marks*

*display-edge-collision-marks*: symbolsource

*display-entity-errors*

*display-entity-errors*: symbolsource

*display-file-info*

*display-file-info*: symbolsource

*display-geo-marks*

*display-geo-marks*: symbolsource

*display-ground-stats*

*display-ground-stats*: symbolsource

*display-gui-control*

*display-gui-control*: symbolsource

*display-hipri-collision-marks*

*display-hipri-collision-marks*: symbolsource

*display-instance-info*

*display-instance-info*: symbolsource

*display-iop-info*

*display-iop-info*: symbolsource

*display-joint-axes*

*display-joint-axes*: symbolsource

*display-level-border*

*display-level-border*: symbolsource

*display-level-spheres*

*display-level-spheres*: symbolsource

*display-lights*

*display-lights*: symbolsource

*display-memcard-info*

*display-memcard-info*: symbolsource

*display-nav-marks*

*display-nav-marks*: symbolsource

*display-nav-mesh*

*display-nav-mesh*: symbolsource

*display-nav-network*

*display-nav-network*: symbolsource

*display-path-marks*

*display-path-marks*: symbolsource

*display-profile*

*display-profile*: symbolsource

*display-quad-stats*

*display-quad-stats*: symbolsource

*display-race-marks*

*display-race-marks*: race-marks-controlssource

*display-region-marks*

*display-region-marks*: symbolsource

*display-render-collision*

*display-render-collision*: symbolsource

*display-scene-control*

*display-scene-control*: scene-controlssource

*display-sidekick-stats*

*display-sidekick-stats*: symbolsource

*display-split-box-info*

*display-split-box-info*: symbolsource

*display-split-boxes*

*display-split-boxes*: symbolsource

*display-sprite-info*

*display-sprite-info*: symbolsource

*display-sprite-marks*

*display-sprite-marks*: symbolsource

*display-sprite-spheres*

*display-sprite-spheres*: symbolsource

*display-strip-lines*

*display-strip-lines*: strip-lines-controlssource

*display-target-marks*

*display-target-marks*: symbolsource

*display-texture-distances*

*display-texture-distances*: symbolsource

*display-texture-download*

*display-texture-download*: symbolsource

*display-traffic-height-map*

*display-traffic-height-map*: symbolsource

*display-trail-graph*

*display-trail-graph*: symbolsource

*display-tri-stats*

*display-tri-stats*: symbolsource

*display-vol-marks*

*display-vol-marks*: symbolsource

*display-water-marks*

*display-water-marks*: symbolsource

*display-xyz-axes*

*display-xyz-axes*: symbolsource

*dma-timeout-hook*

*dma-timeout-hook*: functionsource

*draw-hook*

*draw-hook*: functionsource

*execute-regions*

*execute-regions*: symbolsource

*frame-stats*

*frame-stats*: frame-statssource

*gun-marks*

*gun-marks*: symbolsource
*menu-hook*: functionsource

*ocean-height-hack*

*ocean-height-hack*: ocean-height-hacksource

*progress-hook*

*progress-hook*: functionsource

*race-record-path*

*race-record-path*: symbolsource

*record-cam-collide-history*

*record-cam-collide-history*: symbolsource

*run*

*run*: symbolsource

*select-race-path*

*select-race-path*: intsource

*select-race*

*select-race*: race-selectionsource

*slow-frame-rate*

*slow-frame-rate*: symbolsource

*stats-bsp*

*stats-bsp*: symbolsource

*stats-buffer*

*stats-buffer*: symbolsource

*stats-collide*

*stats-collide*: symbolsource

*stats-memory-level-index*

*stats-memory-level-index*: intsource

*stats-memory-short*

*stats-memory-short*: symbolsource

*stats-memory*

*stats-memory*: symbolsource

*stats-perf*

*stats-perf*: symbolsource

*stats-poly*

*stats-poly*: symbolsource

*stats-profile-bars*

*stats-profile-bars*: symbolsource

*stats-target*

*stats-target*: symbolsource

*subdivide-draw-mode*

*subdivide-draw-mode*: subdivide-settingsource

*subdivide-foreground-draw-mode*

*subdivide-foreground-draw-mode*: subdivide-settingsource

*subdivide-ocean-draw-mode*

*subdivide-ocean-draw-mode*: subdivide-settingsource

*subdivide-scissor-draw-mode*

*subdivide-scissor-draw-mode*: subdivide-settingsource

*sync-dma*

*sync-dma*: symbolsource

*target-rc-board-controls*

*target-rc-board-controls*: symbolsource

*teleport-count*

*teleport-count*: intsource

*teleport*

*teleport*: symbolsource

*time-of-day-fast*

*time-of-day-fast*: symbolsource

Functions


blackout

blackout() => nonesource

Draw blackout over the whole screen.
This isn't used - instead they adjust some GS setting to fade the whole
screen to black, which is much faster than drawing over the entire screen.

demo?

demo?() => symbolsource

Are we a demo version?

display-loop

display-loop() => intsource

display-loop-main

display-loop-main(arg0: display) => nonesource

Run the engine.
This function is called after actors update.

end-display

end-display(arg0: display) => nonesource

Update debug drawing:
- debug draws (triangles, spheres, etc)
- profile bars
- file info
- console
- other info (iop, memcard, pause)

This function runs after DMA sync.
It's not clear why they did this - in the Jak 1 PC port, it is fine to move this to before sync.
Possibly they wanted to leave the bus alone for graphics DMA.

letterbox

letterbox() => nonesource

Draw letterbox bars.

main-cheats

main-cheats() => intsource

movie?

movie?() => symbolsource

Are we in a movie?

off

off() => intsource

on

on(arg0: symbol) => processsource

Start the display loop.

pause-allowed?

pause-allowed?() => symbolsource

Are you allowed to pause?

paused?

paused?() => symbolsource

Are we paused, or in some menu that should make us pause?

set-blackout-frames

set-blackout-frames(arg0: time-frame) => nonesource

Set the remaining time until blackout is removed.
Unlike letterbox, this only can increase the time, unless
you request 0, in which case blackout is disabled immediately

set-letterbox-frames

set-letterbox-frames(arg0: time-frame) => nonesource

Set the remaining time until letterboxing is removed.
This uses the current clock ratio of the process and the game-clock.
This overrides any previous letterboxing.

set-master-mode

set-master-mode(arg0: symbol) => nonesource

Change the master mode, updating pause masks in the kernel/sound system as needed.

toggle-pause

toggle-pause() => intsource

Update the current master mode because a pause has been requested.
This can reject the transition, or decide to go to any mode.

Variables


*cheat-temp*

*cheat-temp*: pointersource

*first-boot*

*first-boot*: symbolsource

*last-master-mode*

*last-master-mode*: symbolsource

*master-exit*

*master-exit*: symbolsource

*progress-cheat*

*progress-cheat*: symbolsource

*screen-filter*

*screen-filter*: screen-filtersource

penetrate-h

source

Functions


penetrate-using->damage

penetrate-using->damage(arg0: penetrate) => intsource

penetrated-by-all&hit-points->penetrated-by

penetrated-by-all&hit-points->penetrated-by(arg0: penetrate, arg1: int) => penetratesource

pilot-h

source

Types


pilot-info

pilot-info: basicsource
Fields
type: type
entity: basic
vehicle: handle
left-right-interp: float
front-back-interp: float
up-down-interp: float
up-down-accel-factor: float
front-back-accel-factor: float
left-right-accel-factor: float
stance: uint8
seat-index: int8
backup-nav-radius: float
cam-side-shift: float
enable-cam-side-shift: symbol
gun?: symbol
controls: vehicle-controls
accel-array: vector
local-accel: vector
pilot-trans: vector
pilot-quat: vector
pilot-scale: vector
pilot-time: time-frame
as-daxter?: symbol
art-group-backup: basic

vehicle-controls

vehicle-controls: structuresource
Fields
steering: float
throttle: float
brake: float
lean-z: float

settings-h

source

Types


cam-setting-data

cam-setting-data: structuresource
Fields
fov: degrees
pov-handle: handle
pov-bone: int32
pov-offset: vector
string-default: symbol
string-max-length: meters
string-min-length: meters
string-max-height: meters
string-min-height: meters
string-cliff-height: meters
string-camera-ceiling: meters
gun-max-height: meters
gun-min-height: meters
string-local-down: vector
slave-options: cam-slave-options
matrix-blend-max-angle: degrees
matrix-blend-max-partial: float
string-spline-max-move: meters
string-spline-accel: meters
string-spline-max-move-player: meters
string-spline-accel-player: meters
string-startup-vector: vector
string-use-startup-vector: symbol
look-at-point: vector
use-look-at-point: symbol
target-height: meters
foot-offset: meters
head-offset: meters
teleport-on-entity-change: symbol
entity-name: string
entity-or-mode-changed: symbol
master-options: cam-master-options
entity-mask: uint32
mode-name: symbol
real-entity-name: string
cam-mode: symbol
interp-time: uint32
no-intro: symbol
use-point-of-interest: symbol
point-of-interest: vector
handle-of-interest: handle
mouse-tumble-point: vector
use-mouse-tumble-point: symbol
mouse-input: symbol
cpad1-skip-buttons: symbol
butt-handle: handle
butt-angle: float
extra-follow-height: float
1Tinterp-time-priority: uint32
string-max-length-default: symbol
string-min-length-default: symbol
string-max-height-default: symbol
string-min-height-default: symbol
dummy: object
Methods
cam-setting-data-method-9(obj: cam-setting-data, arg0: engine, arg1: engine-pers, arg2: engine) => cam-setting-datasource
cam-setting-data-method-10(obj: cam-setting-data, arg0: object, arg1: pointer, arg2: float, arg3: int) => nonesource

setting-control

setting-control: basicsource
Fields
type: type
user-current: user-setting-data
user-target: user-setting-data
user-default: user-setting-data
cam-current: cam-setting-data
cam-target: cam-setting-data
cam-default: cam-setting-data
engine: engine
engine-pers: engine-pers
engine-hi: engine
sound-stinger-time: time-frame
sound-stinger-change-time: time-frame
sound-excitement-change-time: time-frame
sound-excitement-targ: float
sound-excitement-level: uint32
Methods
add-setting(obj: setting-control, arg0: process, arg1: symbol, arg2: object, arg3: object, arg4: object) => nonesource

Originally called setting-set see (anon-function 48 script)

persist-with-delay(obj: setting-control, arg0: symbol, arg1: time-frame, arg2: symbol, arg3: symbol, arg4: float, arg5: int) => nonesource

Originally called setting-pers see (anon-function 46 script)

set-setting(obj: setting-control, arg0: process, arg1: symbol, arg2: object, arg3: object, arg4: object) => nonesource
remove-setting(obj: setting-control, arg0: process, arg1: symbol) => nonesource
kill-persister(obj: setting-control, arg0: engine-pers, arg1: object) => nonesource

Calls engine-pers::kill-matching

setting-control-method-14(obj: setting-control, arg0: object) => connectablesource
remove-setting-by-arg0(obj: setting-control, arg0: object) => nonesource

Calls engine::remove-by-param0 on engine-hi

set-setting-by-param(obj: setting-control, arg0: symbol, arg1: object, arg2: object, arg3: object) => connectionsource

Same as setting-control::set-setting but will engine::remove-by-param0 using the symbol provided

apply-settings(obj: setting-control) => user-setting-datasource
update(obj: setting-control) => user-setting-datasource

user-setting-data

user-setting-data: structuresource
Fields
border-mode: symbol
process-mask: process-mask
unknown-int32-00: int32
language: language-enum
display-dx: int32
display-dy: int32
vibration: symbol
play-hints: symbol
movie: pointer
talking: pointer
spooling: pointer
hint: pointer
ambient: pointer
video-mode: symbol
aspect-ratio: symbol
use-progressive-scan: symbol
auto-save: symbol
bg-r: float
bg-g: float
bg-b: float
bg-a: float
bg-a-speed: float
bg-a-force: float
allow-progress: symbol
allow-pause: symbol
ocean-off: symbol
allow-look-around: symbol
unknowng-symbol-00: symbol
movie-name: symbol
weather: symbol
mouse: symbol
cursor: symbol
task-mask: task-mask
region-mode: symbol
duck: symbol
attack: symbol
gun: symbol
board: symbol
jump: symbol
speed-mult: float
features: game-feature
sfx-volume: float
sfx-movie-volume: float
music-volume: float
music-volume-movie: float
dialog-volume: float
dialog-volume-hint: float
ambient-volume: float
ambient-volume-move: float
sound-flava: uint8
sound-flava-priority: float
mode-sound-bank: uint32
sound-excitement: float
sound-reverb: float
stereo-mode: int32
music: symbol
sound-stinger: int32
spool-anim: spool-anim
sound-mode: uint32
task-manager: pointer
task: symbol
airlock: symbol
minimap: uint16
sound-tune: uint32
allow-continue: symbol
spotlight-color: rgba
subtitle: symbol
borrow: pair
doorway: symbol
gem: symbol
half-speed: symbol
gun-buoy: symbol
double-jump: symbol
pilot: symbol
pilot-exit: symbol
exclusive-task: int32
speech-control: symbol
vehicle-hijacking: symbol
darkjak: symbol
endlessfall: symbol
rain: float
snow: float
exclusive-load: symbol
render: symbol
allow-timeout: symbol
mirror: symbol
movie-skip-frame: float
allow-blackout: symbol
race-minimap: int32
extra-bank: pair
beard: symbol
ignore-target: symbol
subtitle-language: language-enum
sound-bank-load: symbol
allow-error: symbol
under-water-pitch-mod: float
dummy: object
Methods
user-setting-data-method-9(obj: user-setting-data, arg0: engine, arg1: engine-pers, arg2: engine) => user-setting-datasource
user-setting-data-method-10(obj: user-setting-data, arg0: object, arg1: symbol, arg2: float, arg3: uint) => user-setting-datasource

set-defaults! perhaps?

settings

source

Functions


get-current-language

get-current-language() => language-enumsource

Returns the current language-enum