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mood-funcs

source

Types


atoll-states

atoll-states: structuresource
Fields
light: light-state
explosion: float

casboss-states

casboss-states: structuresource
Fields
light: light-state
explosion: float

caspad-states

caspad-states: structuresource
Fields
light: light-state
red: float
white: float
white-count: int32

consite-states

consite-states: structuresource
Fields
light: light-state
flash: float

ctyind-states

ctyind-states: structuresource
Fields
light: light-state

ctymarka-states

ctymarka-states: structuresource
Fields
light: light-state
blink: float

ctymarkb-states

ctymarkb-states: structuresource
Fields
light: light-state
blink: float

ctyport-states

ctyport-states: structuresource
Fields
light: light-state
spec-0: sp-field-init-spec
neon-min-bright: float

ctysluma-states

ctysluma-states: structuresource
Fields
light: light-state
neon: light-state
flame: flames-state
spec-0: sp-field-init-spec
spec-1: sp-field-init-spec
neon-min-bright: float

ctyslumb-states

ctyslumb-states: structuresource

ctyslumc-states

ctyslumc-states: structuresource

ctywide-states

ctywide-states: structuresource
Fields
light: light-state
flame: flames-state

drill-states

drill-states: structuresource
Fields
fire-floor: float
fire-floor-fade: float
fire-floor-flag: symbol
flame: flames-state
electricity: electricity-state
pulse: pulse-state
light-flag: basic

drillb-states

drillb-states: structuresource
Fields
fire-floor: float
fire-floor-fade: float
fire-floor-flag: symbol
pulse: pulse-state
light-flag: symbol

forest-states

forest-states: structuresource
Fields
light: light-state

ltentout-states

ltentout-states: structuresource
Fields
light: light-state
flame: flames-state
totem: flames-state

mincan-states

mincan-states: structuresource
Fields
beams: float

mountain-states

mountain-states: structuresource

nest-states

nest-states: structuresource
Fields
light: light-state
green-flag: symbol
green: float
green-noise: float

palcab-states

palcab-states: structuresource
Fields
light: light-state
turret-value: float
electricity: electricity-state

palent-states

palent-states: structuresource
Fields
flame: flames-state
turret-value: float

palout-states

palout-states: structuresource
Fields
light: light-state
flame: flames-state

palroof-states

palroof-states: structuresource
Fields
electricity: electricity-state

ruins-states

ruins-states: structuresource

skatea-states

skatea-states: structuresource
Fields
light: light-state
flame: flames-state

stadium-states

stadium-states: structuresource
Fields
light: light-state
flame: flames-state

stadiumb-states

stadiumb-states: structuresource
Fields
light: light-state
shield-count: float
shield: float

strip-states

strip-states: structuresource

village1-states

village1-states: structuresource
Fields
interp: float
interp-flag: symbol

Functions


clear-village1-interp!

clear-village1-interp!() => symbolsource

get-sphere-interp

get-sphere-interp(arg0: sphere, arg1: vector, arg2: float, arg3: float) => floatsource

init-mood-atoll

init-mood-atoll(arg0: mood-context) => floatsource

init-mood-ctyport

init-mood-ctyport(arg0: mood-context) => uintsource

init-mood-ctyport-no-part

init-mood-ctyport-no-part(arg0: mood-context) => nonesource

init-mood-ctysluma

init-mood-ctysluma(arg0: mood-context) => floatsource

init-mood-ctyslumb

init-mood-ctyslumb(arg0: mood-context) => uintsource

init-mood-ctyslumc

init-mood-ctyslumc(arg0: mood-context) => nonesource

init-mood-drill

init-mood-drill(arg0: mood-context) => symbolsource

init-mood-drillb

init-mood-drillb(arg0: mood-context) => symbolsource

init-mood-mountain

init-mood-mountain(arg0: mood-context) => uintsource

init-mood-nest

init-mood-nest(arg0: mood-context) => symbolsource

init-mood-palcab

init-mood-palcab(arg0: mood-context) => floatsource

init-mood-palout

init-mood-palout(arg0: mood-context) => vectorsource

init-mood-palroof

init-mood-palroof(arg0: mood-context) => floatsource

init-mood-ruins

init-mood-ruins(arg0: mood-context) => nonesource

init-mood-strip

init-mood-strip(arg0: mood-context) => uintsource

init-mood-village1

init-mood-village1(arg0: mood-context) => symbolsource

set-atoll-explosion!

set-atoll-explosion!(arg0: float) => floatsource

set-casboss-explosion!

set-casboss-explosion!() => floatsource

set-consite-flash!

set-consite-flash!() => floatsource

set-drill-electricity-scale!

set-drill-electricity-scale!(arg0: float, arg1: int) => floatsource

set-drill-fire-floor!

set-drill-fire-floor!(arg0: symbol) => symbolsource

set-mincan-beam!

set-mincan-beam!(arg0: int, arg1: float) => floatsource

set-nest-green-flag!

set-nest-green-flag!(arg0: symbol) => symbolsource

set-palcab-turret-flash!

set-palcab-turret-flash!(arg0: float) => floatsource

set-palent-turret-flash!

set-palent-turret-flash!(arg0: float) => floatsource

set-palroof-electricity-scale!

set-palroof-electricity-scale!(arg0: float, arg1: int) => floatsource

set-village1-interp!

set-village1-interp!() => symbolsource

update-casboss-lights

update-casboss-lights(arg0: mood-context) => floatsource

update-drill-lights

update-drill-lights(arg0: mood-context) => nonesource

update-ltentout-lights

update-ltentout-lights(arg0: mood-context) => nonesource

update-mood-atoll

update-mood-atoll(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-atollext

update-mood-atollext(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-casboss

update-mood-casboss(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-caspad

update-mood-caspad(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-consite

update-mood-consite(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-copy-ctywide

update-mood-copy-ctywide(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-copy-stadium

update-mood-copy-stadium(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-copy-village1

update-mood-copy-village1(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctyind

update-mood-ctyind(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctymarka

update-mood-ctymarka(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctymarkb

update-mood-ctymarkb(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctyport

update-mood-ctyport(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctysluma

update-mood-ctysluma(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctyslumb

update-mood-ctyslumb(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctyslumc

update-mood-ctyslumc(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctywide

update-mood-ctywide(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-default

update-mood-default(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-drill

update-mood-drill(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-drillb

update-mood-drillb(arg0: mood-context) => nonesource

update-mood-drillmnt

update-mood-drillmnt(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-forest

update-mood-forest(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ltentout

update-mood-ltentout(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-mincan

update-mood-mincan(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-mountain

update-mood-mountain(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-nest

update-mood-nest(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-palcab

update-mood-palcab(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-palent

update-mood-palent(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-palout

update-mood-palout(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-palroof

update-mood-palroof(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-ruins

update-mood-ruins(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-skatea

update-mood-skatea(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-stadium

update-mood-stadium(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-stadiumb

update-mood-stadiumb(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-strip

update-mood-strip(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-village1

update-mood-village1(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-nest-lights

update-nest-lights(arg0: mood-context) => pointersource

update-stadium-lights

update-stadium-lights(arg0: mood-context) => nonesource

update-stadiumb-lights

update-stadiumb-lights(arg0: mood-context) => nonesource

update-village1-lights

update-village1-lights(arg0: mood-context) => floatsource

mood-funcs2

source

Types


castle-states

castle-states: structuresource
Fields
electricity: electricity-state
pulse: pulse-state
rot: float
robot-rot: float

consiteb-states

consiteb-states: structuresource
Fields
flicker: float
flicker-count: float
flicker-state: int32

default-interior-states

default-interior-states: structuresource

dig1-states

dig1-states: structuresource
Fields
pulse0: pulse-state
pulse1: pulse-state
explosion: float
drillbit: float

fordumpa-states

fordumpa-states: structuresource
Fields
turret-value: float
pulse: pulse-state
electricity: electricity-state

fordumpc-states

fordumpc-states: structuresource
Fields
light-flag: symbol
pulse0: pulse-state
pulse1: pulse-state
strobe: strobe-state

forresca-states

forresca-states: structuresource
Fields
pulse: pulse-state
electricity: electricity-state

forrescb-states

forrescb-states: structuresource
Fields
electricity: electricity-state
turret: float

fortress-states

fortress-states: structuresource
Fields
pulse: pulse-state

garage-states

garage-states: structuresource

gungame-states

gungame-states: structuresource
Fields
florescent: florescent-state

hideout-states

hideout-states: structuresource
Fields
flame0: flames-state
flame1: flames-state

hiphog-states

hiphog-states: structuresource
Fields
spec-m-on: sp-field-init-spec
spec-o-on: sp-field-init-spec
spec-r-on: sp-field-init-spec
spec-g-on: sp-field-init-spec
spec-a-on: sp-field-init-spec
spec-n-on: sp-field-init-spec
spec-m-off: sp-field-init-spec
spec-o-off: sp-field-init-spec
spec-r-off: sp-field-init-spec
spec-g-off: sp-field-init-spec
spec-a-off: sp-field-init-spec
spec-n-off: sp-field-init-spec
spec-hog-1-on: sp-field-init-spec
spec-hog-2-on: sp-field-init-spec
spec-hiphog-on: sp-field-init-spec
spec-hiphog-off: sp-field-init-spec
spec-hiphog-on2: sp-field-init-spec
spec-hiphog-off2: sp-field-init-spec
spec-clock-sun: sp-field-init-spec
spec-clock-moon: sp-field-init-spec
door: entity
m-on: uint8
o-on: uint8
r-on: uint8
g-on: uint8
a-on: uint8
n-on: uint8
m-off: uint8
o-off: uint8
r-off: uint8
g-off: uint8
a-off: uint8
n-off: uint8
hog-on: uint8
hiphog-on: uint8
hiphog-off: uint8
clock-sun: uint8
clock-moon: uint8

nestb-states

nestb-states: structuresource
Fields
pulse: pulse-state
rot: float
purple: float
purple-noise: float

onintent-states

onintent-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
green-flame: flames-state
totem0: flames-state
totem1: flames-state

oracle-states

oracle-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
blue-flame: flames-state
door-entity: entity
door-current: float
door-target: float
purple-flag: symbol
purple: float
purple-noise: float

palshaft-states

palshaft-states: structuresource

prison-states

prison-states: structuresource
Fields
pulse: float
angle: float
torture: float
torture-flag: symbol

sewer-states

sewer-states: structuresource
Fields
light-flag: symbol
light-count: uint32
turret-value: float
spec-light-center: sp-field-init-spec
spec-light: sp-field-init-spec
explosion: float

tomba-states

tomba-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float

tombb-states

tombb-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state

tombboss-states

tombboss-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float

tombc-states

tombc-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
electricity: electricity-state

tombd-states

tombd-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float

tombe-states

tombe-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float

under-states

under-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
rot: float
rot2: float
time: float
laser: float
fog-interp: float
flicker: float

vinroom-states

vinroom-states: structuresource
Fields
main: float
flicker1: float
flicker2: float
warp: float

vortex-states

vortex-states: structuresource
Fields
time: float
level: float
delta: float
scale: float
flash: float
num: int32
white: symbol
white-count: float
pos: vector
dir: vector

Functions


get-nestb-purple

get-nestb-purple() => floatsource

init-mood-castle

init-mood-castle(arg0: mood-context) => floatsource

init-mood-consiteb

init-mood-consiteb(arg0: mood-context) => nonesource

init-mood-dig1

init-mood-dig1(arg0: mood-context) => floatsource

init-mood-fordumpa

init-mood-fordumpa(arg0: mood-context) => floatsource

init-mood-fordumpc

init-mood-fordumpc(arg0: mood-context) => symbolsource

init-mood-forresca

init-mood-forresca(arg0: mood-context) => floatsource

init-mood-forrescb

init-mood-forrescb(arg0: mood-context) => floatsource

init-mood-garage

init-mood-garage(arg0: mood-context) => symbolsource

init-mood-hiphog

init-mood-hiphog(arg0: mood-context) => nonesource

init-mood-oracle

init-mood-oracle(arg0: mood-context) => symbolsource

init-mood-prison

init-mood-prison(arg0: mood-context) => floatsource

init-mood-sewer

init-mood-sewer(arg0: mood-context) => nonesource

init-mood-tombc

init-mood-tombc(arg0: mood-context) => floatsource

set-castle-electricity-scale!

set-castle-electricity-scale!(arg0: float) => floatsource

set-dig1-explosion!

set-dig1-explosion!(arg0: float) => floatsource

set-fordumpa-electricity-scale!

set-fordumpa-electricity-scale!(arg0: float) => floatsource

set-fordumpa-turret-flash!

set-fordumpa-turret-flash!(arg0: int) => floatsource

set-fordumpc-light-flag!

set-fordumpc-light-flag!(arg0: symbol) => symbolsource

set-forresca-electricity-scale!

set-forresca-electricity-scale!(arg0: float, arg1: int) => floatsource

set-forrescb-electricity-scale!

set-forrescb-electricity-scale!(arg0: float, arg1: int) => floatsource

set-forrescb-turret-flash!

set-forrescb-turret-flash!(arg0: int) => floatsource

set-nestb-purple!

set-nestb-purple!(arg0: float) => floatsource

set-oracle-purple-flag!

set-oracle-purple-flag!(arg0: symbol) => symbolsource

set-prison-torture-flag!

set-prison-torture-flag!(arg0: symbol) => symbolsource

set-sewer-lights-flag!

set-sewer-lights-flag!(arg0: symbol) => symbolsource

set-sewer-turret-flash!

set-sewer-turret-flash!() => floatsource

set-sewesc-explosion!

set-sewesc-explosion!() => floatsource

set-tombboss-gem-light!

set-tombboss-gem-light!(arg0: float) => floatsource

set-tombc-electricity-scale!

set-tombc-electricity-scale!(arg0: float) => floatsource

set-under-fog-interp!

set-under-fog-interp!(arg0: float) => floatsource

set-under-laser!

set-under-laser!(arg0: float) => floatsource

set-vortex-flash!

set-vortex-flash!(arg0: float) => floatsource

set-vortex-white!

set-vortex-white!(arg0: symbol) => floatsource

update-castle-lights

update-castle-lights(arg0: mood-context) => nonesource

update-dig1-lights

update-dig1-lights(arg0: mood-context) => nonesource

update-fortress-lights

update-fortress-lights(arg0: mood-context) => nonesource

update-garage-lights

update-garage-lights(arg0: mood-context) => nonesource

update-gungame-lights

update-gungame-lights(arg0: mood-context) => nonesource

update-hideout-lights

update-hideout-lights(arg0: mood-context) => nonesource

update-hiphog-lights

update-hiphog-lights(arg0: mood-context) => nonesource

update-mood-castle

update-mood-castle(arg0: mood-context) => nonesource

update-mood-consiteb

update-mood-consiteb(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-copy-garage

update-mood-copy-garage(arg0: mood-context) => nonesource

update-mood-copy-hideout

update-mood-copy-hideout(arg0: mood-context) => nonesource

update-mood-copy-hiphog

update-mood-copy-hiphog(arg0: mood-context) => nonesource

update-mood-copy-prison

update-mood-copy-prison(arg0: mood-context) => nonesource

update-mood-copy-sewerb

update-mood-copy-sewerb(arg0: mood-context) => nonesource

update-mood-copy-sewescb

update-mood-copy-sewescb(arg0: mood-context) => nonesource

update-mood-copy-underb

update-mood-copy-underb(arg0: mood-context) => nonesource

update-mood-default-interior

update-mood-default-interior(arg0: mood-context) => nonesource

update-mood-dig1

update-mood-dig1(arg0: mood-context) => nonesource

update-mood-fordumpa

update-mood-fordumpa(arg0: mood-context) => nonesource

update-mood-fordumpc

update-mood-fordumpc(arg0: mood-context) => nonesource

update-mood-forresca

update-mood-forresca(arg0: mood-context) => nonesource

update-mood-forrescb

update-mood-forrescb(arg0: mood-context) => nonesource

update-mood-fortress

update-mood-fortress(arg0: mood-context) => nonesource

update-mood-garage

update-mood-garage(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-gungame

update-mood-gungame(arg0: mood-context) => nonesource

update-mood-hideout

update-mood-hideout(arg0: mood-context) => nonesource

update-mood-hiphog

update-mood-hiphog(arg0: mood-context, arg1: float) => nonesource

update-mood-nestb

update-mood-nestb(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-onintent

update-mood-onintent(arg0: mood-context) => nonesource

update-mood-oracle

update-mood-oracle(arg0: mood-context) => nonesource

update-mood-palshaft

update-mood-palshaft(arg0: mood-context) => nonesource

update-mood-prison

update-mood-prison(arg0: mood-context) => nonesource

update-mood-sewer

update-mood-sewer(arg0: mood-context) => nonesource

update-mood-tomba

update-mood-tomba(arg0: mood-context) => nonesource

update-mood-tombb

update-mood-tombb(arg0: mood-context) => nonesource

update-mood-tombboss

update-mood-tombboss(arg0: mood-context) => nonesource

update-mood-tombc

update-mood-tombc(arg0: mood-context) => nonesource

update-mood-tombd

update-mood-tombd(arg0: mood-context) => nonesource

update-mood-tombe

update-mood-tombe(arg0: mood-context) => nonesource

update-mood-under

update-mood-under(arg0: mood-context) => nonesource

update-mood-vinroom

update-mood-vinroom(arg0: mood-context) => nonesource

update-mood-vortex

update-mood-vortex(arg0: mood-context) => nonesource

update-nestb-lights

update-nestb-lights(arg0: mood-context) => nonesource

update-onintent-lights

update-onintent-lights(arg0: mood-context) => nonesource

update-prison-lights

update-prison-lights(arg0: mood-context) => nonesource

update-sewer-lights

update-sewer-lights(arg0: mood-context) => nonesource

update-tomba-lights

update-tomba-lights(arg0: mood-context) => nonesource

update-tombb-lights

update-tombb-lights(arg0: mood-context) => nonesource

update-tombboss-lights

update-tombboss-lights(arg0: mood-context) => nonesource

update-tombd-lights

update-tombd-lights(arg0: mood-context) => nonesource

update-under-lights

update-under-lights(arg0: mood-context) => floatsource

update-vinroom-lights

update-vinroom-lights(arg0: mood-context) => nonesource

update-vortex-lights

update-vortex-lights(arg0: mood-context) => nonesource

mood-h

source

Types


mood-channel

mood-channel: structuresource
Fields
data: float
vecs: vector4

mood-channel-group

mood-channel-group: structuresource
Fields
data: mood-channel

mood-clouds

mood-clouds: structuresource
Fields
cloud-min: float
cloud-max: float

mood-color

mood-color: structuresource
Fields
lgt-color: vector
amb-color: vector

mood-color-table

mood-color-table: structuresource
Fields
data: mood-color
data-raw: uint128

mood-context

mood-context: mood-context-core3source
Fields
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector
light-group: light-group
times: vector
itimes: vector4w
state: uint32
data: uint128

mood-context-core

mood-context-core: structuresource
Fields
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector

mood-context-core2

mood-context-core2: mood-context-coresource
Fields
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector
light-group: light-group

mood-context-core3

mood-context-core3: mood-context-core2source
Fields
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector
light-group: light-group
times: vector

mood-control

mood-control: mood-tablesource
Fields
type: type
mood-fog-table: mood-fog-table
mood-color-table: mood-color-table
mood-channel-group: mood-channel-group
mood-direction-table: mood-direction-table
mood-sky-table: mood-sky-table
mood-interp-table: sky-color-day
mood-clouds: mood-clouds
current-interp: mood-weather
target-interp: mood-weather
speed-interp: mood-weather
range: mood-range
time-until-random: mood-weather
time-until-random-min: mood-weather
time-until-random-max: mood-weather
display-flag: symbol
overide-weather-flag: symbol
overide: mood-weather
lightning-index: int32
lightning-val: int32
lightning-time: int32
lightning-time2: float
lightning-flash: float
lightning-id: sound-id
lightning-count0: uint32
lightning-count1: uint32
lightning-count2: uint32
rain-id: uint32
sound-pitch: float
fogs: mood-fog-table
colors: mood-color-table
channels: mood-channel-group
clouds: mood-clouds
Methods
init-weather!(obj: mood-control) => nonesource
update-mood-weather!(obj: mood-control, cloud-target: float, fog-target: float, cloud-speed: float, fog-speed: float) => nonesource

Set the target-interp and speed-interp for the clouds and fog
If *-speed is 0.0, use the *-target args to set current-interp
See mood-weather

update-mood-range!(obj: mood-control, min-cloud: float, max-cloud: float, min-fog: float, max-fog: float) => nonesource

Set the minimum and maximum ranges of clouds and fog
See mood-range

set-time-for-random-weather!(obj: mood-control, arg0: float, arg1: float) => nonesource

Set the time-until-random's cloud and fog values
See mood-weather

apply-mood-clouds-and-fog(obj: mood-control, arg0: mood-control-work) => nonesource
apply-mood-color(obj: mood-control, arg0: mood-control-work) => nonesource
apply-mood-channels(obj: mood-control, arg0: mood-control-work) => nonesource
adjust-num-clouds!(obj: mood-control, arg0: mood-control-work) => nonesource
gen-lightning-and-thunder!(obj: mood-control) => numbersource
play-or-stop-lightning!(obj: mood-control, arg0: sound-spec, arg1: vector) => sound-idsource

Handles playing/stopping of the lightning sound
- Plays the lightning sound if we are not loading and lightning-id is zero
- Stops the lightning sound first if lightning-id is non-zero
Returns the current value of lightning-id

mood-control-work

mood-control-work: structuresource
Fields
weather: mood-weather
iweather: mood-iweather
interp: mood-weather
index: int32
color-interp: float
color-index: int32
channel-interp: float
channel-index: int32
cloud-interp: float
cloud-index: int32

mood-direction-table

mood-direction-table: structuresource
Fields
data: vector

mood-filters-table

mood-filters-table: structuresource
Fields
data: vector

mood-fog

mood-fog: structuresource
Fields
fog-color: vector
fog-dists: vector
fog-start: meters
fog-end: meters
fog-max: float
fog-min: float
erase-color: vector

mood-fog-table

mood-fog-table: structuresource
Fields
data: mood-fog
data-raw: uint128

mood-iweather

mood-iweather: structuresource
Fields
data: int32
cloud: int32
fog: int32

mood-range

mood-range: structuresource
Fields
data: float
min-cloud: float
max-cloud: float
min-fog: float
max-fog: float
quad: uint128

mood-sky-table

mood-sky-table: structuresource
Fields
data: vector

mood-table

mood-table: basicsource
Fields
type: type
mood-fog-table: mood-fog-table
mood-color-table: mood-color-table
mood-channel-group: mood-channel-group
mood-direction-table: mood-direction-table
mood-sky-table: mood-sky-table
mood-interp-table: sky-color-day

mood-weather

mood-weather: structuresource
Fields
data: float
cloud: float
fog: float

mood-tables

source

Functions


init-mood-control

init-mood-control(arg0: mood-control) => nonesource

Variables


*clouds-000*

*clouds-000*: mood-cloudssource

*clouds-1000*

*clouds-1000*: mood-cloudssource

*clouds-125*

*clouds-125*: mood-cloudssource

*clouds-250*

*clouds-250*: mood-cloudssource

*clouds-375*

*clouds-375*: mood-cloudssource

*clouds-500*

*clouds-500*: mood-cloudssource

*clouds-625*

*clouds-625*: mood-cloudssource

*clouds-750*

*clouds-750*: mood-cloudssource

*clouds-875*

*clouds-875*: mood-cloudssource

*drill-mood-color-table*

*drill-mood-color-table*: mood-color-tablesource

*drill-mood-direction-table*

*drill-mood-direction-table*: mood-direction-tablesource

*drill-mood-fog-table*

*drill-mood-fog-table*: mood-fog-tablesource

*mood-control*

*mood-control*: mood-controlsource

*mood-direction-table*

*mood-direction-table*: mood-direction-tablesource

*mood-interp-table*

*mood-interp-table*: sky-color-daysource

*mood-sky-table*

*mood-sky-table*: mood-sky-tablesource

*no-cloud-clear-mood-fog-table*

*no-cloud-clear-mood-fog-table*: mood-fog-tablesource

*no-cloud-haze-mood-fog-table*

*no-cloud-haze-mood-fog-table*: mood-fog-tablesource

*no-cloud-mood-channel-group*

*no-cloud-mood-channel-group*: mood-channel-groupsource

*no-cloud-mood-color-table*

*no-cloud-mood-color-table*: mood-color-tablesource

*no-cloud-smog-mood-fog-table*

*no-cloud-smog-mood-fog-table*: mood-fog-tablesource

*overcast-clear-mood-fog-table*

*overcast-clear-mood-fog-table*: mood-fog-tablesource

*overcast-fog-mood-fog-table*

*overcast-fog-mood-fog-table*: mood-fog-tablesource

*overcast-mood-channel-group*

*overcast-mood-channel-group*: mood-channel-groupsource

*overcast-mood-color-table*

*overcast-mood-color-table*: mood-color-tablesource

*overcast-rain-mood-fog-table*

*overcast-rain-mood-fog-table*: mood-fog-tablesource

*storm-clear-mood-fog-table*

*storm-clear-mood-fog-table*: mood-fog-tablesource

*storm-fog-mood-fog-table*

*storm-fog-mood-fog-table*: mood-fog-tablesource

*storm-mood-color-table*

*storm-mood-color-table*: mood-color-tablesource

*storm-rain-mood-fog-table*

*storm-rain-mood-fog-table*: mood-fog-tablesource

*stormy-mood-channel-group*

*stormy-mood-channel-group*: mood-channel-groupsource

mood-tables2

source

Variables


*overide-mood-color-table*

*overide-mood-color-table*: mood-color-tablesource

*overide-mood-fog-table*

*overide-mood-fog-table*: mood-fog-tablesource

*overide-table*

*overide-table*: mood-tablesource

Types


electricity-state

electricity-state: structuresource
Fields
value: float
scale: float

flames-state

flames-state: structuresource
Fields
time: float
index: uint8
length: uint8
height: uint8

flicker-state

flicker-state: structuresource
Fields
flicker-off: uint8
flicker-on: uint8

florescent-state

florescent-state: structuresource
Fields
value: float
delay: int8
delay2: int8

lava-state

lava-state: structuresource
Fields
lava: float

light-state

light-state: structuresource
Fields
time: float
fade: float

pulse-state

pulse-state: structuresource
Fields
pulse: float

strobe-state

strobe-state: structuresource
Fields
time: float

Functions


clear-mood-context

clear-mood-context(arg0: mood-context) => symbolsource

clear-mood-times

clear-mood-times(arg0: mood-context) => symbolsource

Clear all of the mood times on the given context

copy-mood-exterior

copy-mood-exterior(arg0: mood-context) => symbolsource

copy-mood-exterior-ambi

copy-mood-exterior-ambi(arg0: mood-context, arg1: symbol) => nonesource

palette-select-special

palette-select-special(arg0: mood-context-core3) => symbolsource

Use the special time-of-day mode palette

update-mood-caustics

update-mood-caustics(arg0: mood-context, arg1: int, arg2: float, arg3: float, arg4: float, arg5: float) => floatsource

update-mood-direction

update-mood-direction(arg0: mood-context-core3, arg1: mood-table, arg2: float) => floatsource

update-mood-electricity

update-mood-electricity(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float) => nonesource

update-mood-exterior

update-mood-exterior(arg0: mood-context-core3, arg1: mood-table, arg2: float, arg3: int) => objectsource

update-mood-flames

update-mood-flames(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: float, arg5: float, arg6: float) => floatsource

update-mood-flicker

update-mood-flicker(arg0: mood-context, arg1: int, arg2: int) => nonesource

Unused

update-mood-florescent

update-mood-florescent(arg0: mood-context, arg1: int, arg2: int) => floatsource

Unused

update-mood-interior

update-mood-interior(arg0: mood-context) => floatsource

update-mood-itimes

update-mood-itimes(arg0: mood-context) => nonesource

update-mood-lava

update-mood-lava(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float, arg5: float, arg6: float, arg7: float) => floatsource

Unused

update-mood-light

update-mood-light(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float, arg5: float, arg6: float, arg7: float) => floatsource

update-mood-pulse

update-mood-pulse(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float, arg5: float, arg6: float) => nonesource

update-mood-strobe

update-mood-strobe(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: float) => floatsource

Variables


*flash0*

*flash0*: arraysource

*flash1*

*flash1*: arraysource

*flash2*

*flash2*: arraysource

*flash3*

*flash3*: arraysource

*flash4*

*flash4*: arraysource

*flash5*

*flash5*: arraysource

*flash6*

*flash6*: arraysource

*flash7*

*flash7*: arraysource

time-of-day-h

source

Types


palette-fade-control

palette-fade-control: structuresource
Fields
trans: vector
fade: float
actor-dist: float

palette-fade-controls

palette-fade-controls: basicsource
Fields
type: type
control: palette-fade-control
Methods
reset!(obj: palette-fade-controls) => nonesource
set-fade!(obj: palette-fade-controls, arg0: int, arg1: float, arg2: float, arg3: vector) => objectsource

time-of-day-context

time-of-day-context: basicsource
Fields
type: type
interp: float
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector
light-group: light-group
current-clouds: mood-clouds
times: vector
title-light-group: light-group
filter: vector
filter-color: vector
time: float
target-interp: float
erase-color: rgba
sky: symbol
use-camera-other: basic
title-updated: symbol
mode: time-of-day-palette-id
overide-enable: symbol
overide-palette: time-of-day-palette-id
max-rain: float
fog-mult: float
exterior-level: basic
ocean-alpha: float

time-of-day-dma

time-of-day-dma: structuresource
Fields
outa: uint32
outb: uint32
banka: uint32
bankb: uint32

time-of-day-palette

time-of-day-palette: basicsource
Fields
type: type
width: int32
height: int32
pad: int32
data: int32

time-of-day-proc

time-of-day-proc: 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
hours: int32
minutes: int32
seconds: int32
old-frame: uint64
current-frame: uint64
frames: uint64
time-of-day: float
time-ratio: float
dest-time-ratio: float
dest-time-delta: float
sun-count: int32
sun: sparticle-launch-control
green-sun-count: int32
green-sun: sparticle-launch-control
moon-count: int32
moon: sparticle-launch-control
States
time-of-day-tick: TODO

Variables


*time-of-day-context*

*time-of-day-context*: time-of-day-contextsource

time-of-day

source

Functions


calc-fade-from-fog

calc-fade-from-fog(arg0: vector) => floatsource

init-time-of-day

init-time-of-day() => objectsource

init-time-of-day-context

init-time-of-day-context(arg0: time-of-day-context) => symbolsource

set-filter-color!

set-filter-color!(arg0: float, arg1: float, arg2: float) => nonesource

start-time-of-day

start-time-of-day() => pointersource

time-of-day-setup

time-of-day-setup(arg0: symbol) => symbolsource

time-of-day-update

time-of-day-update() => nonesource

tod-madd!

tod-madd!(arg0: vector, arg1: vector, arg2: vector) => floatsource

update-counters

update-counters() => floatsource

update-environment-colors

update-environment-colors(arg0: time-of-day-context) => vectorsource

update-time-of-day

update-time-of-day(arg0: time-of-day-context) => nonesource

weather-part

source

Functions


birth-func-omega-normal-orient

birth-func-omega-normal-orient(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: sprite-vec-data-3d, arg3: sparticle-launcher, arg4: sparticle-launch-state) => nonesource

birth-func-rain

birth-func-rain(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: sprite-vec-data-3d, arg3: sparticle-launcher, arg4: sparticle-launch-state) => nonesource

cam-master-effect

cam-master-effect() => nonesource

check-drop-level-rain

check-drop-level-rain(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

check-drop-level-rain2

check-drop-level-rain2(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

check-drop-level-splash

check-drop-level-splash(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

sparticle-track-sun

sparticle-track-sun(arg0: int, arg1: sparticle-cpuinfo, arg2: matrix) => nonesource

update-rain

update-rain(arg0: float, arg1: vector, arg2: vector) => nonesource

update-snow

update-snow(arg0: float, arg1: vector, arg2: vector) => nonesource

Variables


group-rain-screend-drop

const group-rain-screend-drop: sparticle-launch-groupsource