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grim-h

source

Types


grim

grim: jinxsource
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
root-override: collide-shape
focus-status: focus-status
root-override2: collide-shape-moving
fact-info-override: fact-info-enemy
enemy-flags: enemy-flag
enemy-info: enemy-info
hit-points: int32
gnd-collide: uint32
attack-id: uint32
persistent-attack-id: uint32
water-max-height: meters
water-surface-height: meters
desired-angle: degrees
jump-why: uint64
penetrated-by-all: penetrate
penetrated-flinch: penetrate
penetrated-knocked: penetrate
reaction-time: time-frame
notice-time: time-frame
state-timeout: time-frame
auto-reset-penetrate-time: time-frame
hit-focus-time: time-frame
last-draw-time: time-frame
starting-time: time-frame
fated-time: time-frame
focus-pos: vector
event-param-point: vector
jump-dest: vector
focus: enemy-focus
incoming: enemy-attack-info
actor-group: pointer
actor-group-count: int32
neck: joint-mod
on-notice: symbol
on-active: symbol
on-hostile: symbol
on-death: symbol
idle-anim-player: idle-control
rand-gen: symbol
enemy-info-override: nav-enemy-info
frustration-point: vector
move-dest: vector
frustration-time: time-frame
blocked-start-time: time-frame
restore-nav-radius-time: time-frame
nav-radius-backup: float
bot-flags: bot-flags
min-speed: float
max-speed: float
follow-offset: float
too-far-warn-dist: float
too-far-fail-dist-delta: float
too-far-warn-dist-default: float
too-far-fail-dist-delta-default: float
travel-prev-ry: float
travel-prev-ry1: float
player-blocking: float
ai-ctrl: ai-task-control
course: bot-course
waypoint: bot-waypoint
waypoint-bits: uint32
waypoint-int32a: int32
bot-task-bits: uint32
hit-invuln-ignore-me-delay: uint32
hit-invuln-focus-disable-delay: uint32
warn-to-fail-timeout: uint32
warn-min-delay: uint32
warn-max-delay: uint32
spot-color: uint32
waypoint-request: int16
hit-by-enemy-count: uint16
hit-by-player-count: uint16
notice-enemy-dist: float
channel: uint8
focus-mode: int8
nav-mesh-index: int8
delay-too-far-check: int8
slave-id: int8
vehicle-seat-index: int8
bot-health-index: int8
task: game-task-control
swivel-joint-mod: joint-mod
health-handle: handle
poi-handle: handle
my-simple-focus: pointer
attacker-handle: handle
scene-player-handle: handle
master-handle: handle
vehicle-handle: handle
hit-invuln-starting-time: time-frame
danger-time: time-frame
attacker-time: time-frame
started-warning-time: time-frame
waypoint-time0: time-frame
next-too-far-warn-time: time-frame
spot: bot-spot
follow-dir: vector
focus-info: bot-focus-info
ruf-course: ruffian-course
travel-anim-interp: float
fired-gun-count: uint32
next-fire-time: time-frame
bomb-handle: handle
bomb-func: function
bomb-fuse-delay: uint32

jinx-bomb

source

Types


jinx-bomb

jinx-bomb: process-focusablesource
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
root-override: collide-shape
focus-status: focus-status
fuse-delay: uint32
attack-id: uint32
shake-screen?: symbol
explode-func: function
Methods
idle: unknown
explode: unknown

Functions


jinx-bomb-init-by-other

jinx-bomb-init-by-other(arg0: vector, arg1: quaternion, arg2: level, arg3: uint, arg4: function, arg5: symbol) => nonesource

jinx-h

source

Types


jinx

jinx: ruffiansource
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
root-override: collide-shape
focus-status: focus-status
root-override2: collide-shape-moving
fact-info-override: fact-info-enemy
enemy-flags: enemy-flag
enemy-info: enemy-info
hit-points: int32
gnd-collide: uint32
attack-id: uint32
persistent-attack-id: uint32
water-max-height: meters
water-surface-height: meters
desired-angle: degrees
jump-why: uint64
penetrated-by-all: penetrate
penetrated-flinch: penetrate
penetrated-knocked: penetrate
reaction-time: time-frame
notice-time: time-frame
state-timeout: time-frame
auto-reset-penetrate-time: time-frame
hit-focus-time: time-frame
last-draw-time: time-frame
starting-time: time-frame
fated-time: time-frame
focus-pos: vector
event-param-point: vector
jump-dest: vector
focus: enemy-focus
incoming: enemy-attack-info
actor-group: pointer
actor-group-count: int32
neck: joint-mod
on-notice: symbol
on-active: symbol
on-hostile: symbol
on-death: symbol
idle-anim-player: idle-control
rand-gen: symbol
enemy-info-override: nav-enemy-info
frustration-point: vector
move-dest: vector
frustration-time: time-frame
blocked-start-time: time-frame
restore-nav-radius-time: time-frame
nav-radius-backup: float
bot-flags: bot-flags
min-speed: float
max-speed: float
follow-offset: float
too-far-warn-dist: float
too-far-fail-dist-delta: float
too-far-warn-dist-default: float
too-far-fail-dist-delta-default: float
travel-prev-ry: float
travel-prev-ry1: float
player-blocking: float
ai-ctrl: ai-task-control
course: bot-course
waypoint: bot-waypoint
waypoint-bits: uint32
waypoint-int32a: int32
bot-task-bits: uint32
hit-invuln-ignore-me-delay: uint32
hit-invuln-focus-disable-delay: uint32
warn-to-fail-timeout: uint32
warn-min-delay: uint32
warn-max-delay: uint32
spot-color: uint32
waypoint-request: int16
hit-by-enemy-count: uint16
hit-by-player-count: uint16
notice-enemy-dist: float
channel: uint8
focus-mode: int8
nav-mesh-index: int8
delay-too-far-check: int8
slave-id: int8
vehicle-seat-index: int8
bot-health-index: int8
task: game-task-control
swivel-joint-mod: joint-mod
health-handle: handle
poi-handle: handle
my-simple-focus: pointer
attacker-handle: handle
scene-player-handle: handle
master-handle: handle
vehicle-handle: handle
hit-invuln-starting-time: time-frame
danger-time: time-frame
attacker-time: time-frame
started-warning-time: time-frame
waypoint-time0: time-frame
next-too-far-warn-time: time-frame
spot: bot-spot
follow-dir: vector
focus-info: bot-focus-info
ruf-course: ruffian-course
travel-anim-interp: float
fired-gun-count: uint32
next-fire-time: time-frame
bomb-handle: handle
bomb-func: function
bomb-fuse-delay: uint32

jinx-shot

source

Types


jinx-shot

jinx-shot: projectilesource
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
root-override: collide-shape-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
tail-pos: vector
hit-pos: vector

Functions


jinx-shot-move

jinx-shot-move(arg0: jinx-shot) => nonesource

Types


jinx-anim-info

jinx-anim-info: structuresource
Fields
anim-index: int32

jinx-global-info

jinx-global-info: basicsource
Fields
type: type
prev-blue-hit-front: int8
prev-blue-hit-back: int8
blue-hit-front-anim: int32
blue-hit-back-anim: int32
kick-anim: int32
scared-idle-anim: int32
bomb-recoil-anim: int32

Variables


*jinx-global-info*

*jinx-global-info*: jinx-global-infosource

*jinx-nav-enemy-info*

*jinx-nav-enemy-info*: nav-enemy-infosource

Types


mog

mog: jinxsource
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
root-override: collide-shape
focus-status: focus-status
root-override2: collide-shape-moving
fact-info-override: fact-info-enemy
enemy-flags: enemy-flag
enemy-info: enemy-info
hit-points: int32
gnd-collide: uint32
attack-id: uint32
persistent-attack-id: uint32
water-max-height: meters
water-surface-height: meters
desired-angle: degrees
jump-why: uint64
penetrated-by-all: penetrate
penetrated-flinch: penetrate
penetrated-knocked: penetrate
reaction-time: time-frame
notice-time: time-frame
state-timeout: time-frame
auto-reset-penetrate-time: time-frame
hit-focus-time: time-frame
last-draw-time: time-frame
starting-time: time-frame
fated-time: time-frame
focus-pos: vector
event-param-point: vector
jump-dest: vector
focus: enemy-focus
incoming: enemy-attack-info
actor-group: pointer
actor-group-count: int32
neck: joint-mod
on-notice: symbol
on-active: symbol
on-hostile: symbol
on-death: symbol
idle-anim-player: idle-control
rand-gen: symbol
enemy-info-override: nav-enemy-info
frustration-point: vector
move-dest: vector
frustration-time: time-frame
blocked-start-time: time-frame
restore-nav-radius-time: time-frame
nav-radius-backup: float
bot-flags: bot-flags
min-speed: float
max-speed: float
follow-offset: float
too-far-warn-dist: float
too-far-fail-dist-delta: float
too-far-warn-dist-default: float
too-far-fail-dist-delta-default: float
travel-prev-ry: float
travel-prev-ry1: float
player-blocking: float
ai-ctrl: ai-task-control
course: bot-course
waypoint: bot-waypoint
waypoint-bits: uint32
waypoint-int32a: int32
bot-task-bits: uint32
hit-invuln-ignore-me-delay: uint32
hit-invuln-focus-disable-delay: uint32
warn-to-fail-timeout: uint32
warn-min-delay: uint32
warn-max-delay: uint32
spot-color: uint32
waypoint-request: int16
hit-by-enemy-count: uint16
hit-by-player-count: uint16
notice-enemy-dist: float
channel: uint8
focus-mode: int8
nav-mesh-index: int8
delay-too-far-check: int8
slave-id: int8
vehicle-seat-index: int8
bot-health-index: int8
task: game-task-control
swivel-joint-mod: joint-mod
health-handle: handle
poi-handle: handle
my-simple-focus: pointer
attacker-handle: handle
scene-player-handle: handle
master-handle: handle
vehicle-handle: handle
hit-invuln-starting-time: time-frame
danger-time: time-frame
attacker-time: time-frame
started-warning-time: time-frame
waypoint-time0: time-frame
next-too-far-warn-time: time-frame
spot: bot-spot
follow-dir: vector
focus-info: bot-focus-info
ruf-course: ruffian-course
travel-anim-interp: float
fired-gun-count: uint32
next-fire-time: time-frame
bomb-handle: handle
bomb-func: function
bomb-fuse-delay: uint32

Functions


mog-prebind-function

mog-prebind-function(arg0: joint-anim-frame, arg1: int, arg2: joint-control) => intsource

Variables


*mog-nav-enemy-info*

*mog-nav-enemy-info*: nav-enemy-infosource