Mudbill
Muderator
Posts: 3,881
Threads: 59
Joined: Apr 2013
Reputation:
179
|
Engine Scripts Plus [ES+ 1.3] - More sensical function names
One of the good things to come from SOMA / HPL3 is the naming convention used for script functions to group related things together. This was something I thought would be useful to have in HPL2, so I made this library for those wishing to use exactly that.
What's different?
Basically every single script function has been given a new name. Instead of SetEntityActive, you use Entity_SetActive. Every function has been renamed to start with a category word, then an underscore, then the description of the function. This is a standard that HPL2 has been lacking.
Why?
There are several reason why one might want this. The biggest benefit is autocompletion. In pretty much every script editor, without additional configuration, you can now start typing "Entity_" or "Game_" or "Player_" and produce a list of all functions related to that category. See screenshot from the Atom editor below.
Another reason, although more subjective, is that things are more clearly defined, so when reading your code, it can be easier to quickly see what a function does and what it affects.
How do I get started?
Because HPL2 does not allow the use of importing scripts, you will need to copy and paste the provided contents and put them into each script file you want to use this convention in. The contents are provided in a "minified" form, which means the code has been reduced in size where possible and is spread across a single line. This line is very long, so make sure you do not use line wrapping in your editor so it becomes as invisible as possible.
Click here to see the contents you need to copy, or click here to download it as a file.
Again, in case you didn't understand, all you need to do is paste the code into your .hps file, somewhere in the root level (where OnStart resides). Example:
void OnStart() { Entity_SetActive("chair", false); }
/* ES+ BEGIN VERSION 1.0 */ ETC ETC ETC /* ES+ END */
While the code is in your script file, you can use all the functions and they should autocomplete as well, depending on your editor.
Changelog
Anything else?
- If you want some trivia, it took about 4 hours to create, and is about 1000 lines non-minified. Oh, but the forum post took like 4 more.
- Want to have a look at the non-minified version? Here you go.
- Why so late? Yeah, I don't know. I guess I just suddenly felt like doing it. Wish I had done it years ago though, but better late than never?
- Did you know that InsanityEventIsActive() actually returns a void, which practically renders this function useless?
Engine Scripts Plus reference
The documentation for each function follows here, if you need it. I won't explain them in-depth, but I will tell you which original function lies behind so you can look up the documentation for that function. Most are self-explanatory however, and they all use the exact same parameters as the originals. Here's a link to the official Engine Scripts documentation if you need it.
Before we get into it, here are all the categories that the scripts belong to:
- Debug
- Script
- Math
- String
- Game
- ParticleSystem
- Sound
- Light
- Map
- Timer
- Effect
- Player
- Journal
- Inventory
- Entity
- MoveObject
- Lamp
- LevelDoor
- SwingDoor
- Wheel
- Lever
- Button
- MultiSlider
- NPC
- Enemy
Math
Quote:float Math_RandFloat(float afMin, float afMax)
= RandFloat
int Math_RandInt(int alMin, int alMax)
= RandInt
float Math_Sin(float afX)
= MathSin
float Math_Cos(float afX)
= MathCos
float Math_Tan(float afX)
= MathTan
float Math_Asin(float afX)
= MathAsin
float Math_Acos(float afX)
= MathAcos
float Math_Atan2(float afX, float afY)
= MathAtan2
float Math_Sqrt(float afX)
= MathSqrt
float Math_Pow(float afBase, float afExp)
= MathPow
float Math_Min(float afA, float afB)
= MathMin
float Math_Max(float afA, float afB)
= MathMax
float Math_Clamp(float afX, float afMin, float afMax)
= MathClamp
float Math_Abs(float afX)
= MathAbs
String
Quote:bool String_Contains(string& asString, string& asSubString)
= StringContains
string String_Sub(string& asString, int alStart, int alCount)
= StringSub
int String_ToInt(string&in asString)
= StringToInt
float String_ToFloat(string&in asString)
= StringToFloat
bool String_ToBool(string&in asString)
= StringToBool
Debug
Quote:void Debug_Print(string& asString)
= Print
void Debug_AddMessage(string& asString, bool abCheckForDuplicates)
= AddDebugMessage
void Debug_ProgLog(string& asLevel, string& asMessage)
= ProgLog
= ScriptDebugOn
Script
Quote:void Script_SetLocalVarInt(string& asName, int alVal)
= SetLocalVarInt
void Script_AddLocalVarInt(string& asName, int alVal)
= AddLocalVarInt
int Script_GetLocalVarInt(string& asName)
= GetLocalVarInt
void Script_SetLocalVarFloat(string& asName, float afVal)
= SetLocalVarFloat
void Script_AddLocalVarFloat(string& asName, float afVal)
= AddLocalVarFloat
float Script_GetLocalVarFloat(string& asName)
= GetLocalVarFloat
void Script_SetLocalVarString(string& asName, const string& asVal)
= SetLocalVarString
void Script_AddLocalVarString(string& asName, string& asVal)
= AddLocalVarString
string Script_GetLocalVarString(string& asName)
= GetLocalVarString
void Script_SetGlobalVarInt(string& asName, int alVal)
= SetGlobalVarInt
void Script_AddGlobalVarInt(string& asName, int alVal)
= AddGlobalVarInt
int Script_GetGlobalVarInt(string& asName)
= GetGlobalVarInt
void Script_SetGlobalVarFloat(string& asName, float afVal)
= SetGlobalVarFloat
void Script_AddGlobalVarFloat(string& asName, float afVal)
= AddGlobalVarFloat
float Script_GetGlobalVarFloat(string& asName)
= GetGlobalVarFloat
void Script_SetGlobalVarString(string& asName, const string& asVal)
= SetGlobalVarString
void Script_AddGlobalVarString(string& asName, string& asVal)
= AddGlobalVarString
string Script_GetGlobalVarString(string& asName)
= GetGlobalVarString
ParticleSystem
Quote:void ParticleSystem_Preload(string& asPSFile)
= PreloadParticleSystem
void ParticleSystem_CreateAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS)
= CreateParticleSystemAtEntity
void ParticleSystem_CreateAtEntityExt(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS, float afR, float afG, float afB, float afA, bool abFadeAtDistance, float afFadeMinEnd, float afFadeMinStart, float afFadeMaxStart, float afFadeMaxEnd)
= CreateParticleSystemAtEntityExt
void ParticleSystem_Destroy(string& asName)
= DestroyParticleSystem
void ParticleSystem_StartPlayerSpawnPS(string& asPSFile)
= StartPlayerSpawnPS
void ParticleSystem_StopPlayerSpawnPS()
= StopPlayerSpawnPS
Sound
Quote:void Sound_Preload(string& a)
= PreloadSound
Sound_PlayAtEntity(string& a, string& b, string& c, float d, bool e)
= PlaySoundAtEntity
void Sound_FadeIn(string& a, float b, bool c)
= FadeInSound
void Sound_Stop(string& a, float b)
= StopSound
void Sound_PlayMusic(string& a, bool b, float c, float d, int e, bool f)
= PlayMusic
void Sound_StopMusic(float a, int b)
= StopMusic
void Sound_FadeGlobalVolume(float a, float b)
= FadeGlobalSoundVolume
void Sound_FadeGlobalSpeed(float a, float b)
= FadeGlobalSoundSpeed
void Sound_AddEffectVoice(string& asVoiceFile, string& asEffectFile, string& asTextCat, string& asTextEntry, bool abUsePosition, string& asPosEntity, float afMinDistance, float afMaxDistance)
= AddEffectVoice
void Sound_StopAllEffectVoices(float afFadeOutTime)
= StopAllEffectVoices
bool Sound_GetEffectVoiceActive()
= GetEffectVoiceActive
void Sound_SetEffectVoiceOverCallback(string& asFunc)
= SetEffectVoiceOverCallback
void Sound_PlayGuiSound(string& asSoundFile, float afVolume)
= PlayGuiSound
Light
Quote:void Light_SetVisible(string& a, bool b)
= SetLightVisible
void Light_FadeTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime)
= FadeLightTo
void Light_SetFlickerActive(string& asLightName, bool abActive)
= SetLightFlickerActive
Game
Quote:void Game_StartCredits(string& asMusic, bool abLoopMusic, string& asTextCat, string& asTextEntry, int alEndNum)
= StartCredits
= StartDemoEnd
= AutoSave
void Game_SetupLoadScreen(string&asTextCat, string&asTextEntry, int alRandomNum, string&asImageFile)
= SetupLoadScreen
void Game_SetDeathHint(string& asTextCategory, string& asTextEntry)
= SetDeathHint
void Game_DisableDeathStartSound()
= DisableDeathStartSound
void Game_GiveHint(string& asName, string& asMessageCat, string& asMessageEntry, float afTimeShown)
= GiveHint
void Game_RemoveHint(string& asName)
= RemoveHint
void Game_BlockHint(string& asName)
= BlockHint
void Game_UnblockHint(string& asName)
= UnBlockHint
void Game_CreateDataCache()
= CreateDataCache
void Game_DestroyDataCache()
= DestroyDataCache
Map
Quote:void Map_CheckPoint(string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry)
= CheckPoint
void Map_Change(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound)
= ChangeMap
void Map_ClearSavedMaps()
= ClearSavedMaps
void Map_SetDisplayNameEntry(string& asNameEntry)
= SetMapDisplayNameEntry
void Map_SetSkyboxActive(bool abActive)
= SetSkyBoxActive
void Map_SetSkyboxTexture(string & asTexture)
= SetSkyboxTexture
void Map_SetSkyboxColor(float afR, float afG, float afB, float afA)
= SetSkyboxColor
void Map_SetFogActive(bool abActive)
= SetFogActive
void Map_SetFogColor(float afR, float afG, float afB, float afA)
= SetFogColor
void Map_SetFogProperties(float afStart, float afEnd, float afFalloffExp, bool abCulling)
= SetFogProperties
Timer
Quote:void Timer_Add(string& asName, float afTime, string& asFunction)
= AddTimer
void Timer_Remove(string& asName)
= RemoveTimer
float Timer_GetTimeLeft(string& asName)
= GetTimerTimeLefT
Effect
Quote:void Effect_FadeOut(float afTime)
= FadeOut
void Effect_FadeIn(float afTime)
= FadeIn
void Effect_FadeImageTrailTo(float afAmount, float afSpeed)
= FadeImageTrailTo
void Effect_FadeSepiaColorTo(float afAmount, float afSpeed)
= FadeSepiaColorTo
void Effect_FadeRadialBlurTo(float afSize, float afSpeed)
= FadeRadialBlurTo
void Effect_SetRadialBlurStartDist(float afStartDist)
= SetRadialBlurStartDist
void Effect_StartFlash(float afFadeIn, float afWhite, float afFadeOut)
= StartEffectFlash
void Effect_StartEmotionFlash(string& asTextCat, string& asTextEntry, string& asSound)
= StartEffectEmotionFlash
bool Effect_GetFlashbackIsActive()
= GetFlashbackIsActive
void Effect_StartScreenShake(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime)
= StartScreenShake
void Effect_SetInDarknessEffectsActive(bool abX)
= SetInDarknessEffectsActive
void Effect_SetInsanitySetEnabled(string& asSet, bool abX)
= SetInsanitySetEnabled
void Effect_StartInsanityEvent(string &in asEventName)
= StartInsanityEvent
void Effect_StartRandomInsanityEvent()
= StartRandomInsanityEvent
void Effect_StopCurrentInsanityEvent()
= StopCurrentInsanityEvent
void Effect_FadeFOVMulTo(float afX, float afSpeed)
= FadePlayerFOVMulTo
void Effect_FadeAspectMulTo(float afX, float afSpeed)
= FadePlayerAspectMulTo
void Effect_FadePlayerRollTo(float afX, float afSpeedMul, float afMaxSpeed)
= FadePlayerRollTo
void Effect_MovePlayerHeadPos(float afX, float afY, float afZ, float afSpeed, float afSlowDownDist)
= MovePlayerHeadPos
void Effect_SetMessage(string& asTextCategory, string& asTextEntry, float afTime)
= SetMessage
Player
Quote:void Player_SetActive(bool abActive)
= SetPlayerActive
void Player_ChangeStateToNormal()
= ChangePlayerStateToNormal
void Player_SetCrouching(bool abCrouch)
= SetPlayerCrouching
void Player_AddPlayerBodyForce(float afX, float afY, float afZ, bool abUseLocalCoords)
= AddPlayerBodyForce
void Player_ShowCrossHairIcons(bool abX)
= ShowPlayerCrossHairIcons
void Player_SetSanity(float afSanity)
= SetPlayerSanity
void Player_AddSanity(float afSanity)
= AddPlayerSanity
= GetPlayerSanity
void Player_SetHealth(float afHealth)
= SetPlayerHealth
void Player_AddPlayerHealth(float afHealth)
= AddPlayerHealth
= GetPlayerHealth
void Player_SetLampOil(float afOil)
= SetPlayerLampOil
void Player_AddLampOil(float afOil)
= AddPlayerLampOil
float Player_GetLampOil()
= GetPlayerLampOil
= GetPlayerSpeed
= GetPlayerYSpeed
void Player_SetSanityDrainDisabled(bool abX)
= SetSanityDrainDisabled
void Player_GiveSanityBoost()
= GiveSanityBoost
void Player_GiveSanityBoostSmall()
= GiveSanityBoostSmall
void Player_GiveSanityDamage(float afAmount, bool abUseEffect)
= GiveSanityDamage
void Player_GiveDamage(float afAmount, string& asType, bool abSpinHead, bool abLethal)
= GivePlayerDamage
void Player_StartLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string& asAtTargetCallback)
= StartPlayerLookAt
= StopPlayerLookAt
void Player_SetMoveSpeedMul(float afMul)
= SetPlayerMoveSpeedMul
void Player_SetRunSpeedMul(float afMul)
= SetPlayerRunSpeedMul
void Player_SetLookSpeedMul(float afMul)
= SetPlayerLookSpeedMul
void Player_SetJumpForceMul(float afMul)
= SetPlayerJumpForceMul
void Player_SetJumpDisabled(bool abX)
= SetPlayerJumpDisabled
void Player_SetCrouchDisabled(bool abX)
= SetPlayerCrouchDisabled
void Player_Teleport(string& asStartPosName)
= TeleportPlayer
void Player_SetLanternActive(bool abX, bool abUseEffects)
= SetLanternActive
void Player_SetLanternDisabled(bool abX)
= SetLanternDisabled
bool Player_GetLanternActive()
= GetLanternActive
void Player_SetLanternLitCallback(string& asCallback)
= SetLanternLitCallback
void Player_MoveForward(float afAmount)
= MovePlayerForward
void Player_SetFallDamageDisabled(bool abX)
= SetPlayerFallDamageDisabled
void Player_SetPos(float afX, float afY, float afZ)
= SetPlayerPos
= GetPlayerPosX
= GetPlayerPosY
= GetPlayerPosZ
Journal
Quote:void Journal_AddNote(string& asNameAndTextEntry, string& asImage)
= AddNote
void Journal_AddDiary(string& asNameAndTextEntry, string& asImage)
= AddDiary
void Journal_ReturnOpen(bool abOpenJournal)
= ReturnOpenJournal
void Journal_AddQuest(string& asName, string& asNameAndTextEntry)
= AddQuest
void Journal_CompleteQuest(string& asName, string& asNameAndTextEntry)
= CompleteQuest
bool Journal_GetQuestIsAdded(string& asName)
= QuestIsAdded
void Journal_SetNumberOfQuestsInMap(int alNumberOfQuests)
= SetNumberOfQuestsInMap
Inventory
Quote:= ExitInventory
void Inventory_SetDisabled(bool abX)
= SetInventoryDisabled
void Inventory_SetMessage(string& asTextCategory, string& asTextEntry, float afTime)
= SetInventoryMessage
void Inventory_GiveItem(string& asName, string& asType, string& asSubTypeName, string& asImageName, float afAmount)
= GiveItem
void Inventory_GiveItemFromFile(string& asName, string& asFileName)
= GiveItemFromFile
void Inventory_RemoveItem(string& asName)
= RemoveItem
bool Inventory_HasItem(string& asName)
= HasItem
void Inventory_AddCombineCallback(string& asName, string& asItemA, string& asItemB, string& asFunction, bool abAutoRemove)
= AddCombineCallback
void Inventory_RemoveCombineCallback(string& asName)
= RemoveCombineCallback
void Inventory_AddUseItemCallback(string& asName, string& asItem, string& asEntity, string& asFunction, bool abAutoDestroy)
= AddUseItemCallback
void Inventory_RemoveUseItemCallback(string& asName)
= RemoveUseItemCallback
Entity
Quote:void Entity_SetActive(string& asName, bool abActive)
= SetEntityActive
void Entity_SetVisible(string& asName, bool abVisible)
= SetEntityVisible
bool Entity_GetExists(string& asName)
= GetEntityExists
void Entity_SetCustomFocusCrossHair(string& asName, string& asCrossHair)
= SetEntityCustomFocusCrossHair
void Entity_CreateAtArea(string& asEntityName, string& asEntityFile, string& asAreaName, bool abFullGameSave)
= CreateEntityAtArea
void Entity_Replace(string &in asName, string &in asBodyName, string &in asNewEntityName, string &in asNewEntityFile, bool abFullGameSave)
= ReplaceEntity
void Entity_PlaceAtEntity(string &in asName, string &in asTargetEntity, string &in asTargetBodyName, bool abUseRotation)
= PlaceEntityAtEntity
void Entity_SetPos(string &in asName, float afX, float afY, float afZ)
= SetEntityPos
float Entity_GetPosX(string &in asName)
= GetEntityPosX
float Entity_GetPosY(string &in asName)
= GetEntityPosY
float Entity_GetPosZ(string &in asName)
= GetEntityPosZ
void Entity_SetPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt)
= SetEntityPlayerLookAtCallback
void Entity_SetPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction)
= SetEntityPlayerInteractCallback
void Entity_SetCallbackFunc(string& asName, string& asCallback)
= SetEntityCallbackFunc
void Entity_SetConnectionStateChangeCallback(string& asName, string& asCallback)
= SetEntityConnectionStateChangeCallback
void Entity_SetInteractionDisabled(string& asName, bool abDisabled)
= SetEntityInteractionDisabled
void Entity_BreakJoint(string& asName)
= BreakJoint
void Entity_AddCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates)
= AddEntityCollideCallback
void Entity_RemoveCollideCallback(string& asParentName, string& asChildName)
= RemoveEntityCollideCallback
bool Entity_GetCollide(string& asEntityA, string& asEntityB)
= GetEntitiesCollide
void Entity_SetBodyMass(string &in asName, float afMass)
= SetBodyMass
float Entity_GetBodyMass(string &in asName)
= GetBodyMass
void Entity_SetEffectActive(string& asName, bool abActive, bool abFadeAndPlaySounds)
= SetPropEffectActive
void Entity_SetActiveAndFade(string& asName, bool abActive, float afFadeTime)
= SetPropActiveAndFade
void Entity_SetStaticPhysics(string& asName, bool abX)
= SetPropStaticPhysics
bool Entity_GetInteractedWith(string& asName)
= GetPropIsInteractedWith
void Entity_RotateToSpeed(string& asName, float afAcc, float afGoalSpeed, float afAxisX, float afAxisY, float afAxisZ, bool abResetSpeed, string& asOffsetArea)
= RotatePropToSpeed
void Entity_StopMovement(string& asName)
= StopPropMovement
void Entity_AttachEntity(string& asPropName, string& asAttachName, string& asAttachFile, float afPosX, float afPosY, float afPosZ, float afRotX, float afRotY, float afRotZ)
= AttachPropToProp
void Entity_RemoveAttachedEntity(string& asPropName, string& asAttachName)
= RemoveAttachedPropFromProp
void Entity_SetHealth(string& asName, float afHealth)
= SetPropHealth
void Entity_AddHealth(string& asName, float afHealth)
= AddPropHealth
float Entity_GetHealth(string& asName)
= GetPropHealth
void Entity_Reset(string& asName)
= ResetProp
void Entity_PlayAnimation(string& asProp, string& asAnimation, float afFadeTime, bool abLoop, string& asCallback)
= PlayPropAnimation
void Entity_AddForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem)
= AddPropForce
void Entity_AddImpulse(string& asName, float afX, float afY, float afZ, string& asCoordSystem)
= AddPropImpulse
void Entity_AddBodyForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem)
= AddBodyForce
void Entity_AddBodyImpulse(string& asName, float afX, float afY, float afZ, string& asCoordSystem)
= AddBodyImpulse
void Entity_ConnectWithRope(string& asName, string& asPropName, string& asRopeName, bool abInteractOnly, float afSpeedMul, float afToMinSpeed, float afToMaxSpeed, bool abInvert, int alStatesUsed)
= InteractConnectPropWithRope
void Entity_ConnectWithMoveObject(string& asName, string& asPropName, string& asMoveObjectName, bool abInteractOnly, bool abInvert, int alStatesUsed)
= InteractConnectPropWithMoveObject
void Entity_ConnectEntities(string& asName, string& asMainEntity, string& asConnectEntity, bool abInvertStateSent, int alStatesUsed, string& asCallbackFunc)
= ConnectEntities
void Entity_SetStuckState(string& asName, int alState)
= SetPropObjectStuckState
void Entity_SetAllowStickyAreaAttachment(bool abX)
= SetAllowStickyAreaAttachment
void Entity_AttachToStickyArea(string& asAreaName, string& asProp)
= AttachPropToStickyArea
void Entity_AttachBodyToStickyArea(string& asAreaName, string& asBody)
= AttachBodyToStickyArea
void Entity_DetachFromStickyArea(string& asAreaName)
= DetachFromStickyArea
MoveObject
Quote:void MoveObject_SetState(string& asName, float afState)
= SetMoveObjectState
void MoveObject_SetStateExt(string& asName, float afState, float afAcc, float afMaxSpeed, float afSlowdownDist, bool abResetSpeed)
= SetMoveObjectStateExt
Lamp
Quote:void Entity_SetLampLit(string& asName, bool abLit, bool abEffects)
= SetLampLit
SwingDoor
Quote:void SwingDoor_SetLocked(string& asName, bool abLocked, bool abEffects)
= SetSwingDoorLocked
void SwingDoor_SetClosed(string& asName, bool abClosed, bool abEffects)
= SetSwingDoorClosed
bool SwingDoor_GetLocked(string& asName)
= GetSwingDoorLocked
bool SwingDoor_GetClosed(string& asName)
= GetSwingDoorClosed
void SwingDoor_SetDisableAutoClose(string& asName, bool abDisableAutoClose)
= SetSwingDoorDisableAutoClose
int SwingDoor_GetState(string& asName)
= GetSwingDoorState
LevelDoor
Quote:void LevelDoor_SetLocked(string& asName, bool abLocked)
= SetLevelDoorLocked
void LevelDoor_SetLockedSound(string& asName, string& asSound)
= SetLevelDoorLockedSound
void LevelDoor_SetLockedText(string& asName, string& asTextCat, string& asTextEntry)
= SetLevelDoorLockedText
Wheel
Quote:void Wheel_SetStuckState(string& asName, int alState, bool abEffects)
= SetWheelStuckState
void Wheel_SetAngle(string& asName, float afAngle, bool abAutoMove)
= SetWheelAngle
void Wheel_SetInteractionDisablesStuck(string& asName, bool abX)
= SetWheelInteractionDisablesStuck
Lever
Quote:void Lever_SetStuckState(string& asName, int alState, bool abEffects)
= SetLeverStuckState
void Lever_SetInteractionDisablesStuck(string& asName, bool abX)
= SetLeverInteractionDisablesStuck
int Lever_GetState(string& asName)
= GetLeverState
Button
Quote:void Button_SetSwitchedOn(string& asName, bool abSwitchedOn, bool abEffects)
= SetButtonSwitchedOn
MultiSlider
Quote:void MultiSlider_SetStuckState(string& asName, int alStuckState, bool abEffects)
= SetMultiSliderStuckState
void MultiSlider_SetCallback(string& asName, string& asCallback)
= SetMultiSliderCallback
NPC
Quote:void NPC_SetAwake(string& asName, bool abAwake, bool abEffects)
= SetNPCAwake
void NPC_SetFollowPlayer(string& asName, bool abX)
= SetNPCFollowPlayer
Enemy
Quote:void Enemy_SetDisabled(string& asName, bool abDisabled)
= SetEnemyDisabled
void Enemy_SetIsHallucination(string& asName, bool abX)
= SetEnemyIsHallucination
void Enemy_FadeToSmoke(string& asName, bool abPlaySound)
= FadeEnemyToSmoke
void Enemy_ShowPlayerPosition(string& asName)
= ShowEnemyPlayerPosition
void Enemy_AlertPlayerPresence(string &in asName)
= AlertEnemyOfPlayerPresence
void Enemy_SetTriggersDisabled(string& asName, bool abX)
= SetEnemyDisableTriggers
void Enemy_AddPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation)
= AddEnemyPatrolNode
void Enemy_ClearPatrolNodes(string& asEnemyName)
= ClearEnemyPatrolNodes
void Enemy_SetSanityDecreaseActive(string &in asName, bool abX)
= SetEnemySanityDecreaseActive
void Enemy_TeleportToNode(string &in asEnemyName, string &in asNodeName, bool abChangeY)
= TeleportEnemyToNode
void Enemy_TeleportToEntity(string &in asEnemyName, string &in asTargetEntity, string &in asTargetBody, bool abChangeY)
= TeleportEnemyToEntity
void Enemy_ChangeManPigPose(string&in asName, string&in asPoseType)
= ChangeManPigPose
void Enemy_SetTeslaPigFadeDisabled(string&in asName, bool abX)
= SetTeslaPigFadeDisabled
void Enemy_SetTeslaPigSoundDisabled(string&in asName, bool abX)
= SetTeslaPigSoundDisabled
void Enemy_SetTeslaPigEasyEscapeDisabled(string&in asName, bool abX)
= SetTeslaPigEasyEscapeDisabled
void Enemy_ForceTeslaPigSighting(string&in asName)
= ForceTeslaPigSighting
string Enemy_GetStateName(string &in asName)
= GetEnemyStateName
(This post was last modified: 12-03-2018, 06:04 PM by Mudbill.)
|
|