Types
atoll-states: structuresource
casboss-states: structuresource
caspad-states: structuresource
consite-states: structuresource
ctyind-states: structuresource
Fields
light: light-state
ctymarka-states: structuresource
ctymarkb-states: structuresource
ctyport-states: structuresource
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: structuresource
ctyslumc-states: structuresource
ctywide-states: structuresource
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: structuresource
Fields
fire-floor: float
fire-floor-fade: float
fire-floor-flag: symbol
pulse: pulse-state
light-flag: symbol
forest-states: structuresource
Fields
light: light-state
ltentout-states: structuresource
mountain-states: structuresource
Fields
light0: light-state
light1: light-state
spec-0: sp-field-init-spec
spec-1: sp-field-init-spec
spec-2: sp-field-init-spec
spec-3: sp-field-init-spec
spec-4: sp-field-init-spec
spec-5: sp-field-init-spec
spec-6: sp-field-init-spec
nest-states: structuresource
palcab-states: structuresource
palent-states: structuresource
palout-states: structuresource
palroof-states: structuresource
Fields
electricity: electricity-state
ruins-states: structuresource
skatea-states: structuresource
stadium-states: structuresource
stadiumb-states: structuresource
strip-states: structuresource
Functions
clear-village1-interp!() => symbolsource
get-sphere-interp(arg0: sphere, arg1: vector, arg2: float, arg3: float) => floatsource
init-mood-atoll(arg0: mood-context) => floatsource
init-mood-ctyport(arg0: mood-context) => uintsource
init-mood-ctyport-no-part(arg0: mood-context) => nonesource
init-mood-ctysluma(arg0: mood-context) => floatsource
init-mood-ctyslumb(arg0: mood-context) => uintsource
init-mood-ctyslumc(arg0: mood-context) => nonesource
init-mood-drill(arg0: mood-context) => symbolsource
init-mood-drillb(arg0: mood-context) => symbolsource
init-mood-mountain(arg0: mood-context) => uintsource
init-mood-nest(arg0: mood-context) => symbolsource
init-mood-palcab(arg0: mood-context) => floatsource
init-mood-palout(arg0: mood-context) => vectorsource
init-mood-palroof(arg0: mood-context) => floatsource
init-mood-ruins(arg0: mood-context) => nonesource
init-mood-strip(arg0: mood-context) => uintsource
init-mood-village1(arg0: mood-context) => symbolsource
set-atoll-explosion!(arg0: float) => floatsource
set-casboss-explosion!() => floatsource
set-consite-flash!() => floatsource
set-drill-electricity-scale!(arg0: float, arg1: int) => floatsource
set-drill-fire-floor!(arg0: symbol) => symbolsource
set-mincan-beam!(arg0: int, arg1: float) => floatsource
set-nest-green-flag!(arg0: symbol) => symbolsource
set-palcab-turret-flash!(arg0: float) => floatsource
set-palent-turret-flash!(arg0: float) => floatsource
set-palroof-electricity-scale!(arg0: float, arg1: int) => floatsource
set-village1-interp!() => symbolsource
update-casboss-lights(arg0: mood-context) => floatsource
update-drill-lights(arg0: mood-context) => nonesource
update-ltentout-lights(arg0: mood-context) => nonesource
update-mood-atoll(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-atollext(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-casboss(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-caspad(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-consite(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-copy-ctywide(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-copy-stadium(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-copy-village1(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ctyind(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ctymarka(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ctymarkb(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ctyport(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ctysluma(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ctyslumb(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ctyslumc(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ctywide(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-default(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-drill(arg0: mood-context, arg1: object, arg2: int) => nonesource
update-mood-drillb(arg0: mood-context) => nonesource
update-mood-drillmnt(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-forest(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ltentout(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-mincan(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-mountain(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-nest(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-palcab(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-palent(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-palout(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-palroof(arg0: mood-context, arg1: object, arg2: int) => nonesource
update-mood-ruins(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-skatea(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-stadium(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-stadiumb(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-strip(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-village1(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-nest-lights(arg0: mood-context) => pointersource
update-stadium-lights(arg0: mood-context) => nonesource
update-stadiumb-lights(arg0: mood-context) => nonesource
update-village1-lights(arg0: mood-context) => floatsource
Types
castle-states: structuresource
default-interior-states: structuresource
dig1-states: structuresource
fordumpa-states: structuresource
fordumpc-states: structuresource
forresca-states: structuresource
forrescb-states: structuresource
fortress-states: structuresource
Fields
pulse: pulse-state
garage-states: structuresource
gungame-states: structuresource
Fields
florescent: florescent-state
hideout-states: structuresource
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: structuresource
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: 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: structuresource
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: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float
tombb-states: structuresource
tombboss-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float
tombc-states: structuresource
tombd-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float
tombe-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float
under-states: structuresource
Fields
flame0: flames-state
flame1: flames-state
rot: float
rot2: float
time: float
laser: float
fog-interp: float
flicker: float
vortex-states: structuresource
Functions
get-nestb-purple() => floatsource
init-mood-castle(arg0: mood-context) => floatsource
init-mood-consiteb(arg0: mood-context) => nonesource
init-mood-dig1(arg0: mood-context) => floatsource
init-mood-fordumpa(arg0: mood-context) => floatsource
init-mood-fordumpc(arg0: mood-context) => symbolsource
init-mood-forresca(arg0: mood-context) => floatsource
init-mood-forrescb(arg0: mood-context) => floatsource
init-mood-garage(arg0: mood-context) => symbolsource
init-mood-hiphog(arg0: mood-context) => nonesource
init-mood-oracle(arg0: mood-context) => symbolsource
init-mood-prison(arg0: mood-context) => floatsource
init-mood-sewer(arg0: mood-context) => nonesource
init-mood-tombc(arg0: mood-context) => floatsource
set-castle-electricity-scale!(arg0: float) => floatsource
set-dig1-explosion!(arg0: float) => floatsource
set-fordumpa-electricity-scale!(arg0: float) => floatsource
set-fordumpa-turret-flash!(arg0: int) => floatsource
set-fordumpc-light-flag!(arg0: symbol) => symbolsource
set-forresca-electricity-scale!(arg0: float, arg1: int) => floatsource
set-forrescb-electricity-scale!(arg0: float, arg1: int) => floatsource
set-forrescb-turret-flash!(arg0: int) => floatsource
set-nestb-purple!(arg0: float) => floatsource
set-oracle-purple-flag!(arg0: symbol) => symbolsource
set-prison-torture-flag!(arg0: symbol) => symbolsource
set-sewer-lights-flag!(arg0: symbol) => symbolsource
set-sewer-turret-flash!() => floatsource
set-sewesc-explosion!() => floatsource
set-tombboss-gem-light!(arg0: float) => floatsource
set-tombc-electricity-scale!(arg0: float) => floatsource
set-under-fog-interp!(arg0: float) => floatsource
set-under-laser!(arg0: float) => floatsource
set-vortex-flash!(arg0: float) => floatsource
set-vortex-white!(arg0: symbol) => floatsource
update-castle-lights(arg0: mood-context) => nonesource
update-dig1-lights(arg0: mood-context) => nonesource
update-fortress-lights(arg0: mood-context) => nonesource
update-garage-lights(arg0: mood-context) => nonesource
update-gungame-lights(arg0: mood-context) => nonesource
update-hideout-lights(arg0: mood-context) => nonesource
update-hiphog-lights(arg0: mood-context) => nonesource
update-mood-castle(arg0: mood-context) => nonesource
update-mood-consiteb(arg0: mood-context, arg1: object, arg2: int) => nonesource
update-mood-copy-garage(arg0: mood-context) => nonesource
update-mood-copy-hideout(arg0: mood-context) => nonesource
update-mood-copy-hiphog(arg0: mood-context) => nonesource
update-mood-copy-prison(arg0: mood-context) => nonesource
update-mood-copy-sewerb(arg0: mood-context) => nonesource
update-mood-copy-sewescb(arg0: mood-context) => nonesource
update-mood-copy-underb(arg0: mood-context) => nonesource
update-mood-default-interior(arg0: mood-context) => nonesource
update-mood-dig1(arg0: mood-context) => nonesource
update-mood-fordumpa(arg0: mood-context) => nonesource
update-mood-fordumpc(arg0: mood-context) => nonesource
update-mood-forresca(arg0: mood-context) => nonesource
update-mood-forrescb(arg0: mood-context) => nonesource
update-mood-fortress(arg0: mood-context) => nonesource
update-mood-garage(arg0: mood-context, arg1: object, arg2: int) => nonesource
update-mood-gungame(arg0: mood-context) => nonesource
update-mood-hideout(arg0: mood-context) => nonesource
update-mood-hiphog(arg0: mood-context, arg1: float) => nonesource
update-mood-nestb(arg0: mood-context, arg1: object, arg2: int) => nonesource
update-mood-onintent(arg0: mood-context) => nonesource
update-mood-oracle(arg0: mood-context) => nonesource
update-mood-palshaft(arg0: mood-context) => nonesource
update-mood-prison(arg0: mood-context) => nonesource
update-mood-sewer(arg0: mood-context) => nonesource
update-mood-tomba(arg0: mood-context) => nonesource
update-mood-tombb(arg0: mood-context) => nonesource
update-mood-tombboss(arg0: mood-context) => nonesource
update-mood-tombc(arg0: mood-context) => nonesource
update-mood-tombd(arg0: mood-context) => nonesource
update-mood-tombe(arg0: mood-context) => nonesource
update-mood-under(arg0: mood-context) => nonesource
update-mood-vinroom(arg0: mood-context) => nonesource
update-mood-vortex(arg0: mood-context) => nonesource
update-nestb-lights(arg0: mood-context) => nonesource
update-onintent-lights(arg0: mood-context) => nonesource
update-prison-lights(arg0: mood-context) => nonesource
update-sewer-lights(arg0: mood-context) => nonesource
update-tomba-lights(arg0: mood-context) => nonesource
update-tombb-lights(arg0: mood-context) => nonesource
update-tombboss-lights(arg0: mood-context) => nonesource
update-tombd-lights(arg0: mood-context) => nonesource
update-under-lights(arg0: mood-context) => floatsource
update-vinroom-lights(arg0: mood-context) => nonesource
update-vortex-lights(arg0: mood-context) => nonesource
Types
mood-channel-group: structuresource
Fields
data: mood-channel
mood-color-table: structuresource
mood-context: mood-context-core3source
mood-context-core: structuresource
mood-context-core2: mood-context-coresource
mood-context-core3: mood-context-core2source
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: 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-fog: structuresource
mood-range: structuresource
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
Functions
init-mood-control(arg0: mood-control) => nonesource
Variables
Variables
Types
Functions
clear-mood-context(arg0: mood-context) => symbolsource
clear-mood-times(arg0: mood-context) => symbolsource
Clear all of the mood times on the given context
copy-mood-exterior(arg0: mood-context) => symbolsource
copy-mood-exterior-ambi(arg0: mood-context, arg1: symbol) => nonesource
palette-select-special(arg0: mood-context-core3) => symbolsource
Use the special
time-of-day mode palette
update-mood-caustics(arg0: mood-context, arg1: int, arg2: float, arg3: float, arg4: float, arg5: float) => floatsource
update-mood-direction(arg0: mood-context-core3, arg1: mood-table, arg2: float) => floatsource
update-mood-electricity(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float) => nonesource
update-mood-exterior(arg0: mood-context-core3, arg1: mood-table, arg2: float, arg3: int) => objectsource
update-mood-flames(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: float, arg5: float, arg6: float) => floatsource
update-mood-flicker(arg0: mood-context, arg1: int, arg2: int) => nonesource
Unused
update-mood-florescent(arg0: mood-context, arg1: int, arg2: int) => floatsource
Unused
update-mood-interior(arg0: mood-context) => floatsource
update-mood-itimes(arg0: mood-context) => nonesource
update-mood-lava(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float, arg5: float, arg6: float, arg7: float) => floatsource
Unused