Types
bike-base: vehiclesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
bikea: bike-basesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
fin-fl: joint-mod-rotate-local
fin-fr: joint-mod-rotate-local
fin-rl: joint-mod-rotate-local
fin-rr: joint-mod-rotate-local
rudder: joint-mod-rotate-local
brake-l: joint-mod-rotate-local
brake-r: joint-mod-rotate-local
bikeb: bike-basesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
fin-rl: joint-mod-rotate-local
fin-rr: joint-mod-rotate-local
rudder: joint-mod-rotate-local
rudder-f: joint-mod-rotate-local
brake-l: joint-mod-rotate-local
brake-r: joint-mod-rotate-local
flap-l: joint-mod-rotate-local
flap-r: joint-mod-rotate-local
bikec: bike-basesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
fin-fl: joint-mod-rotate-local
fin-fr: joint-mod-rotate-local
fin-rl: joint-mod-rotate-local
fin-rr: joint-mod-rotate-local
fin2-fl: joint-mod-rotate-local
fin2-fr: joint-mod-rotate-local
rudder: joint-mod-rotate-local
brake-l: joint-mod-rotate-local
brake-r: joint-mod-rotate-local
spoiler-l: joint-mod-rotate-local
spoiler-r: joint-mod-rotate-local
guard-bike: vehicle-guardsource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
ai-hook: function
turret: turret-control
target-flags: turret-flag
target-in-sight-time: time-frame
minimap: connection-minimap
vehicle-guard-pad-k1jn23k1: uint32
traffic-target-status: traffic-target-status
pursuit-target: handle
vehicle-guard-pad-1kjh2nb3k1: uint32
lod2: symbol
turret-jm: joint-mod-rotate-local
Variables
Types
car-base: vehiclesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
rider-hand-joint-array: int8
cara: car-basesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
rider-hand-joint-array: int8
steering-wheel-l: joint-mod-rotate-local
steering-wheel-r: joint-mod-rotate-local
fin-fl: joint-mod-rotate-local
fin-fr: joint-mod-rotate-local
fin-rl: joint-mod-rotate-local
fin-rr: joint-mod-rotate-local
rudder-l: joint-mod-rotate-local
rudder-r: joint-mod-rotate-local
rudder: joint-mod-rotate-local
carb: car-basesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
rider-hand-joint-array: int8
steering-wheel-l: joint-mod-rotate-local
steering-wheel-r: joint-mod-rotate-local
fin-fl: joint-mod-rotate-local
fin-fr: joint-mod-rotate-local
fin-rl: joint-mod-rotate-local
fin-rr: joint-mod-rotate-local
carc: car-basesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
rider-hand-joint-array: int8
steering-wheel: joint-mod-rotate-local
fin-fl: joint-mod-rotate-local
fin-fr: joint-mod-rotate-local
fin-rl: joint-mod-rotate-local
fin-rr: joint-mod-rotate-local
fin2-rl: joint-mod-rotate-local
fin2-rr: joint-mod-rotate-local
hellcat: vehicle-guardsource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
ai-hook: function
turret: turret-control
target-flags: turret-flag
target-in-sight-time: time-frame
minimap: connection-minimap
vehicle-guard-pad-k1jn23k1: uint32
traffic-target-status: traffic-target-status
pursuit-target: handle
vehicle-guard-pad-1kjh2nb3k1: uint32
lod2: symbol
turret-jm: joint-mod-rotate-local
Variables
Types
citizen-chick: civiliansource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
info: civilian-global-info
anim-panic-run: int32
anim-on-ground: int32
anim-dive: int32
anim-get-up-front: int32
anim-get-up-back: int32
last-second-pos: vector
last-distance: float
next-time: time-frame
dive-target-point: vector
dive-reaction: float
allow-dive: symbol
dive-finished?: symbol
hit-face: uint32
seat: int32
Variables
Types
citizen-enemy: citizensource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
next-update-target: time-frame
minimap: connection-minimap
Methods
traffic-danger-init!(obj: citizen-enemy) => nonesource
citizen-enemy-method-202(obj: citizen-enemy) => nonesource
Types
citizen-fat: civiliansource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
info: civilian-global-info
anim-panic-run: int32
anim-on-ground: int32
anim-dive: int32
anim-get-up-front: int32
anim-get-up-back: int32
last-second-pos: vector
last-distance: float
next-time: time-frame
dive-target-point: vector
dive-reaction: float
allow-dive: symbol
dive-finished?: symbol
hit-face: uint32
seat: int32
Variables
Types
citizen: nav-enemysource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
Methods
wait: unknown
inactive: unknown
in-ditch: unknown
citizen-init!(obj: citizen-rebel) => nonesource
Initialize citizen defaults.
citizen-nav-init!(obj: citizen) => nonesource
Initialize nav related fields.
go-inactive(obj: citizen) => nonesource
find-segment(obj: citizen, arg0: vector, arg1: vector) => nav-segmentsource
nav-segment-callback(obj: citizen, arg0: vector, arg1: traffic-find-segment-struct, arg2: function) => nonesource
citizen-method-186(obj: citizen, arg0: nav-segment) => nonesource
citizen-method-187(obj: citizen) => symbolsource
citizen-method-188(obj: citizen, arg0: vector) => nonesource
calc-danger-vec(obj: citizen, arg0: vector, arg1: vector) => nonesource
citizen-method-190(obj: citizen, arg0: vector) => nonesource
gen-clear-path(obj: citizen) => nav-segmentsource
citizen-method-192(obj: citizen) => nonesource
throw-off-vehicle(obj: citizen) => nonesource
gen-new-dir(obj: citizen, arg0: vector, arg1: float) => nav-segmentsource
citizen-method-195(obj: citizen, arg0: vector) => symbolsource
get-run-anim(obj: citizen) => intsource
trigger-alert(obj: citizen, arg0: int, arg1: target) => nonesource
decrease-alert(obj: citizen, arg0: object) => nonesource
set-behavior!(obj: citizen-norm, arg0: traffic-object-spawn-params) => nonesource
citizen-method-200(obj: citizen) => nonesource
Types
citizen-norm: civiliansource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
info: civilian-global-info
anim-panic-run: int32
anim-on-ground: int32
anim-dive: int32
anim-get-up-front: int32
anim-get-up-back: int32
last-second-pos: vector
last-distance: float
next-time: time-frame
dive-target-point: vector
dive-reaction: float
allow-dive: symbol
dive-finished?: symbol
hit-face: uint32
seat: int32
Methods
knocked-off-vehicle: unknown
Variables
Types
iter-seg: structuresource
Functions
citizen-init-by-other(arg0: traffic-object-spawn-params) => nonesource
citizen-travel-anim(arg0: int, arg1: int) => symbolsource
iter-seg-clear-path(arg0: iter-seg, arg1: nav-segment) => symbolsource
iter-seg-new-dir(arg0: iter-seg, arg1: nav-segment) => nonesource
Variables
*citizen-debug*: symbolsource
Types
civilian: citizensource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
info: civilian-global-info
anim-panic-run: int32
anim-on-ground: int32
anim-dive: int32
anim-get-up-front: int32
anim-get-up-back: int32
last-second-pos: vector
last-distance: float
next-time: time-frame
dive-target-point: vector
dive-reaction: float
allow-dive: symbol
dive-finished?: symbol
hit-face: uint32
seat: int32
Methods
avoid-danger: unknown
clear-path: unknown
on-ground: unknown
dive: unknown
get-up-front: unknown
get-up-back: unknown
cower-ground: unknown
wait-for-ride: unknown
move-to-vehicle: unknown
board-vehicle: unknown
ride: unknown
exit-vehicle: unknown
wait-at-dest: unknown
civilian-method-214(obj: civilian, arg0: nav-branch, arg1: int, arg2: vector, arg3: float) => floatsource
civilian-method-215(obj: civilian, arg0: vector) => nonesource
civilian-method-217(obj: civilian, arg0: vector) => symbolsource
civilian-anim-info: structuresource
civilian-global-info: basicsource
Fields
type: type
prev-yellow-hit: int8
prev-blue-hit: int8
knocked: int32
anim-knocked-front: int32
anim-knocked-back: int32
knocked-land: int32
anim-knocked-front-land: int32
anim-knocked-back-land: int32
yellow-hit-anim: civilian-anim-info
blue-hit-anim: civilian-anim-info
anim-cover-head-start: int32
anim-cover-head-loop: int32
anim-cover-head-end: int32
car-stance-anim: int32
bike-stance-anim: int32
get-in-car-anim: int32
get-on-bike-anim: int32
seat-flag: uint8
speech-ambient: int8
speech-alert: int8
speech-cower: int8
speech-touched-by-player: int8
speech-shot-by-player: int8
speech-avoiding-player-vehicle: int8
speech-hit-by-player-vehicle: int8
speech-player-stealing-vehicle: int8
Functions
civilian-avoid-danger-post() => nonesource
civilian-avoid-danger-post2() => nonesource
civilian-clear-path-post() => nonesource
civilian-clear-path-post2() => nonesource
civilian-falling-post() => nonesource
civilian-flee-post() => nonesource
do-spline2(arg0: vector, arg1: vector, arg2: vector, arg3: vector, arg4: vector, arg5: float) => vectorsource
Types
barge: boat-basesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
angle: float
y-rot: float
path-num: uint32
path-index: float
engine: uint32
bow-wash: uint32
boat-base: vehiclesource
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-override-2: collide-shape-moving
flags: rigid-body-object-flag
max-time-step: float
incoming-attack-id: uint32
player-touch-time: time-frame
disturbed-time: time-frame
player-force-position: vector
player-force: vector
self-override: vehicle
info-override: rigid-body-vehicle-constants
pad: uint32
vehicle-jkhn1b23jn1: int64
controls: vehicle-controls
prev-controls: vehicle-controls
up-dir: vector
jump-time: float
jump-thrust: float
engine-thrust: float
engine-power-factor: float
force-scale: float
target-distance2: meters
pad0: uint32
target-acceleration: vector
impact-pos: vector
lin-acceleration: vector
hit-points: float
damage-factor: float
crash-level: int8
force-level: int8
traffic-hash-id: int8
traffic-priority-id: int8
power-fluctuation-factor: float
power-level: float
flight-level-index: int8
flight-level-index-prev: int8
overlap-player-counter: uint8
physics-counter: uint8
flight-level: float
brake-factor: float
cam-speed-interp: float
camera-dist2: float
player-dist2: float
bound-radius: float
rider-array: handle
lift-thrust: float
roll-thrust: float
sent-attack-time: time-frame
air-time: time-frame
turn-time: time-frame
crash-time: time-frame
transition-time: time-frame
transition-end-time: time-frame
turbo-boost-time: time-frame
crash-duration: uint16
turbo-boost-duration: uint16
turbo-boost-factor: float
crash-impulse: float
water-height: float
lights-factor: float
outgoing-attack-id: uint32
scrape-sound-id: sound-id
engine-sound-id: sound-id
thrust-sound-id: sound-id
roll-sound-id: sound-id
damage-pop-sound-id: sound-id
damage-zap-sound-id: sound-id
extra-sound-id: sound-id
fog-fade: float
scrape-sound-envelope: float
engine-sound-envelope: float
engine-sound-factor: float
sputter-sound-envelope: float
rudder-sound-envelope: float
fins-sound-envelope: float
exhaust-part-accum: basic
smoke-part-accum: basic
controller: vehicle-controller
section-array: vehicle-section
angle: float
y-rot: float
path-num: uint32
path-index: float
Methods
boat-base-method-144(obj: boat-base, arg0: nav-control) => nonesource
boat-base-method-145(obj: boat-base, arg0: nav-control) => nonesource
boat-base-method-146(obj: boat-base, arg0: nav-control) => nonesource
boat-base-method-147(obj: boat-base, arg0: nav-control) => nonesource
boat-base-method-148(obj: boat-base, arg0: nav-control) => nonesource
boat-manager: 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
mesh: basic
paths: path-control
Methods
idle: unknown
boat-manager-method-15: unknown
Variables
Types
city-ambush-info: structuresource
Fields
count: int16
array: inline-array
Methods
city-ambush-info-method-9(obj: city-ambush-info, arg0: traffic-object-spawn-params) => nonesource
city-race-ring-info: structuresource
Fields
pos: vector
angle: float
boost: float
dist: float
Methods
city-race-ring-info-method-9(obj: city-race-ring-info, arg0: symbol) => nonesource
Types
baron-statue: 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
idle: unknown
barons-ship-lores: 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
paths: path-control
sync: sync-eased
current-path: int32
forward-backward: symbol
Methods
idle: unknown
burning-bush: 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
task: game-task-control
part-off: sparticle-launch-control
part-alert: sparticle-launch-control
angle: degrees
time: float
Methods
idle: unknown
talking: unknown
menu: unknown
burning-bush-method-30(obj: burning-bush) => nonesource
burning-bush-method-31(obj: burning-bush) => nonesource
burning-bush-method-32(obj: burning-bush) => objectsource
cty-fruit-stand: fruit-standsource
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
incoming-attack-id: uint32
hack-counter: uint32
count-sparts: uint32
first-sparts: uint32
num-sparts: uint32
sparts-index: uint32
sparts-pos: vector
cty-guard-turret: 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
incoming-attack-id: uint32
jm-turret: joint-mod
jm-gunsL: joint-mod
jm-gunsR: joint-mod
angle-turret: degrees
angle-guns: degrees
last-no-zero: int64
next-time-shot: time-frame
num-shots: uint32
focus: focus
id: int32
destroyed: symbol
button-down?: symbol
hit-points: int32
Methods
idle: unknown
hostile: unknown
explode: unknown
wait-for-pushing: unknown
pushed: unknown
cty-guard-turret-method-32(obj: cty-guard-turret) => nonesource
cty-guard-turret-method-33(obj: cty-guard-turret) => nonesource
cty-guard-turret-method-34(obj: cty-guard-turret) => nonesource
ctyn-lamp: 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
Methods
idle: unknown
die: unknown
ctyn-lamp-method-29(obj: ctyn-lamp) => nonesource
ctyn-lamp-method-30(obj: ctyn-lamp) => nonesource
fruit-stand: 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
incoming-attack-id: uint32
hack-counter: uint32
count-sparts: uint32
first-sparts: uint32
num-sparts: uint32
sparts-index: uint32
sparts-pos: vector
Methods
idle: unknown
fruit-stand-method-28(obj: fruit-stand) => nonesource
fruit-stand-method-29(obj: fruit-stand) => nonesource
lurker-pipe-lid: 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
angle: degrees
rot: float
Methods
idle: unknown
lurker-pipe-lid-method-28(obj: lurker-pipe-lid) => nonesource
lurker-pipe-lid-method-29(obj: lurker-pipe-lid) => nonesource
lurker-pipe-lid-method-30: unknown
parking-spot: 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
vehicle: handle
spawned: symbol
minimap: connection-minimap
test-sphere: sphere
Methods
idle: unknown
parking-spot-method-21(obj: parking-spot) => nonesource
parking-spot-method-22: unknown
parking-spot-method-23(obj: parking-spot, arg0: uint) => nonesource
parking-spot-method-24(obj: parking-spot) => nonesource
propa: 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
sound-id: uint32
sound-index: uint32
handle: handle
y-rot: float
hit-points: int32
incoming-attack-id: uint32
Methods
idle: unknown
broken: unknown
propa-method-29(obj: propa) => nonesource
propa-method-30(obj: propa) => nonesource
propa-method-31(obj: propa, arg0: vector) => nonesource
security-wall: 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
root-override: collide-shape
pass: int32
incoming-attack-id: uint32
next-message-time: int64
message: int32
plane: plane
color: vector
target-pos: vector
flash: float
touch-count: int32
breach: symbol
Methods
idle-open: unknown
idle-close: unknown
security-wall-method-22(obj: security-wall, arg0: path-control, arg1: float) => vectorsource
security-wall-method-23(obj: security-wall) => nonesource
security-wall-method-24(obj: security-wall) => nonesource
Functions
cty-guard-turret-event-handler(arg0: process, arg1: int, arg2: symbol, arg3: event-message-block) => objectsource
fruit-check-ground-bounce(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: sparticle-launchinfo, arg3: matrix) => floatsource
fruit-sparticle-next-on-mode-1(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: sparticle-launchinfo) => floatsource
fruit-stand-event-handler(arg0: process, arg1: int, arg2: symbol, arg3: event-message-block) => objectsource
propa-pu->knocked-type(arg0: penetrate) => knocked-typesource
Variables
*propa-sounds-class-1*: arraysource
*propa-sounds-class-2*: arraysource
*propa-sounds-class-3*: arraysource
*propa-sounds*: arraysource
Types
citywide-part: part-spawnersource
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
part: sparticle-launch-control
sound: ambient-sound
mode: pointer
enable: symbol
radius: meters
world-sphere: sphere
ctywide-part: part-spawnersource
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
part: sparticle-launch-control
sound: ambient-sound
mode: pointer
enable: symbol
radius: meters
world-sphere: sphere
Functions
birth-func-ctywide-baron-propoganda-ticker-rotate(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: sprite-vec-data-3d, arg3: sparticle-launcher, arg4: sparticle-launch-state) => nonesource
birth-func-race-poster(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: sprite-vec-data-3d, arg3: sparticle-launcher, arg4: sparticle-launch-state) => nonesource
Functions
restore-city-speeches() => nonesource
Types
city-bb-racepoint-info: structuresource
Functions
wait-for-speech-end(arg0: sound-id) => nonesource
Variables
Functions
set-security-color!(arg0: vector) => vectorsource
set-security-flash!(arg0: vector) => vectorsource
set-security-texture-masks!(arg0: vector) => symbolsource
Variables
Types
crimson-guard: citizensource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
info: guard-global-info
hit-face: uint32
anim-get-up-front: int32
anim-get-up-back: int32
small-hit: int32
yellow-anim: uint32
guard-type: uint8
settings: traffic-guard-type-settings
next-time: time-frame
last-time-see-target: time-frame
joint: joint-mod
joint-enable: symbol
already-shot: symbol
miss-amount: float
l-control: lightning-control
next-shot: int64
anim-shoot: guard-shoot-info
transport: handle
transport-side: uint32
target-flags: uint8
target-pos: vector
target-pos-predict: vector
target-pos-predict-miss: vector
target-vel-vec: vector
target-vel: float
target-self: vector
target-self-xz: vector
target-self-dist: float
target-self-xz-dist: float
target-y-angle: degrees
last-visible-target-pos: vector
lazer-sound: uint32
move-position: vector
move-index: int32
traffic-target-status: traffic-target-status
minimap: connection-minimap
other-side: symbol
Methods
get-up-front: unknown
get-up-back: unknown
search: unknown
attack: unknown
arrest: unknown
gun-shoot: unknown
exit-transport: unknown
waiting-ambush: unknown
close-attack: unknown
knocked-off-vehicle: unknown
roll-right: unknown
roll-left: unknown
close-attack-active: unknown
crimson-guard-method-214(obj: crimson-guard) => nonesource
crimson-guard-method-215(obj: crimson-guard) => symbolsource
crimson-guard-method-216(obj: crimson-guard) => symbolsource
crimson-guard-method-217(obj: crimson-guard, arg0: vector, arg1: vector, arg2: vector) => intsource
crimson-guard-method-218(obj: crimson-guard, arg0: vector) => nonesource
crimson-guard-method-219(obj: crimson-guard) => nonesource
crimson-guard-method-220(obj: crimson-guard) => nonesource
crimson-guard-method-221(obj: crimson-guard) => nonesource
crimson-guard-method-222(obj: crimson-guard) => nonesource
crimson-guard-method-223(obj: crimson-guard, arg0: float) => nonesource
crimson-guard-method-224(obj: crimson-guard, arg0: vector) => floatsource
crimson-guard-method-225(obj: crimson-guard, arg0: uint, arg1: symbol) => nonesource
crimson-guard-method-226(obj: crimson-guard) => nonesource
guard-anim-info: structuresource
guard-global-info: basicsource
Fields
type: type
prev-yellow-hit: int8
prev-blue-hit: int8
knocked: int32
knocked-land: int32
anim-knocked-front: int32
anim-knocked-back: int32
anim-knocked-front-land: int32
anim-knocked-back-land: int32
yellow-hit-anim: guard-anim-info
yellow-land-anim: guard-anim-info
blue-hit-anim: int32
Functions
do-spline(arg0: vector, arg1: vector, arg2: vector, arg3: vector, arg4: vector, arg5: float) => vectorsource
spread-lightning-lazer(arg0: lightning-control, arg1: vector, arg2: vector, arg3: vector) => nonesource
Variables
Types
xz-height-map: structuresource
Fields
offset: float
x-offset: float
y-offset: float
z-offset: float
x-inv-spacing: float
z-inv-spacing: float
y-scale: float
dim: int16
x-dim: int16
z-dim: int16
data: pointer
Methods
get-height-at-point(obj: xz-height-map, arg0: vector) => floatsource
debug-draw-mesh(obj: xz-height-map, arg0: vector) => nonesource
debug-print(obj: xz-height-map) => nonesource
debug-draw-at-point(obj: xz-height-map, arg0: vector) => nonesource
debug-draw(obj: xz-height-map, arg0: vector) => nonesource
debug-add-offset(obj: xz-height-map, arg0: vector, arg1: int) => nonesource
Add an offset to the given point, likely for debugging purposes.
Functions
get-traffic-height(arg0: vector) => floatsource
@see xz-height-map::9
Functions
point-in-bbox?(arg0: bounding-box, arg1: vector) => symbolsource
Types
metalhead-flitter: citizen-enemysource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
next-update-target: time-frame
minimap: connection-minimap
move-angle: float
heading: symbol
change-dir-time: time-frame
last-change-dir: uint64
off-screen-timer: uint64
amb-sound-timer: uint64
attack-time: time-frame
target-pos: vector
attack-pos: vector
base-height: float
Methods
attack: unknown
ambush-jumping: unknown
metalhead-flitter-method-205(obj: metalhead-flitter) => nonesource
metalhead-flitter-method-206(obj: metalhead-flitter) => nonesource
metalhead-flitter-method-207(obj: metalhead-flitter, arg0: process-focusable) => symbolsource
metalhead-flitter-method-208(obj: metalhead-flitter, arg0: symbol) => nonesource
metalhead-flitter-method-209(obj: metalhead-flitter) => floatsource
Functions
metalhead-flitter-fall-and-play-death-anim(arg0: int, arg1: float, arg2: time-frame) => nonesource
Variables
Types
metalhead-grunt: citizen-enemysource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
next-update-target: time-frame
minimap: connection-minimap
patrol-anim: grunt-anim-info
charge-anim: grunt-anim-info
attack-anim: grunt-anim-info
knocked-anim: grunt-anim-info
yellow-hit-anim: grunt-anim-info
blue-hit-anim: grunt-anim-info
intro-path: path-control
pad-jh1b23jhb13: uint32
use-charge-anim-index: int8
knocked-anim-index: int8
jumping-ambush-path-pt: int8
grunt-flags: uint8
state-timeout2: uint64
next-warn-time: time-frame
dest: vector
pad-kj1n23kj1n23: uint32
Methods
attack: unknown
falling-ambush: unknown
jumping-ambush: unknown
jumping-ambush-cont: unknown
wait-for-focus: unknown
spin-attack: unknown
metalhead-grunt-method-209(obj: metalhead-grunt, arg0: float) => process-focusablesource
metalhead-grunt-method-211(obj: metalhead-grunt) => nonesource
Variables
Types
metalhead-predator: citizen-enemysource
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
flags: citizen-flag
traffic-id: int8
hit-by-player-count: int8
gnd-height: float
speed-scale: float
controller: vehicle-controller
danger-pos: sphere
vehicle: handle
anim-shuffle: int32
dist-walk-anim: float
speed-walk: float
anim-walk: int32
dist-run-anim: float
speed-run: float
anim-run: int32
water-anim: int32
interp: float
last-danger-time: time-frame
next-time-look-at: time-frame
stop-time-look-at: time-frame
wait-return-state: state
wait-time: time-frame
cp-valid?: symbol
cp-sphere: sphere
cp-vec: vector
cp-next-time: time-frame
cp-exit-time: time-frame
cp-force: vector
cp-plane: plane
cp-factor: float
next-update-target: time-frame
minimap: connection-minimap
los: los-control
want-stop: symbol
target-pos: vector
curr-node: int32
hide-pos: vector
next-change: int64
shoot-angle: degrees
miss-amount: float
ambient-sound-id: sound-id
shock-effect-time: time-frame
shock-effect-end: int64
fade: float
dest-fade: float
Methods
fire: unknown
close-attack: unknown
metalhead-predator-method-205(obj: metalhead-predator, arg0: symbol) => nonesource
metalhead-predator-method-206(obj: metalhead-predator, arg0: int, arg1: float) => nonesource
metalhead-predator-method-207(obj: metalhead-predator, arg0: vector, arg1: vector, arg2: vector) => symbolsource
metalhead-predator-method-208(obj: metalhead-predator) => nonesource
metalhead-predator-shot: metalhead-shotsource
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
Variables
Types
nav-branch: structuresource
Fields
node: nav-node
src-node: nav-node
dest-node: nav-node
temp-dest-node-id: int32
speed-limit: uint8
density: uint8
clock-type: nav-branch-clock-type
clock-mask: nav-branch-clock-mask
max-user-count: uint8
user-count: uint8
width: uint8
flags: nav-branch-flags
Methods
set-default-density-speed-and-width(obj: nav-branch) => nonesource
debug-print(obj: nav-branch, arg0: object, arg1: int) => nonesource
get-density(obj: nav-branch) => floatsource
TODO
get-speed-limit(obj: nav-branch) => floatsource
TODO
get-width(obj: nav-branch) => floatsource
TODO
user-limit-reached?(obj: nav-branch) => symbolsource
dest-node-id-at-max?(obj: nav-branch) => symbolsource
@see nav-node
set-density(obj: nav-branch, arg0: float) => nonesource
set-speed-limit(obj: nav-branch, arg0: float) => nonesource
set-width(obj: nav-branch, arg0: float) => nonesource
set-src-node(obj: nav-branch, arg0: nav-node) => nonesource
set-dst-node(obj: nav-branch, arg0: nav-node) => nonesource
nav-graph: basicsource
Fields
type: type
node-count: int16
branch-count: int16
node-array: inline-array
branch-array: inline-array
link-count: int16
pad2: uint16
link-array: inline-array
first-node: int16
pad0: uint16
patched: symbol
id: uint32
pad1: uint32
Methods
debug-draw-nodes(obj: nav-graph) => nonesource
nav-graph-method-10(obj: nav-graph, arg0: vector, arg1: int) => nonesource
nav-graph-method-11(obj: nav-graph) => nonesource
nav-graph-method-12(obj: nav-graph) => nonesource
nav-graph-method-13(obj: nav-graph, arg0: int, arg1: int) => nonesource
nav-graph-method-14(obj: nav-graph, arg0: int, arg1: int) => nonesource
debug-reset(obj: nav-graph) => nonesource
debug-add-node(obj: nav-graph, arg0: int) => nav-nodesource
debug-link-node-to-graph(obj: nav-graph, arg0: nav-node) => nonesource
debug-reset-branch-array(obj: nav-graph, arg0: nav-node, arg1: int) => nonesource
kinda dangerous
nav-graph-method-19(obj: nav-graph, arg0: int, arg1: int, arg2: int, arg3: int, arg4: int, arg5: int) => nonesource
nav-graph-method-20(obj: nav-graph, arg0: int, arg1: int) => nonesource
move-selected-to-height-map-height(obj: nav-graph) => nonesource
select-nodes-in-range(obj: nav-graph, arg0: int, arg1: int) => nonesource
deselect-nodes-in-range(obj: nav-graph, arg0: int, arg1: int) => nonesource
toggle-select-nodes-in-range(obj: nav-graph, arg0: int, arg1: int) => nonesource
select-nodes-in-level(obj: nav-graph, arg0: symbol, arg1: symbol) => nonesource
select-nodes-by-nav-mesh-id(obj: nav-graph, arg0: int, arg1: symbol) => nonesource
select-nodes-by-flags(obj: nav-graph, arg0: nav-node-flag-byte, arg1: nav-node-flag-byte, arg2: symbol) => nonesource
print-selected-nodes(obj: nav-graph) => nonesource
assign-selected-nodes-to-level(obj: nav-graph, arg0: symbol) => nonesource
assign-selected-nodes-to-nav-mesh(obj: nav-graph, arg0: uint) => nonesource
set-radius-of-selected-nodes(obj: nav-graph, arg0: float) => nonesource
set-speed-limit-of-selected(obj: nav-graph, arg0: float) => nonesource
set-density-of-selected(obj: nav-graph, arg0: float) => nonesource
set-width-of-selected(obj: nav-graph, arg0: float) => nonesource
or-flags-of-selected-nodes(obj: nav-graph, arg0: nav-node-flag-byte) => nonesource
and-flags-of-selected-nodes(obj: nav-graph, arg0: nav-node-flag-byte) => nonesource
offset-pos-of-selected(obj: nav-graph, arg0: vector) => nonesource
nav-graph-method-38(obj: nav-graph) => nonesource
nav-graph-method-39(obj: nav-graph) => nonesource
nav-graph-method-40(obj: nav-graph, arg0: int) => intsource
node-at-idx(obj: nav-graph, idx: int) => nav-nodesource
Get the nav-node
at a given position.
patch-nodes(obj: nav-graph) => nonesource
Patch nodes. Node pointers are stored as indices into arrays to be allocated on the level heap
and patched at runtime after loading.