Serious Sam's Bogus Detour  2016/06/09
Engine documentation
Classes | Namespaces | Typedefs | Enumerations | Functions | Variables
engine_docs.h File Reference

Go to the source code of this file.

Classes

class  string
 
class  array< T >
 
class  dictionaryValue
 
class  dictionary
 
class  ref
 
class  utf8string
 
class  vec2
 2-dimensional vector. More...
 
class  vec3
 3-dimensional vector. More...
 
class  vec4
 4-dimensional vector. More...
 
class  ivec2
 2-dimensional integer vector. More...
 
class  ivec3
 3-dimensional integer vector. More...
 
class  ivec4
 4-dimensional integer vector. More...
 
class  mat3
 3 by 3 matrix of floats. More...
 
class  mat4
 4 by 4 matrix of floats. More...
 
class  ctime
 
class  UnitPtr
 References a unit in the scene. More...
 
class  UnitSource
 An emitting source of units. UnitFeed objects can get units from this. More...
 
class  UnitFeed
 A fetcher of units from various sources. Can be connected to units or UnitSource objects in the editor in order to reference units in worldscripts. More...
 
class  Scene
 The world scene. This contains all units. More...
 
class  SValue
 Object containing serialization information. This can be several types of data. More...
 
class  SValueBuilder
 Class that can create SValue objects. More...
 
class  cvar_t
 Console variable type. This can be a bool, float, int, or string. More...
 
class  Fixture
 A fixture of a physics body. More...
 
class  PhysicsBody
 A physics body. More...
 
class  CollisionArea
 An area containing enter and exit events. More...
 
class  UnitScene
 An animated scene of a unit. More...
 
class  UnitProducer
 A unit resource. This creates UnitPtr objects. More...
 
class  CustomUnitScene
 A custom unit scene that can contain multiple UnitScene objects. More...
 
class  UnitEventCallbackId
 
class  EffectParams
 Container for effect parameters. More...
 
class  SoundInstance
 An instance of a sound. A played sound can be located in the world, and controlled via this class. More...
 
class  SoundEvent
 A sound resource. This can play sounds in 2D and 3D. Creates SoundInstance objects. More...
 
class  Texture2D
 A texture handle used for rendering PNG images. More...
 
class  TempTexture2D
 A refcounted texture handle. More...
 
class  Bitmap2D
 A bitmap handle used for rendering TGA images. More...
 
class  BitmapString
 A rendered string of text from a font. More...
 
class  BitmapFont
 A font that can be used to create BitmapString objects. More...
 
class  Sprite
 An animated sprite that can be rendered on the GUI. More...
 
class  SpriteBatch
 Rendering object for rendering things on the GUI. More...
 
class  RaycastResult
 Result of a raycast. More...
 
class  Tileset
 Information about a point in the tileset. More...
 
class  WorldScript
 An executabole worldscript. More...
 
class  RaycastProvider
 
class  GUIDef
 Definition of a GUI resource. More...
 
class  WidgetLoadingContext
 Context used when building a GUI resource. More...
 
class  GUIBuilder
 Class used for building GUI from definitions. More...
 
class  NetworkMessage
 A network message that can be sent to peers. More...
 
class  GameService
 Access to the online service, such as Steam. More...
 
class  pint
 
class  pfloat
 
class  ButtonState
 The state of a button in a single update tick. More...
 
class  TextInputControlEvent
 Event called for text input. More...
 
class  GameInput
 Button states for game input. More...
 
class  MenuInput
 Button states for menu input. More...
 
class  ControlMapBinding
 A binding in a ControlMap that attaches to an action. More...
 
class  ControlMap
 A list of controls for a single player. More...
 
class  ControlBindings
 The root object for setting and getting bindings and actions. More...
 
class  ScenarioStartLevel
 
class  ScenarioModification
 
class  ScenarioInfo
 
class  GameSaveInfo
 

Namespaces

 mat
 
 Config
 
 Sound
 
 WorldScript
 
 Network
 
 Resources
 
 Lobby
 
 Saves
 
 Platform
 

Typedefs

typedef void AnyType
 
typedef void(* OnChangedInt) (int32 val)
 
typedef void(* OnChangedFloat) (float val)
 
typedef void(* OnChangedBool) (bool val)
 
typedef void(* OnChangedString) (string val)
 
typedef void(* OnCFunctionCall0Param) ()
 
typedef void(* OnCFunctionCall1Param) (cvar_t *arg0)
 
typedef void(* OnCFunctionCall2Param) (cvar_t *arg0, cvar_t *arg1)
 
typedef void(* OnCFunctionCall3Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2)
 
typedef void(* OnCFunctionCall4Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3)
 
typedef void(* OnCFunctionCall5Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4)
 
typedef void(* OnCFunctionCall6Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5)
 
typedef void(* OnCFunctionCall7Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6)
 
typedef void(* OnCFunctionCall8Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7)
 
typedef void(* OnCFunctionCall9Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7, cvar_t *arg8)
 
typedef void(* OnCFunctionCall10Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7, cvar_t *arg8, cvar_t *arg9)
 
typedef ref(* WidgetProducer) (WidgetLoadingContext &ctx)
 

Enumerations

enum  SValueType {
  Null = 0, Array = 1, Dictionary = 2, Boolean = 3,
  Float = 4, Integer = 5, String = 6, ByteArray = 7,
  Vector2 = 8, Vector3 = 9, Vector4 = 10
}
 
enum  cvar_type { Bool = 2, Float = 4, Int = 0, String = 6 }
 
enum  cvar_flags { ConfigOnly = 2, Cheat = 4 }
 
enum  UnitEventType {
  Destroyed = 1, SceneChanged = 2, Hidden = 4, Damaged = 8,
  Custom = 16
}
 
enum  NetSyncMode { None = 0, Manual = 1, Existance = 2, Position = 3 }
 
enum  TextAlignment { Left = 0, Center = 1, Right = 2 }
 
enum  GradientDirection { Horizontal = 0, Vertical = 1 }
 
enum  RaycastType { Any = 0, Aim = 1, Shot = 2, Jam = 3 }
 
enum  TextInputControlEventType {
  Home = 0, End = 1, Left = 0, Right = 2,
  LeftWord = 4, RightWord = 5, Backspace = 6, Delete = 7,
  Tab = 8, Submit = 9, Cancel = 10, Copy = 11,
  Paste = 12, Cut = 13, Up = 14, Down = 15,
  None = 0
}
 
enum  ControllerType {
  None = 0, Keyboard = 1, Mouse = 2, MouseWheel = 3,
  Gamepad = 4, GamepadAxis = 5, GamepadVector = 6, Joystick = 7,
  JoystickAxis = 8, JoystickVector = 9, JoystickHat = 10
}
 
enum  MenuState { MainMenu = 0, InGameMenu = 1, Hidden = 4 }
 
enum  MenuMessage { LostConnection = 1, Saved = 0 }
 
enum  GameDifficulty { Easy = 1, Normal = 2, Hard = 4, Serious = 8 }
 
enum  ScenarioModificationVisual { None = 0, Separator = 1, Header = 2 }
 
enum  StartMode { StartGame = 0, Continue = 1, LoadGame = 2, DropIn = 3 }
 

Functions

string formatInt (int64 val, const string &options="", uint32 width=0)
 
string formatUInt (uint64 val, const string &options="", uint32 width=0)
 
string formatFloat (double val, const string &options="", uint32 width=0, uint32 precision=0)
 
int64 parseInt (const string &, uint32 base=10, uint32 &byteCount=0)
 
uint64 parseUInt (const string &, uint32 base=10, uint32 &byteCount=0)
 
double parseFloat (const string &, uint32 &byteCount=0)
 
string join (const array< string > &, const string &)
 
void PROFILE_START (const string &)
 
void PROFILE_STOP ()
 
mat3 mat::shearY (const mat3 &, const float x)
 
mat3 mat::shearX (const mat3 &, const float y)
 
mat3 mat::scale (const mat3 &, const vec2 &)
 
mat3 mat::translate (const mat3 &, const vec2 &)
 
mat3 mat::inverse (const mat3 &)
 
mat4 mat::scale (const mat4 &, const vec3 &)
 
mat4 mat::translate (const mat4 &, const vec3 &)
 
mat4 mat::inverse (const mat4 &)
 
ctime gmtime (uint64 time)
 
float atan (float y, float x)
 
float sin (float a)
 
float cos (float a)
 
float sqrt (float a)
 
uint32 sqrt (uint32 a)
 
int32 sqrt (int32 a)
 
float pow (float a, float e)
 
float round (float a)
 
float round (float a, int32 n)
 
float floor (float a)
 
float ceil (float a)
 
vec2 normalize (const vec2 &)
 
vec3 normalize (const vec3 &)
 
vec4 normalize (const vec4 &)
 
float dot (const vec2 &, const vec2 &)
 
float dot (const vec3 &, const vec3 &)
 
float dot (const vec4 &, const vec4 &)
 
float length (const vec2 &)
 
float length (const vec3 &)
 
float length (const vec4 &)
 
float lengthsq (const vec2 &)
 
float lengthsq (const vec3 &)
 
float lengthsq (const vec4 &)
 
float dist (const vec2 &, const vec2 &)
 
float dist (const vec3 &, const vec3 &)
 
float dist (const vec4 &, const vec4 &)
 
float distsq (const vec2 &, const vec2 &)
 
float distsq (const vec3 &, const vec3 &)
 
float distsq (const vec4 &, const vec4 &)
 
float randf ()
 
int32 randi (int32 max)
 
vec2 randdir ()
 
vec4 tocolor (const vec4 &srgb)
 Convert a color from srgb to linear. More...
 
vec4 ParseColorRGBA (const string &s)
 
void DumpStack ()
 Dump the current scripting call stack to the console. More...
 
string EscapeString (const string &s)
 Adds slashes for characters that have to be escaped in translatable strings. More...
 
int32 GetParamInt (UnitPtr owner, SValue *params, string &name, bool required=true, int32 def=0)
 
float GetParamFloat (UnitPtr owner, SValue *params, string &name, bool required=true, float def=0.)
 
bool GetParamBool (UnitPtr owner, SValue *params, string &name, bool required=true, bool def=false)
 
vec2 GetParamVec2 (UnitPtr owner, SValue *params, string &name, bool required=true, vec2 def=vec2())
 
vec3 GetParamVec3 (UnitPtr owner, SValue *params, string &name, bool required=true, vec3 def=vec3())
 
vec4 GetParamVec4 (UnitPtr owner, SValue *params, string &name, bool required=true, vec4 def=vec4())
 
string GetParamString (UnitPtr owner, SValue *params, string &name, bool required=true, string &def="")
 
array< SValue * > * GetParamArray (UnitPtr owner, SValue *params, string &name, bool required=true)
 
SValueGetParamDictionary (UnitPtr owner, SValue *params, string &name, bool required=true)
 
bool VarExists (string name)
 
void AddVar (string name, int32 def, OnChangedInt *onChanged=null, uint32 flags=0)
 
void AddVar (string name, float def, OnChangedFloat *onChanged=null, uint32 flags=0)
 
void AddVar (string name, bool def, OnChangedBool *onChanged=null, uint32 flags=0)
 
void AddVar (string name, string def, OnChangedString *onChanged=null, uint32 flags=0)
 
cvar_type GetVarType (string name)
 
int32 GetVarInt (string name)
 
float GetVarFloat (string name)
 
bool GetVarBool (string name)
 
string GetVarString (string name)
 
ivec2 GetVarIvec2 (string name)
 
int32 GetVarIntDefault (string name)
 
float GetVarFloatDefault (string name)
 
bool GetVarBoolDefault (string name)
 
string GetVarStringDefault (string name)
 
ivec2 GetVarIvec2Default (string name)
 
void AddFunction (string name, OnCFunctionCall0Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall1Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall2Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall3Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall4Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall5Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall6Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall7Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall8Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall9Param *onCalled, uint32 flags=0)
 
void AddFunction (string name, array< cvar_type > *params, OnCFunctionCall10Param *onCalled, uint32 flags=0)
 
ivec2 ParseVarIvec2 (string str)
 
void SetVar (string name, const int32 &val)
 
void SetVar (string name, const float &val)
 
void SetVar (string name, const bool &val)
 
void SetVar (string name, const string &val)
 
void SetVar (string name, const ivec2 &val)
 
void Config::SaveControls (int32 playerNum, string newControls)
 
void Config::SaveVar (string cvar, string value)
 
void Config::SaveVar (string cvar)
 
void Sound::SetListener (vec3 pos, vec3 look, vec3 up)
 
WorldScriptWorldScript::GetWorldScript (UnitPtr unit)
 
WorldScriptWorldScript::GetWorldScript (Scene &scene, ref script)
 
NetworkMessage Network::Message (const string &)
 
bool Network::IsServer ()
 
UnitProducerResources::GetUnitProducer (string filename)
 
SValueResources::GetSValue (string filename)
 
BitmapFontResources::GetBitmapFont (string filename)
 
SoundEventResources::GetSoundEvent (string filename)
 
UnitSceneResources::GetEffect (string filename)
 
GUIDefResources::GetGUIDef (string filename)
 
Texture2DResources::GetTexture2D (string filename)
 
Bitmap2DResources::GetBitmap2D (string filename)
 
TilesetResources::GetTileset (string filename)
 
UnitProducerResources::GetUnitProducer (uint32 filenameHash)
 
SValueResources::GetSValue (uint32 filenameHash)
 
BitmapFontResources::GetBitmapFont (uint32 filenameHash)
 
UnitSceneResources::GetEffect (uint32 filenameHash)
 
GUIDefResources::GetGUIDef (uint32 filenameHash)
 
Texture2DResources::GetTexture2D (uint32 filenameHash)
 
Bitmap2DResources::GetBitmap2D (uint32 filenameHash)
 
TilesetResources::GetTileset (uint32 filenameHash)
 
string Resources::GetResourceName (uint32 filenameHash)
 
uint32 Resources::GetSlot (string name)
 
string Resources::GetString (string str)
 
string Resources::GetString (string str, const dictionary &params)
 
void PrintError (string message)
 Print an error message to the console. More...
 
ref InstantiateClass (string name, SValue &val)
 
ref InstantiateClass (string name, UnitPtr unit, SValue &val)
 
uint32 HashString (string str)
 
void print (const string &)
 
ControlBindingsGetControlBindings ()
 
vec2 ToScreenspace (vec3 pos)
 
vec3 ToWorldspace (vec2 pos)
 
uint64 CurrPlaytimeLevel ()
 
uint64 CurrPlaytimeTotal ()
 
string Lobby::GetPlayerName (uint8 peer)
 
string Lobby::GetPlayerSkin (uint8 peer)
 
int32 Lobby::GetPlayerPing (uint8 peer)
 
int32 Lobby::GetHostPing (uint8 peer)
 
bool Lobby::IsInLobby ()
 
void StartGame (int32 numPlrs, string level, ScenarioInfo *scenario, GameDifficulty diff, array< string > *mods)
 
void ChangeLevel (string level)
 
void RestartLevel ()
 
void SaveGame ()
 
string GetCurrentLevelFilename ()
 
int32 GetRestartCount ()
 
void SetRestartCount (int32 count)
 
void Lobby::CreateLobby ()
 
void Lobby::JoinLobby (uint64 id)
 
void Lobby::LeaveLobby ()
 
void Lobby::SendChatMessage (string msg)
 
bool Lobby::IsPlayerHost (uint8 peer)
 
bool Lobby::IsPlayerLocal (uint8 peer)
 
int32 Lobby::GetLocalPeer ()
 
void Lobby::SetPrivate (bool priv)
 
void Lobby::KickPlayer (uint8 peer)
 
void Lobby::SetScenario (ScenarioInfo *scenario, GameDifficulty diff, array< string > *mods)
 
void Lobby::SetLevel (string level)
 
void Lobby::StartGame ()
 
void Lobby::SetLobbyData (const string &key, const string &value)
 
string Lobby::GetLobbyData (const string &)
 
void Lobby::SetLobbyMemberData (const string &key, const string &value)
 
string Lobby::GetLobbyMemberData (uint8 peer, const string &key)
 
ScenarioInfoLobby::GetScenario ()
 
GameDifficulty Lobby::GetDifficulty ()
 
array< string > * Lobby::GetModifiers ()
 
void Lobby::ListLobbies ()
 
string Lobby::GetLobbyData (uint64 id, const string &key)
 
int32 Lobby::GetLobbyPing (uint64 id)
 
int32 Lobby::GetLobbyPlayerCount (uint64 id)
 
int32 Lobby::GetLobbyPlayerCountMax (uint64 id)
 
array< string > * Saves::GetSaves ()
 
GameSaveInfo Saves::ReadInfo (string filename)
 
bool Saves::Load (string filename)
 
void Saves::Rename (string filename, string newname)
 
void Saves::Delete (string filename)
 
void QuitGame ()
 
void StopScenario ()
 
void ResumeGame ()
 
void PauseGame (bool pause, bool localOnly)
 
uint64 GetUniquePeerId (uint8 peer)
 
void RumbleGamepad (float strength, int32 length)
 
void RumbleGamepadStop ()
 
void Platform::HideCursor ()
 
void Platform::ShowCursor ()
 
vec2 Platform::GetMousePosition ()
 
array< ivec2 > * Platform::GetResolutions ()
 
array< ScenarioInfo * > * Platform::GetAllScenarios ()
 
ScenarioInfoPlatform::GetScenario (string id)
 
ScenarioInfoPlatform::GetScenario (uint32 id)
 
array< uint32 > * Platform::GetCampaignLevelsPlayed ()
 

Variables

const float PI
 
const float TwoPI
 
GameServicePlatform::Service
 

Class Documentation

class ctime
Class Members
int32 hour
int32 isdst
int32 mday
int32 min
int32 mon
int32 sec
int32 wday
int32 yday
int32 year

Typedef Documentation

typedef void AnyType
typedef void(* OnCFunctionCall0Param) ()
typedef void(* OnCFunctionCall10Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7, cvar_t *arg8, cvar_t *arg9)
typedef void(* OnCFunctionCall1Param) (cvar_t *arg0)
typedef void(* OnCFunctionCall2Param) (cvar_t *arg0, cvar_t *arg1)
typedef void(* OnCFunctionCall3Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2)
typedef void(* OnCFunctionCall4Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3)
typedef void(* OnCFunctionCall5Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4)
typedef void(* OnCFunctionCall6Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5)
typedef void(* OnCFunctionCall7Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6)
typedef void(* OnCFunctionCall8Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7)
typedef void(* OnCFunctionCall9Param) (cvar_t *arg0, cvar_t *arg1, cvar_t *arg2, cvar_t *arg3, cvar_t *arg4, cvar_t *arg5, cvar_t *arg6, cvar_t *arg7, cvar_t *arg8)
typedef void(* OnChangedBool) (bool val)
typedef void(* OnChangedFloat) (float val)
typedef void(* OnChangedInt) (int32 val)
typedef void(* OnChangedString) (string val)
typedef ref(* WidgetProducer) (WidgetLoadingContext &ctx)

Enumeration Type Documentation

Enumerator
None 
Keyboard 
Mouse 
MouseWheel 
Gamepad 
GamepadAxis 
GamepadVector 
Joystick 
JoystickAxis 
JoystickVector 
JoystickHat 
enum cvar_flags
Enumerator
ConfigOnly 
Cheat 
enum cvar_type
Enumerator
Bool 
Float 
Int 
String 
Enumerator
Easy 
Normal 
Hard 
Serious 
Enumerator
Horizontal 
Vertical 
Enumerator
LostConnection 
Saved 
enum MenuState
Enumerator
MainMenu 
InGameMenu 
Hidden 
Enumerator
None 
Manual 
Existance 
Position 
Enumerator
Any 
Aim 
Shot 
Jam 
Enumerator
None 
Separator 
Header 
enum StartMode
Enumerator
StartGame 
Continue 
LoadGame 
DropIn 
enum SValueType
Enumerator
Null 
Array 
Dictionary 
Boolean 
Float 
Integer 
String 
ByteArray 
Vector2 
Vector3 
Vector4 
Enumerator
Left 
Center 
Right 
Enumerator
Home 
End 
Left 
Right 
LeftWord 
RightWord 
Backspace 
Delete 
Tab 
Submit 
Cancel 
Copy 
Paste 
Cut 
Up 
Down 
None 
Enumerator
Destroyed 
SceneChanged 
Hidden 
Damaged 
Custom 

Function Documentation

float atan ( float  y,
float  x 
)
float ceil ( float  a)
void ChangeLevel ( string  level)
float cos ( float  a)
uint64 CurrPlaytimeLevel ( )
uint64 CurrPlaytimeTotal ( )
float dist ( const vec2 ,
const vec2  
)
float dist ( const vec3 ,
const vec3  
)
float dist ( const vec4 ,
const vec4  
)
float distsq ( const vec2 ,
const vec2  
)
float distsq ( const vec3 ,
const vec3  
)
float distsq ( const vec4 ,
const vec4  
)
float dot ( const vec2 ,
const vec2  
)
float dot ( const vec3 ,
const vec3  
)
float dot ( const vec4 ,
const vec4  
)
string EscapeString ( const string s)

Adds slashes for characters that have to be escaped in translatable strings.

float floor ( float  a)
string formatFloat ( double  val,
const string options = "",
uint32  width = 0,
uint32  precision = 0 
)
string formatInt ( int64  val,
const string options = "",
uint32  width = 0 
)
string formatUInt ( uint64  val,
const string options = "",
uint32  width = 0 
)
ControlBindings* GetControlBindings ( )
string GetCurrentLevelFilename ( )
array<SValue*>* GetParamArray ( UnitPtr  owner,
SValue params,
string name,
bool  required = true 
)
bool GetParamBool ( UnitPtr  owner,
SValue params,
string name,
bool  required = true,
bool  def = false 
)
SValue* GetParamDictionary ( UnitPtr  owner,
SValue params,
string name,
bool  required = true 
)
float GetParamFloat ( UnitPtr  owner,
SValue params,
string name,
bool  required = true,
float  def = 0. 
)
int32 GetParamInt ( UnitPtr  owner,
SValue params,
string name,
bool  required = true,
int32  def = 0 
)
string GetParamString ( UnitPtr  owner,
SValue params,
string name,
bool  required = true,
string def = "" 
)
vec2 GetParamVec2 ( UnitPtr  owner,
SValue params,
string name,
bool  required = true,
vec2  def = vec2() 
)
vec3 GetParamVec3 ( UnitPtr  owner,
SValue params,
string name,
bool  required = true,
vec3  def = vec3() 
)
vec4 GetParamVec4 ( UnitPtr  owner,
SValue params,
string name,
bool  required = true,
vec4  def = vec4() 
)
int32 GetRestartCount ( )
uint64 GetUniquePeerId ( uint8  peer)
ctime gmtime ( uint64  time)
uint32 HashString ( string  str)
ref InstantiateClass ( string  name,
SValue val 
)
ref InstantiateClass ( string  name,
UnitPtr  unit,
SValue val 
)
string join ( const array< string > &  ,
const string  
)
float length ( const vec2 )
float length ( const vec3 )
float length ( const vec4 )
float lengthsq ( const vec2 )
float lengthsq ( const vec3 )
float lengthsq ( const vec4 )
vec2 normalize ( const vec2 )
vec3 normalize ( const vec3 )
vec4 normalize ( const vec4 )
vec4 ParseColorRGBA ( const string s)
double parseFloat ( const string ,
uint32 &  byteCount = 0 
)
int64 parseInt ( const string ,
uint32  base = 10,
uint32 &  byteCount = 0 
)
uint64 parseUInt ( const string ,
uint32  base = 10,
uint32 &  byteCount = 0 
)
void PauseGame ( bool  pause,
bool  localOnly 
)
float pow ( float  a,
float  e 
)
void print ( const string )
void PROFILE_START ( const string )
void PROFILE_STOP ( )
void QuitGame ( )
vec2 randdir ( )
float randf ( )
int32 randi ( int32  max)
void RestartLevel ( )
void ResumeGame ( )
float round ( float  a)
float round ( float  a,
int32  n 
)
void RumbleGamepad ( float  strength,
int32  length 
)
void RumbleGamepadStop ( )
void SaveGame ( )
void SetRestartCount ( int32  count)
float sin ( float  a)
float sqrt ( float  a)
uint32 sqrt ( uint32  a)
int32 sqrt ( int32  a)
void StartGame ( int32  numPlrs,
string  level,
ScenarioInfo scenario,
GameDifficulty  diff,
array< string > *  mods 
)
void StopScenario ( )
vec4 tocolor ( const vec4 srgb)

Convert a color from srgb to linear.

vec2 ToScreenspace ( vec3  pos)
vec3 ToWorldspace ( vec2  pos)

Variable Documentation

const float PI
const float TwoPI