Talk:Lua Functions
From Data Realms Wiki
Stuff to add
Ok I'm going to drop some functions for people to add(or me) when they have time. They're all Activity object functions.
ChangeTeamFunds GetPlayerBrain IsInGroup PlayersInTeamCount SwitchToPrevActor SwitchToNextActor Running SwitchToActor SetViewState ReportDeath ActivityOver GetTeamFunds AddToGroup Paused GetDemoTimeLeft TeamFundsChanged GetTeamDeathCount SetTeamFunds GetControlledActor IsOtherPlayerBrain SetPlayerBrain EnteredOrbit IsAssignedBrain Clone SetTeamOfPlayer ResetMessageTimer GetViewState GetTeamOfPlayer Reset
Data's raw dump
Ok i'm going to drop in here some raw stuff re: the sceneman. This will be cleaned up later
CONCRETELUABINDING(Scene, Entity) .property("Location", &Scene::GetLocation, &Scene::SetLocation)
// .property("Terrain", &Scene::GetTerrain)
.property("Dimensions", &Scene::GetDimensions) .property("Width", &Scene::GetWidth) .property("Height", &Scene::GetHeight) .property("WrapsX", &Scene::WrapsX) .property("WrapsY", &Scene::WrapsY) .def("GetArea", &Scene::GetArea) .def("WithinArea", &Scene::WithinArea) .property("GlocalAcc", &Scene::GetGlobalAcc),
class_<SceneMan>("SceneManager") .property("Scene", &SceneMan::GetScene) .def("LoadScene", (int (SceneMan::*)(string, bool))&SceneMan::LoadScene) .property("SceneDim", &SceneMan::GetSceneDim) .property("SceneWidth", &SceneMan::GetSceneWidth) .property("SceneHeight", &SceneMan::GetSceneHeight) .property("SceneWrapsX", &SceneMan::SceneWrapsX) .property("SceneWrapsY", &SceneMan::SceneWrapsY) .def("GetOffset", &SceneMan::GetOffset) .def("SetOffset", (void (SceneMan::*)(const Vector &, int))&SceneMan::SetOffset) .def("SetOffsetX", &SceneMan::SetOffsetX) .def("SetOffsetY", &SceneMan::SetOffsetY) .def("GetScreenOcclusion", &SceneMan::GetScreenOcclusion) .def("SetScreenOcclusion", &SceneMan::SetScreenOcclusion) .def("GetTerrain", &SceneMan::GetTerrain)
// .property("MOColorBitmap", &SceneMan::GetMOColorBitmap) // .property("DebugBitmap", &SceneMan::GetDebugBitmap) // .property("MOIDBitmap", &SceneMan::GetMOIDBitmap)
.property("LayerDrawMode", &SceneMan::GetLayerDrawMode, &SceneMan::SetLayerDrawMode) .def("GetTerrMatter", &SceneMan::GetTerrMatter) .def("GetMOIDPixel", &SceneMan::GetMOIDPixel) .property("GlobalAcc", &SceneMan::GetGlobalAcc) .property("OzPerKg", &SceneMan::GetOzPerKg) .property("KgPerOz", &SceneMan::GetKgPerOz) .def("SetLayerDrawMode", &SceneMan::SetLayerDrawMode) .def("SetScroll", &SceneMan::SetScroll) .def("SetScrollTarget", &SceneMan::SetScrollTarget) .def("GetScrollTarget", &SceneMan::GetScrollTarget) .def("TargetDistanceScalar", &SceneMan::TargetDistanceScalar) .def("CheckOffset", &SceneMan::CheckOffset) .def("CastMaterialRay", (bool (SceneMan::*)(const Vector &, const Vector &, unsigned char, Vector &, int, bool))&SceneMan::CastMaterialRay) .def("CastMaterialRay", (float (SceneMan::*)(const Vector &, const Vector &, unsigned char, int))&SceneMan::CastMaterialRay) .def("CastNotMaterialRay", (bool (SceneMan::*)(const Vector &, const Vector &, unsigned char, Vector &, int, bool))&SceneMan::CastNotMaterialRay) .def("CastNotMaterialRay", (float (SceneMan::*)(const Vector &, const Vector &, unsigned char, int, bool))&SceneMan::CastNotMaterialRay) .def("CastStrengthSumRay", &SceneMan::CastStrengthSumRay) .def("CastStrengthRay", &SceneMan::CastStrengthRay) .def("CastWeaknessRay", &SceneMan::CastWeaknessRay) .def("CastMORay", &SceneMan::CastMORay) .def("CastFindMORay", &SceneMan::CastFindMORay) .def("CastObstacleRay", &SceneMan::CastObstacleRay) .def("GetLastRayHitPos", &SceneMan::GetLastRayHitPos) .def("FindAltitude", &SceneMan::FindAltitude) .def("MovePointToGround", &SceneMan::MovePointToGround) .def("IsWithinBounds", &SceneMan::IsWithinBounds) .def("ForceBounds", (bool (SceneMan::*)(int &, int &))&SceneMan::ForceBounds) .def("ForceBounds", (bool (SceneMan::*)(Vector &))&SceneMan::ForceBounds)//, out_value(_2)) .def("WrapPosition", (bool (SceneMan::*)(int &, int &))&SceneMan::WrapPosition) .def("WrapPosition", (bool (SceneMan::*)(Vector &))&SceneMan::WrapPosition)//, out_value(_2)) .def("SnapPosition", &SceneMan::SnapPosition) .def("ShortestDistance", &SceneMan::ShortestDistance) .def("ObscuredPoint", (bool (SceneMan::*)(Vector &))&SceneMan::ObscuredPoint)//, out_value(_2)) .def("ObscuredPoint", (bool (SceneMan::*)(int, int))&SceneMan::ObscuredPoint) .def("RegisterPostEffect", &SceneMan::RegisterPostEffect) .def("AddSceneObject", &SceneMan::AddSceneObject) .def("ClearPostEffects", &SceneMan::ClearPostEffects),
Orginized
The way this is organized is really wasteful and is hard to update, I'm going to organize it a bit using templates and such. If you want to add a function/variable to the list, please use the templates instead so it updates everywhere across the Wiki! DtD 20:43, 12 April 2009 (UTC)