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.
and patched at runtime after loading.
copy-to-mysql-graph(obj: nav-graph, arg0: mysql-nav-graph, arg1: string) => nonesource
from-editor(obj: nav-graph, arg0: mysql-nav-graph, arg1: symbol) => nonesource
nav-graph-link: structuresource
nav-node: structuresource
Fields
data: uint32
position: vector
pos-x: float
pos-y: float
pos-z: float
angle: uint16
id: uint16
radius: uint8
branch-count: int8
flags: nav-node-flag-byte
pad0: int8
branch-array: inline-array
nav-mesh-id: uint32
level: symbol
Methods
debug-draw(obj: nav-node) => nonesource
debug-print(obj: nav-node, arg0: symbol, arg1: string) => nonesource
remove-branch-by-idx(obj: nav-node, arg0: int) => nonesource
init-from-pt-and-heading(obj: nav-node, arg0: vector, arg1: vector) => nonesource
set-pos-xyz(obj: nav-node, arg0: vector) => nonesource
set-angle-from-heading(obj: nav-node, arg0: vector) => nonesource
set-id-and-link-branches-back(obj: nav-node, arg0: uint) => nonesource
set-radius(obj: nav-node, arg0: float) => nonesource
get-position(obj: nav-node, ret: vector) => vectorsource
calc-sine-and-cosine!(obj: nav-node, ret: vector) => vectorsource
Computes the sine and cosine of the `angle`.
get-radius(obj: nav-node) => floatsource
TODO
Functions
make-nav-graph(arg0: mysql-nav-graph, arg1: symbol) => nonesource
Functions
target-daxter-pilot-car-anim-loop() => nonesource
target-pilot-bike-anim-loop() => nonesource
target-pilot-car-anim-loop() => nonesource
target-pilot-signal-ready() => objectsource
target-pilot-trans() => nonesource
Types
searchlight: 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
sync: sync-eased
Methods
idle: unknown
Types
collide-query-with-5vec: structuresource
Functions
pilot-on-ground?() => symbolsource
target-pilot-exit() => objectsource
target-pilot-handler(arg0: process, arg1: int, arg2: symbol, arg3: event-message-block) => objectsource
target-pilot-init(arg0: handle, arg1: symbol) => objectsource
target-pilot-pidax-enter() => objectsource
target-pilot-pidax-exit() => objectsource
target-pilot-post() => nonesource
Variables
Types
evan-test-bike: bikeasource
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
test-bike: bikecsource
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
Variables
Types
test-car: carasource
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
Variables
Types
city-level-info: structuresource
Fields
grid-info: grid-info
cell-array: inline-array
segment-count: int16
cell-count: uint16
segment-array: inline-array
nav-graph: nav-graph
camera-ceiling: meters
pad-array: int8
Methods
city-level-info-method-9(obj: city-level-info) => symbolsource
init-vis-ray(obj: city-level-info, arg0: vis-ray, arg1: vector, arg2: vector) => nonesource
city-level-info-method-11(obj: city-level-info, arg0: vis-ray) => nonesource
city-level-info-method-12(obj: city-level-info, arg0: vector, arg1: nav-branch, arg2: vector) => vectorsource
lookup-cell-by-position(obj: city-level-info, arg0: vector) => vis-cellsource
get-first-cell-in-box(obj: city-level-info, arg0: vis-grid-box) => vis-cellsource
sphere-in-grid?(obj: city-level-info, arg0: vector, arg1: int) => symbolsource
callback-on-nav-segments-in-sphere(obj: city-level-info, arg0: vector, arg1: int, arg2: traffic-find-segment-struct, arg3: function) => nonesource
update-suppressions-from-traffic-engine(obj: city-level-info, arg0: traffic-engine) => nonesource
city-level-info-method-18(obj: city-level-info) => nonesource
grid-info: structuresource
Fields
axis-scale: float
dimension-array: int8
pad0: uint8
box: bounding-box
cell-size: vector
Methods
setup-grid-from-bounding-box(obj: grid-info, arg0: pointer, arg1: int, arg2: int) => nonesource
Set up a grid which fills the given bounding box
lookup-cell-for-point(obj: grid-info, arg0: vis-grid-pos, arg1: vector) => nonesource
Get the grid cell containing the point (or closest, if outside the grid)
lookup-box-for-sphere(obj: grid-info, arg0: vis-grid-box, arg1: vector) => nonesource
Get the box of cells containing the given sphere
debug-draw-grid(obj: grid-info, arg0: rgba) => nonesource
debug-draw-cell(obj: grid-info, arg0: vis-grid-pos, arg1: rgba) => nonesource
nav-segment: structuresource
Fields
vertex: vector
length: float
spawn-spacing: float
branch: nav-branch
nav-mesh-id: uint32
id: uint16
cell-id: uint16
from-cell-id: uint16
tracker-id: int8
pad0: int8
traffic-alert-state: structuresource
Fields
flags: traffic-alert-flag
level: uint8
max-level: uint8
guards-in-sight-of-target: int8
guard-aim-count: int8
guard-inaccuracy-factor: float
guard-target-level: float
duration: uint32
start-time: time-frame
notify-time: time-frame
alarm-sound-id: sound-id
target-status-array: traffic-target-status
settings: traffic-alert-state-settings
guard-type-info-array: traffic-guard-type-info
guard-type-mask-from-object-type: uint32
Methods
reset(obj: traffic-alert-state) => nonesource
traffic-alert-state-settings: structuresource
Fields
guard-settings-array: traffic-guard-type-settings
ped-tazer: traffic-guard-type-settings
ped-rifle: traffic-guard-type-settings
ped-grenade: traffic-guard-type-settings
ped-roboguard: traffic-guard-type-settings
bike-turret: traffic-guard-type-settings
hellcat-turret: traffic-guard-type-settings
traffic-engine: basicsource
Fields
type: type
object-hash: spatial-hash
manager: handle
inv-density-factor: float
sync-clock: uint8
sync-mask-8: uint8
sync-mask-16: uint16
sync-mask-32: uint32
sync-array: uint8
flags: uint8
alert-state: traffic-alert-state
level-data-array: traffic-level-data
object-type-info-array: traffic-object-type-info
tracker-array: traffic-tracker
citizen-tracker-array: traffic-tracker
vehicle-tracker-array: traffic-tracker
inactive-object-array: handle
suppressor: traffic-suppressor
danger-sphere-count: int8
pad: int8
danger-sphere-array: traffic-danger-info
Methods
update-traffic(obj: traffic-engine) => nonesource
reset-and-init-from-manager(obj: traffic-engine, arg0: process) => nonesource
Reset the traffic engine
stop-alarm-sound(obj: traffic-engine) => nonesource
debug-unused(obj: traffic-engine) => nonesource
add-object(obj: traffic-engine, arg0: traffic-type, arg1: process) => nonesource
sphere-in-loaded-city-infos?(obj: traffic-engine, arg0: vector, arg1: int) => symbolsource
activate-one-citizen(obj: traffic-engine, arg0: nav-segment, arg1: float) => nonesource
activate-one-vehicle(obj: traffic-engine, arg0: nav-segment, arg1: float) => nonesource
can-dest-be-used?(obj: traffic-engine, arg0: nav-branch) => symbolsource
child-killed(obj: traffic-engine, arg0: process) => nonesource
handle killing a child process
deactivate-all-from-level(obj: traffic-engine, arg0: symbol) => nonesource
find-best-segment(obj: traffic-engine, arg0: vector, arg1: vector, arg2: int) => nav-segmentsource
callback-on-nav-segments-in-sphere(obj: traffic-engine, arg0: vector, arg1: int, arg2: traffic-find-segment-struct, arg3: function) => nonesource
add-danger(obj: traffic-engine, arg0: traffic-danger-info) => nonesource
Add a danger sphere and suppression box.
guard-count(obj: traffic-engine) => intsource
set-target-level(obj: traffic-engine, arg0: float) => nonesource
set-guard-target-level(obj: traffic-engine, arg0: float) => nonesource
deactivate-all(obj: traffic-engine) => nonesource
deactivate-by-type(obj: traffic-engine, arg0: traffic-type) => nonesource
maybe-increase-guard-aim-count(obj: traffic-engine) => symbolsource
restore-default-settings(obj: traffic-engine) => nonesource
increase-alert-level(obj: traffic-engine, arg0: int, arg1: target) => nonesource
decrease-alert-level(obj: traffic-engine, arg0: int) => nonesource
set-alert-level(obj: traffic-engine, arg0: int) => nonesource
set-max-alert-level(obj: traffic-engine, arg0: int) => nonesource
set-alert-duration(obj: traffic-engine, arg0: time-frame) => nonesource
get-alert-level(obj: traffic-engine) => intsource
get-target(obj: traffic-engine) => targetsource
set-object-target-level(obj: traffic-engine, arg0: int, arg1: float) => nonesource
set-object-target-count(obj: traffic-engine, arg0: int, arg1: int) => nonesource
set-object-reserve-count(obj: traffic-engine, arg0: int, arg1: uint) => nonesource
get-object-reserve-count(obj: traffic-engine, arg0: int) => intsource
get-object-remaining-count(obj: traffic-engine, arg0: int) => intsource
activate-object(obj: traffic-engine, arg0: traffic-object-spawn-params) => nonesource
activate-by-handle(obj: traffic-engine, arg0: traffic-object-spawn-params) => nonesource
set-parking-spot-prob(obj: traffic-engine, arg0: int, arg1: float) => nonesource
get-random-parking-spot-type(obj: traffic-engine) => traffic-typesource
new-suppression-box(obj: traffic-engine, arg0: traffic-suppression-params) => nonesource
remove-suppression-box(obj: traffic-engine, arg0: traffic-suppression-params) => nonesource
update-suppression-box(obj: traffic-engine, arg0: traffic-suppression-params) => nonesource
traffic-engine-method-49(obj: traffic-engine, los: vector, arg2: int, target-status: traffic-target-status) => traffic-target-statussource
find-closest-to-with-collide-lists(obj: traffic-engine, arg0: process-drawable, arg1: collide-spec) => process-focusablesource
Iterate through collide lists, find the closest thing to the given process.
for-all-active-processes(obj: traffic-engine, arg0: function) => nonesource
send-alert-events(obj: traffic-engine) => nonesource
end-pursuit-by-type(obj: traffic-engine, arg0: traffic-type) => nonesource
get-traffic-guard-type-settings(obj: traffic-engine, arg0: int) => traffic-guard-type-settingssource
TODO - guard-type should be an enum
get-guard-type-for-traffic-obj(obj: traffic-engine, arg0: int) => uintsource
TODO - guard-type should be an enum
get-traffic-guard-change-to-type(obj: traffic-engine, arg0: int) => uintsource
TODO - guard-type should be an enum
set-guard-target-count-range(obj: traffic-engine, arg0: int, arg1: int, arg2: int) => nonesource
set-object-auto-activate(obj: traffic-engine, arg0: int, arg1: object) => nonesource
debug-check-proc-in-tracker(obj: traffic-engine, arg0: process, arg1: int) => nonesource
kill-traffic-sphere(obj: traffic-engine, arg0: sphere) => nonesource
Kill everything in the sphere with a traffic-off-force.
level-link(obj: traffic-engine, arg0: level) => nonesource
Call after loading a level to patch the data in the bsp
level-unlink(obj: traffic-engine, arg0: level) => nonesource
Call after removing a level. Kills processes and unlinks nav
traffic-engine-method-63: unknown
traffic-engine-method-64: unknown
handle-new-vis-cell(obj: traffic-engine, arg0: vis-cell) => nonesource
update-sync-from-frame-counter(obj: traffic-engine) => nonesource
update-guards(obj: traffic-engine) => nonesource
update-traffic-amount(obj: traffic-engine) => nonesource
kills inactive traffic and spawns more if needed.
update-danger(obj: traffic-engine) => nonesource
see what's dangerous and make people avoid it.
update-danger-from-target(obj: traffic-engine) => nonesource
make people run away from jak when he is dangerous.
update-alert-state(obj: traffic-engine) => nonesource
update-suppressor(obj: traffic-engine) => nonesource
recompute-supressions(obj: traffic-engine) => nonesource
traffic-guard-type-info: structuresource
Fields
object-type: traffic-type
max-target-count: int8
min-target-count: int8
target-count: int8
count: int8
change-to-type: uint8
traffic-guard-type-settings: structuresource
Fields
target-count: int8
inaccuracy: float
acquire-delay: uint16
shot-delay: uint16
burst-delay: uint16
shot-count: int8
rand-shot-count: int8
traffic-level-data: structuresource
Fields
city-info: city-level-info
active-cell-count: uint8
newly-active-cell-count: uint8
active-cell-list: vis-cell
newly-active-cell-list: vis-cell
active-cell-box: bounding-box
Methods
reset(obj: traffic-level-data) => nonesource
add-active-cell(obj: traffic-level-data, arg0: vis-cell) => nonesource
remove-active-cell(obj: traffic-level-data, arg0: int) => nonesource
add-newly-active-cell(obj: traffic-level-data, arg0: vis-cell) => nonesource
per-frame-cell-update(obj: traffic-level-data) => nonesource
debug-draw(obj: traffic-level-data) => nonesource
traffic-object-type-info: structuresource
Fields
flags: traffic-type-flags
target-count: int8
active-count: int8
inactive-count: int8
reserve-count: uint16
killed-count: uint16
want-count: int8
tracker-index: uint8
parking-spot-prob: uint8
guard-type: uint8
array: pointer
level: symbol
traffic-suppression-box: structuresource
traffic-suppressor: structuresource
Fields
flags: traffic-suppression-flags
bbox: bounding-box
array: traffic-suppression-box
Methods
reset-boxes(obj: traffic-suppressor) => nonesource
Clears some flags, mark all boxes as disabled.
add-new-supression-box(obj: traffic-suppressor, arg0: traffic-suppression-params) => nonesource
Create a suppression box for these params.
The param object is updated with the ID of the box and can be later used with update-box-from-params.
The param object is updated with the ID of the box and can be later used with update-box-from-params.
remove-box-by-id(obj: traffic-suppressor, arg0: int) => nonesource
Remove a box that was previously added, by its ID.
update-box-from-params(obj: traffic-suppressor, arg0: traffic-suppression-params) => nonesource
Update a box that was previously added
debug-draw(obj: traffic-suppressor) => nonesource
traffic-target-status: structuresource
traffic-tracker: structuresource
Fields
traffic: traffic-engine
object-hash: spatial-hash
rand: float
id: uint8
active-object-count: uint8
inactive-object-count: int8
active-object-list: handle
active-object-type-list: traffic-type
Methods
traffic-tracker-method-9: unknown
traffic-tracker-method-10: unknown
traffic-tracker-method-11: unknown
add-active-process(obj: traffic-tracker, arg0: traffic-type, arg1: handle) => nonesource
Add a process as active.
remove-active-process(obj: traffic-tracker, arg0: int) => handlesource
Remove a process from the tracking list.
add-reserved-process(obj: traffic-tracker, arg0: traffic-type, arg1: handle) => nonesource
Add a process to the reserve list for a type. This process is allocated, but not yet activated.
get-from-inactive-by-type(obj: traffic-tracker, arg0: traffic-type) => handlesource
Get any handle from the inactive list of this type, and remove it from the list.
get-from-inactive-by-handle(obj: traffic-tracker, arg0: traffic-type, arg1: handle) => handlesource
Remove the given handle from the inactive list of the given type.
deactivate-object(obj: traffic-tracker, arg0: int, arg1: symbol) => nonesource
Send a traffic-off event (or traffic-off-force) to deactivate an object, specified by index in active object array.
Process is recycled and moved to reserved, if it deactivates.
Process is recycled and moved to reserved, if it deactivates.
set-process-to-killed(obj: traffic-tracker, arg0: process) => nonesource
Move from active to killed. Separate from reserve.
deactivate-all(obj: traffic-tracker, arg0: symbol) => nonesource
Deactivate all processes that are tracked
deactivate-all-of-type(obj: traffic-tracker, arg0: traffic-type, arg1: symbol) => nonesource
Deactivate all processes of given type
activate-from-params(obj: traffic-tracker, arg0: traffic-object-spawn-params) => nonesource
Get a reserved process, and activate with the given params.
activate-by-type(obj: traffic-tracker, arg0: traffic-type, arg1: nav-segment, arg2: float) => nonesource
If possible, activate a process of the given type.
activate-by-handle(obj: traffic-tracker, arg0: traffic-object-spawn-params) => nonesource
Activate, using the handle in the params.
reset(obj: traffic-tracker, arg0: uint, arg1: traffic-engine) => nonesource
for-all-active-processes(obj: traffic-tracker, arg0: function) => nonesource
Call the given function on all active processes.
for-all-active-processes-of-type(obj: traffic-tracker, arg0: traffic-type, arg1: function) => nonesource
Call the given function on all active processes matching the given type.
vis-cell: structuresource
Fields
sphere: sphere
segment-array: inline-array
vis-id: uint16
id: uint16
incoming-segment-count: int8
segment-count: int8
flags: vis-cell-flag
alloc-segment-count: int8
prev-flags: vis-cell-flag
pad0: uint32
Methods
reset-segment-counts(obj: vis-cell) => nonesource
debug-draw(obj: vis-cell) => nonesource
vis-grid-box: structuresource
vis-ray: structuresource
Types
traffic-find-segment-struct: structuresource
Functions
add-debug-line-arrow() => nonesource
generate-target-spots() => nonesource
Code-gen function to define *guard-target-spots* using *x-vector*
get-level-nav-graph-by-id(arg0: int) => nav-graphsource
Get the nav-graph with the given ID from any of the currently loaded levels
traffic-los-clear?(arg0: vector, arg1: vector) => symbolsource
update-guard-status-spots(arg0: vector) => symbolsource
Variables
*alert-level-settings*: inline-arraysource
*guard-id-spots*: arraysource
*guard-status-spots*: arraysource
*guard-target-spots*: arraysource
Variables
Types
traffic-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
traffic-engine: traffic-engine
fast-spawn: symbol
dark-guard-ratio: int32
spawn-params: traffic-object-spawn-params
Methods
idle: unknown
active: unknown
update(obj: traffic-manager) => nonesource
spawn-all(obj: traffic-manager) => nonesource
kill-excess-once(obj: traffic-manager) => nonesource
kill-all-inactive(obj: traffic-manager) => nonesource
reset-and-init(obj: traffic-manager) => nonesource
init-params(obj: traffic-manager) => nonesource
Functions
citizen-spawn(arg0: process, arg1: type, arg2: traffic-object-spawn-params) => process-drawablesource
ctywide-activate(arg0: level, arg1: symbol) => nonesource
ctywide-deactivate() => nonesource
ctywide-entity-hack() => nonesource
ctywide-login() => nonesource
draw-city-info(arg0: city-level-info, arg1: vis-grid-pos) => nonesource
@unused - but would be cool to revive! TODO
lwide-activate(arg0: level, arg1: symbol) => nonesource
lwide-deactivate() => nonesource
lwide-entity-hack() => nonesource
riders-off() => nonesource
traffic-kill() => nonesource
traffic-manager-event-handler(arg0: process, arg1: int, arg2: symbol, arg3: event-message-block) => objectsource
traffic-manager-init-by-other() => nonesource
traffic-object-spawn(arg0: process, arg1: traffic-object-spawn-params) => process-drawablesource
traffic-start() => nonesource
type-from-vehicle-type(arg0: vehicle-type) => typesource
vehicle-spawn(arg0: process, arg1: type, arg2: traffic-object-spawn-params) => process-drawablesource
Variables
*traffic-fast-spawn*: symbolsource
Variables
Types
trail-cached-search-info: structuresource
trail-conn: structuresource
Fields
head-id: uint16
tail-id: uint16
flags: conn-flag
visgroup-id: uint8
cost: uint16
Methods
debug-draw(obj: trail-conn, arg0: trail-graph, arg1: int) => nonesource
trail-conn-hash: basicsource
trail-conn-search: structuresource
Fields
best-conn-id: int32
best-dist: float
src-pos: vector
conn-pos: vector
debug-cells-searched: int32
debug-conns-searched: int32
bounds: bounding-box4w
cell-quads: qword
conn-quads: qword
cell-bits: vector16ub
trail-graph: basicsource
Fields
type: type
mode: uint8
search-id: uint32
open-head-id: int16
goal-conn-id: int16
goal-node-id: int16
node-count: uint16
conn-count: uint16
conn-mask: uint8
node: inline-array
conn: inline-array
conn-ids: pointer
visgroup: inline-array
visnode-ids: pointer
conn-hash: trail-conn-hash
orig-start-pos: vector
orig-goal-pos: vector
conn-start-pos: vector
conn-goal-pos: vector
open-quads: qword
closed-quads: qword
Methods
trail-graph-method-9(obj: trail-graph, arg0: int) => nonesource
trail-graph-method-10(obj: trail-graph, arg0: int) => nonesource
trail-graph-method-11(obj: trail-graph, arg0: int, arg1: int) => trail-nodesource
debug-draw(obj: trail-graph) => nonesource
debug-draw-cell(obj: trail-graph, arg0: int) => nonesource
debug-draw-path(obj: trail-graph, arg0: int, arg1: pointer, arg2: vector, arg3: vector, arg4: rgba, arg5: float) => symbolsource
do-path(obj: trail-graph, arg0: vector, arg1: vector) => intsource
trail-graph-method-16: unknown
get-node-location-by-id(obj: trail-graph, arg0: uint, arg1: vector) => vectorsource
Get the location of the node with the given ID
get-path-to-root(obj: trail-graph, arg0: pointer, arg1: int, arg2: pointer, arg3: pointer) => intsource
Get the path from goal to root, following parent-id
trail-graph-method-19(obj: trail-graph, arg0: int, arg1: int) => symbolsource
try-initialize(obj: trail-graph) => symbolsource
Init and verify that constants are good.
update-node-flags-for-conn(obj: trail-graph, arg0: int, arg1: trail-node-flag, arg2: trail-node-flag) => nonesource
Set arg1, clear arg2
trail-graph-method-22(obj: trail-graph, arg0: int) => nonesource
reset-search-state(obj: trail-graph) => nonesource
Reset the search/goal.
get-next-to-explore(obj: trail-graph) => intsource
trail-graph-method-25(obj: trail-graph, arg0: trail-conn-search, arg1: int, arg2: int) => nonesource
do-search!(obj: trail-graph, arg0: vector, arg1: vector, arg2: trail-cached-search-info) => nonesource
do-some-work(obj: trail-graph) => intsource
run-until-done-or-timeout(obj: trail-graph, arg0: int) => nonesource
trail-node: structuresource
Fields
next-id: int16
prev-id: int16
parent-id: int16
x: int16
z: int16
first-conn: uint16
cost-from-start: uint16
cost-to-goal: uint16
flags: trail-node-flag
conn-count: uint8
Methods
get-dist-score(obj: trail-node, arg0: vector) => uintsource
debug-draw(obj: trail-node, arg0: int) => nonesource
get-position(obj: trail-node, arg0: vector) => vectorsource
Unpack the position to a vector
Variables
Types
trail-vis-work: structuresource
Types
transport: 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
y-dest: float
last-guard-spawn-time: time-frame
nav-mesh: nav-mesh
spawn-side: uint32
spawn?: symbol
leave-time: time-frame
max-guard: uint32
count-guard: uint32
max-time: float
ambient-sound-id: uint32
turret: handle
Methods
come-down: unknown
idle: unknown
leave: unknown
die-fast: unknown
transport-method-31(obj: transport) => nonesource
transport-method-32(obj: transport) => nonesource
transport-method-33(obj: transport) => nonesource
transport-method-34(obj: transport, arg0: process) => nonesource
transport-method-35(obj: transport) => nonesource
transport-params: structuresource
Fields
spawn-pos: vector
quat: quaternion
nav-mesh: nav-mesh
max-guard: uint32
max-time: float
turret?: symbol
speeches?: symbol
vehicle-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
turret-jm: joint-mod
turret: turret-control
target: handle
Methods
idle: unknown
vehicle-turret-method-28(obj: vehicle-turret) => nonesource
vehicle-turret-method-29(obj: vehicle-turret) => nonesource
vehicle-turret-method-30(obj: vehicle-turret) => nonesource
Functions
transport-event-handler(arg0: process, arg1: int, arg2: symbol, arg3: event-message-block) => objectsource
transport-init-by-other(arg0: transport-params) => nonesource
vehicle-turret-init-by-other(arg0: turret-control-info) => nonesource
Variables
Functions
nearest-dist2-between-moving-points(arg0: vector, arg1: vector, arg2: vector, arg3: vector, arg4: float) => floatsource
Variables
Functions
calc-fade-vals(arg0: float) => nonesource
@unused just a debugging print function
Variables
Types
turret-control: structuresource
Fields
info: turret-control-info
guard-settings: traffic-guard-type-settings
flags: turret-flag
shot-count: int8
burst-count: int16
target-dist: float
inaccuracy: float
aim-offset-angle: degrees
aim-rot: float
aim-rot-vel: float
aim-rot-offset: float
aim-rot-x: float
aim-rot-y: float
aim-rot-vel-x: float
aim-rot-vel-y: float
target-in-sight-time: time-frame
aim-acquire-time: time-frame
shoot-time: time-frame
owner-handle: handle
Methods
turret-control-method-9(obj: turret-control, arg0: vehicle, arg1: vector, arg2: vector) => nonesource
turret-control-method-10(obj: turret-control, arg0: vehicle) => nonesource
turret-control-method-11(obj: turret-control, arg0: object, arg1: object, arg2: vector) => nonesource
update-joint-mod(obj: turret-control, arg0: joint-mod-rotate-local) => nonesource
turret-control-method-13(obj: turret-control) => nonesource
turret-control-method-14(obj: turret-control) => nonesource
set-info(obj: turret-control, arg0: turret-control-info) => nonesource
turret-control-method-16(obj: turret-control, arg0: float, arg1: float) => nonesource
turret-control-method-17(obj: turret-control, arg0: vehicle) => nonesource
turret-control-info: structuresource
Fields
joint-index: int8
barrel-count: int8
shot-speed: float
attack-range: float
rot-min: float
rot-max: float
rot-x-min: float
rot-x-max: float
rot-y-min: float
rot-y-max: float
local-pos: vector
local-dir: vector
barrel-array: turret-barrel-info
turret-unknown-stack-structure: structuresource
turret-unknown-stack-structure2: structuresource
vehicle-guard: 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
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
Methods
hostile: unknown
stop-and-shoot: unknown
slow-pursuit: unknown
vehicle-guard-method-147: unknown
vehicle-guard-method-148: unknown
waiting-ambush: unknown
vehicle-guard-method-150(obj: vehicle-guard) => nonesource
vehicle-guard-method-151(obj: vehicle-guard, arg0: vehicle-guard-target-data) => nonesource
vehicle-guard-method-152(obj: vehicle-guard, arg0: vehicle-guard-target-data) => nonesource
vehicle-guard-method-153(obj: vehicle-guard, arg0: target) => nonesource
vehicle-guard-method-154(obj: vehicle-guard) => nonesource
vehicle-guard-method-155(obj: vehicle-guard, arg0: vector, arg1: vector) => nonesource
vehicle-guard-method-156(obj: vehicle-guard) => nonesource
vehicle-guard-method-157(obj: vehicle-guard, arg0: vehicle-guard-target-data) => symbolsource
vehicle-guard-method-158(obj: vehicle-guard) => nonesource
vehicle-guard-target-data: structuresource
Functions
vehicle-draw-beam(arg0: sparticle-launcher, arg1: vector, arg2: vector, arg3: object, arg4: symbol) => nonesource
vehicle-draw-laser(arg0: vector, arg1: vector) => nonesource
vehicle-draw-laser-spot(arg0: vector, arg1: vector, arg2: symbol) => nonesource
vehicle-guard-choose-branch(arg0: vehicle-controller, arg1: vehicle) => nav-branchsource
vehicle-los-clear?(arg0: vector, arg1: vector) => symbolsource
Types
mystery-vehicle-type: structuresource
rigid-body-vehicle-constants: rigid-body-object-constantssource
Fields
info: rigid-body-info
cm-joint: vector
cm-joint-x: meters
cm-joint-y: meters
cm-joint-z: meters
cm-joint-w: meters
linear-damping: float
angular-damping: float
bounce-factor: float
friction-factor: float
inertial-tensor-x: meters
inertial-tensor-y: meters
inertial-tensor-z: meters
extra: rigid-body-object-extra-info
name: symbol
flags: uint32
object-type: uint8
guard-type: uint8
max-engine-thrust: meters
inv-max-engine-thrust: float
engine-response-rate: float
engine-intake-factor: float
brake-factor: float
turbo-boost-factor: float
max-xz-speed: meters
ground-probe-distance: meters
ground-probe-offset: meters
cos-ground-effect-angle: float
spring-lift-factor: float
air-steering-factor: float
air-drag-factor: float
steering-fin-angle: float
steering-thruster-factor: float
steering-thruster-max-gain: float
steering-thruster-half-gain-speed: meters
tire-steering-angle: float
tire-friction-factor: float
tire-static-friction: float
tire-static-friction-speed: meters
tire-dynamic-friction: float
tire-dynamic-friction-speed: meters
tire-inv-max-friction-speed: float
airfoil-factor: float
drag-force-factor: float
speed-scrubbing-drag: float
speed-limiting-drag: float
pitch-control-factor: float
roll-control-factor: float
roll-angle: float
jump-thrust-factor: float
buoyancy-factor: float
player-weight: float
player-shift-x: meters
player-shift-z: meters
target-speed-offset: meters
turning-accel: meters
toughness-factor: float
damage-factor: float
camera-string-min-height: meters
camera-string-max-height: meters
camera-string-min-length: meters
camera-string-max-length: meters
camera-min-fov: float
camera-max-fov: float
camera-head-offset: float
camera-foot-offset: float
camera-normal-max-angle-offset: float
camera-air-max-angle-offset: float
camera-max-lookaround-speed: float
seat-count: int8
section-count: int8
rider-stance: uint8
grab-rail-count: int8
grab-rail-array: inline-array
seat-array: vehicle-seat-info
rider-hand-offset: vector
section-array: vehicle-section-info
section-bike-front: vehicle-section-info
section-bike-rear: vehicle-section-info
section-car-front-left: vehicle-section-info
section-car-rear-left: vehicle-section-info
section-car-front-right: vehicle-section-info
section-car-rear-right: vehicle-section-info
explosion: vehicle-explosion-info
engine-pitch-scale: float
engine-pitch-offset: float
engine-pitch-mod-amp: float
engine-sound-select: int8
engine-sound: sound-name
thrust-sound: sound-name
scrape-sound: sound-name
glance-sound: sound-name
impact-sound: sound-name
extra-sound: sound-name
explosion-part: int32
headlight-count: int8
taillight-count: int8
thruster-flame-width: meters
thruster-flame-length: meters
thruster-local-pos: vector
exhaust-local-pos: vector
exhaust-local-dir: vector
smoke-local-pos: vector
smoke-local-vel: vector
headlight-local-pos: vector
taillight-local-pos: vector
lift-thruster-count: int8
roll-thruster-count: int8
steering-thruster-count: int8
stabilizer-count: int8
inv-lift-thruster-count: float
pad: int8
lift-thruster-array: vehicle-control-point
roll-thruster-array: vehicle-control-point
steering-thruster-array: vehicle-control-point
stabilizer-array: vehicle-control-point
engine-thrust-local-pos: vector
brake-local-pos: vector
particle-system-2d: basic
particle-system-3d: basic
part-thruster: basic
part-thruster-scale-x: sp-field-init-spec
part-thruster-scale-y: sp-field-init-spec
part-quat: quaternion
part-vel: vector
color-option-count: int8
color-option-select: int8
color-option-array: inline-array
sample-dir: vector
sample-time: time-frame
sample-index: int32
Methods
vehicle: rigid-body-objectsource
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
Methods
alloc-and-init-rigid-body-control(obj: boat-base, arg0: rigid-body-vehicle-constants) => nonesource
inactive: unknown
waiting: unknown
vehicle-method-55: unknown
vehicle-method-56: unknown
player-control: unknown
crash: unknown
explode: unknown
die: unknown
measure-control-parameters: unknown
vehicle-method-62(obj: vehicle, arg0: float) => nonesource
vehicle-method-63(obj: vehicle, arg0: float) => nonesource
vehicle-method-64: unknown
start-jump(obj: guard-bike) => nonesource
vehicle-method-66(obj: vehicle) => nonesource
get-seat-count(obj: vehicle) => intsource
compute-seat-position(obj: vehicle, arg0: vector, arg1: int) => nonesource
get-rider-in-seat(obj: vehicle, arg0: int) => processsource
vehicle-method-70(obj: vehicle) => processsource
put-rider-in-seat(obj: vehicle, arg0: int, arg1: process-focusable) => nonesource
vehicle-method-72(obj: vehicle) => uintsource
get-best-seat-for-vehicle(obj: vehicle, arg0: vector, arg1: int, arg2: int) => intsource
remove-rider(obj: vehicle, arg0: process) => nonesource
vehicle-method-75(obj: vehicle) => floatsource
vehicle-method-76(obj: vehicle, arg0: int, arg1: uint) => nonesource
vehicle-method-77(obj: vehicle) => nonesource
vehicle-method-78(obj: vehicle, arg0: int) => nonesource
vehicle-method-79(obj: vehicle) => nonesource
vehicle-method-80(obj: vehicle) => nonesource
vehicle-method-81(obj: vehicle) => nonesource
vehicle-method-82(obj: vehicle-guard) => nonesource
vehicle-method-83(obj: vehicle) => nonesource
draw-thruster(obj: vehicle, arg0: vector, arg1: vector, arg2: float, arg3: float) => nonesource
draw-thrusters(obj: bike-base) => nonesource
update-joint-mods(obj: bikea) => nonesource
vehicle-method-87(obj: vehicle) => nonesource
vehicle-method-88(obj: vehicle) => nonesource
vehicle-method-89(obj: vehicle) => nonesource
vehicle-method-90(obj: vehicle) => nonesource
vehicle-method-91(obj: vehicle) => nonesource
vehicle-method-92(obj: vehicle) => nonesource
vehicle-method-93(obj: vehicle) => nonesource
vehicle-method-94(obj: vehicle-guard) => nonesource
vehicle-method-95(obj: vehicle, arg0: vector) => nonesource
vehicle-method-96(obj: boat-base) => nonesource
vehicle-method-97(obj: vehicle) => nonesource
vehicle-method-98(obj: vehicle, arg0: float) => nonesource
vehicle-method-99(obj: vehicle, arg0: float) => nonesource
vehicle-method-100(obj: vehicle, arg0: float, arg1: vehicle-physics-work) => nonesource
vehicle-method-101(obj: vehicle) => nonesource
vehicle-method-102(obj: vehicle) => nonesource
vehicle-method-103(obj: vehicle) => nonesource
vehicle-method-104(obj: vehicle) => nonesource
vehicle-method-105(obj: vehicle) => symbolsource
vehicle-method-106(obj: vehicle) => nonesource
vehicle-method-107(obj: vehicle) => nonesource
vehicle-method-108(obj: vehicle) => nonesource
vehicle-method-109(obj: vehicle) => nonesource
vehicle-method-110(obj: vehicle) => nonesource
vehicle-method-111(obj: vehicle, arg0: object, arg1: target) => nonesource
vehicle-method-112(obj: vehicle, arg0: object) => nonesource
vehicle-method-113(obj: boat-base) => nonesource
vehicle-method-114(obj: vehicle) => nonesource
vehicle-method-115(obj: vehicle, arg0: vector) => nonesource
vehicle-method-116(obj: vehicle, arg0: pointer) => nonesource
vehicle-method-117(obj: car-base, arg0: vector, arg1: int, arg2: int) => nonesource
vehicle-method-118(obj: vehicle, arg0: int) => nonesource
vehicle-method-119(obj: vehicle) => nonesource
vehicle-method-120(obj: boat-base) => nonesource
vehicle-method-121(obj: vehicle) => nonesource
vehicle-method-122(obj: vehicle) => nonesource
vehicle-method-123(obj: vehicle) => nonesource
vehicle-method-124(obj: vehicle) => nonesource
vehicle-method-125(obj: vehicle, arg0: float) => nonesource
vehicle-method-126(obj: vehicle, arg0: float) => nonesource
vehicle-method-127(obj: vehicle-guard) => nonesource
vehicle-method-128(obj: vehicle-guard) => nonesource
vehicle-method-129(obj: vehicle-guard) => nonesource
vehicle-method-130(obj: vehicle-guard, arg0: traffic-object-spawn-params) => nonesource
vehicle-method-131(obj: vehicle) => nonesource
vehicle-method-132(obj: vehicle) => nonesource
check-player-get-on(obj: vehicle) => nonesource
vehicle-method-134(obj: vehicle-guard, arg0: process) => nonesource
Stubbed