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mood-funcs​

source

Types​


atoll-states​

atoll-states: structuresource
Fields​
light: light-state
explosion: float

casboss-states​

casboss-states: structuresource
Fields​
light: light-state
explosion: float

caspad-states​

caspad-states: structuresource
Fields​
light: light-state
red: float
white: float
white-count: int32

consite-states​

consite-states: structuresource
Fields​
light: light-state
flash: float

ctyind-states​

ctyind-states: structuresource
Fields​
light: light-state

ctymarka-states​

ctymarka-states: structuresource
Fields​
light: light-state
blink: float

ctymarkb-states​

ctymarkb-states: structuresource
Fields​
light: light-state
blink: float

ctyport-states​

ctyport-states: structuresource
Fields​
light: light-state
spec-0: sp-field-init-spec
neon-min-bright: float

ctysluma-states​

ctysluma-states: structuresource
Fields​
light: light-state
neon: light-state
flame: flames-state
spec-0: sp-field-init-spec
spec-1: sp-field-init-spec
neon-min-bright: float

ctyslumb-states​

ctyslumb-states: structuresource

ctyslumc-states​

ctyslumc-states: structuresource

ctywide-states​

ctywide-states: structuresource
Fields​
light: light-state
flame: flames-state

drill-states​

drill-states: structuresource
Fields​
fire-floor: float
fire-floor-fade: float
fire-floor-flag: symbol
flame: flames-state
electricity: electricity-state
pulse: pulse-state
light-flag: basic

drillb-states​

drillb-states: structuresource
Fields​
fire-floor: float
fire-floor-fade: float
fire-floor-flag: symbol
pulse: pulse-state
light-flag: symbol

forest-states​

forest-states: structuresource
Fields​
light: light-state

ltentout-states​

ltentout-states: structuresource
Fields​
light: light-state
flame: flames-state
totem: flames-state

mincan-states​

mincan-states: structuresource
Fields​
beams: float

mountain-states​

mountain-states: structuresource

nest-states​

nest-states: structuresource
Fields​
light: light-state
green-flag: symbol
green: float
green-noise: float

palcab-states​

palcab-states: structuresource
Fields​
light: light-state
turret-value: float
electricity: electricity-state

palent-states​

palent-states: structuresource
Fields​
flame: flames-state
turret-value: float

palout-states​

palout-states: structuresource
Fields​
light: light-state
flame: flames-state

palroof-states​

palroof-states: structuresource
Fields​
electricity: electricity-state

ruins-states​

ruins-states: structuresource

skatea-states​

skatea-states: structuresource
Fields​
light: light-state
flame: flames-state

stadium-states​

stadium-states: structuresource
Fields​
light: light-state
flame: flames-state

stadiumb-states​

stadiumb-states: structuresource
Fields​
light: light-state
shield-count: float
shield: float

strip-states​

strip-states: structuresource

village1-states​

village1-states: structuresource
Fields​
interp: float
interp-flag: symbol

Functions​


clear-village1-interp!​

clear-village1-interp!() => symbolsource

get-sphere-interp​

get-sphere-interp(arg0: sphere, arg1: vector, arg2: float, arg3: float) => floatsource

init-mood-atoll​

init-mood-atoll(arg0: mood-context) => floatsource

init-mood-ctyport​

init-mood-ctyport(arg0: mood-context) => uintsource

init-mood-ctyport-no-part​

init-mood-ctyport-no-part(arg0: mood-context) => nonesource

init-mood-ctysluma​

init-mood-ctysluma(arg0: mood-context) => floatsource

init-mood-ctyslumb​

init-mood-ctyslumb(arg0: mood-context) => uintsource

init-mood-ctyslumc​

init-mood-ctyslumc(arg0: mood-context) => nonesource

init-mood-drill​

init-mood-drill(arg0: mood-context) => symbolsource

init-mood-drillb​

init-mood-drillb(arg0: mood-context) => symbolsource

init-mood-mountain​

init-mood-mountain(arg0: mood-context) => uintsource

init-mood-nest​

init-mood-nest(arg0: mood-context) => symbolsource

init-mood-palcab​

init-mood-palcab(arg0: mood-context) => floatsource

init-mood-palout​

init-mood-palout(arg0: mood-context) => vectorsource

init-mood-palroof​

init-mood-palroof(arg0: mood-context) => floatsource

init-mood-ruins​

init-mood-ruins(arg0: mood-context) => nonesource

init-mood-strip​

init-mood-strip(arg0: mood-context) => uintsource

init-mood-village1​

init-mood-village1(arg0: mood-context) => symbolsource

set-atoll-explosion!​

set-atoll-explosion!(arg0: float) => floatsource

set-casboss-explosion!​

set-casboss-explosion!() => floatsource

set-consite-flash!​

set-consite-flash!() => floatsource

set-drill-electricity-scale!​

set-drill-electricity-scale!(arg0: float, arg1: int) => floatsource

set-drill-fire-floor!​

set-drill-fire-floor!(arg0: symbol) => symbolsource

set-mincan-beam!​

set-mincan-beam!(arg0: int, arg1: float) => floatsource

set-nest-green-flag!​

set-nest-green-flag!(arg0: symbol) => symbolsource

set-palcab-turret-flash!​

set-palcab-turret-flash!(arg0: float) => floatsource

set-palent-turret-flash!​

set-palent-turret-flash!(arg0: float) => floatsource

set-palroof-electricity-scale!​

set-palroof-electricity-scale!(arg0: float, arg1: int) => floatsource

set-village1-interp!​

set-village1-interp!() => symbolsource

update-casboss-lights​

update-casboss-lights(arg0: mood-context) => floatsource

update-drill-lights​

update-drill-lights(arg0: mood-context) => nonesource

update-ltentout-lights​

update-ltentout-lights(arg0: mood-context) => nonesource

update-mood-atoll​

update-mood-atoll(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-atollext​

update-mood-atollext(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-casboss​

update-mood-casboss(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-caspad​

update-mood-caspad(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-consite​

update-mood-consite(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-copy-ctywide​

update-mood-copy-ctywide(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-copy-stadium​

update-mood-copy-stadium(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-copy-village1​

update-mood-copy-village1(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctyind​

update-mood-ctyind(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctymarka​

update-mood-ctymarka(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctymarkb​

update-mood-ctymarkb(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctyport​

update-mood-ctyport(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctysluma​

update-mood-ctysluma(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctyslumb​

update-mood-ctyslumb(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctyslumc​

update-mood-ctyslumc(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ctywide​

update-mood-ctywide(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-default​

update-mood-default(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-drill​

update-mood-drill(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-drillb​

update-mood-drillb(arg0: mood-context) => nonesource

update-mood-drillmnt​

update-mood-drillmnt(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-forest​

update-mood-forest(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-ltentout​

update-mood-ltentout(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-mincan​

update-mood-mincan(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-mountain​

update-mood-mountain(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-nest​

update-mood-nest(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-palcab​

update-mood-palcab(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-palent​

update-mood-palent(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-palout​

update-mood-palout(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-palroof​

update-mood-palroof(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-ruins​

update-mood-ruins(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-skatea​

update-mood-skatea(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-stadium​

update-mood-stadium(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-stadiumb​

update-mood-stadiumb(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-strip​

update-mood-strip(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-mood-village1​

update-mood-village1(arg0: mood-context, arg1: float, arg2: int) => nonesource

update-nest-lights​

update-nest-lights(arg0: mood-context) => pointersource

update-stadium-lights​

update-stadium-lights(arg0: mood-context) => nonesource

update-stadiumb-lights​

update-stadiumb-lights(arg0: mood-context) => nonesource

update-village1-lights​

update-village1-lights(arg0: mood-context) => floatsource

mood-funcs2​

source

Types​


castle-states​

castle-states: structuresource
Fields​
electricity: electricity-state
pulse: pulse-state
rot: float
robot-rot: float

consiteb-states​

consiteb-states: structuresource
Fields​
flicker: float
flicker-count: float
flicker-state: int32

default-interior-states​

default-interior-states: structuresource

dig1-states​

dig1-states: structuresource
Fields​
pulse0: pulse-state
pulse1: pulse-state
explosion: float
drillbit: float

fordumpa-states​

fordumpa-states: structuresource
Fields​
turret-value: float
pulse: pulse-state
electricity: electricity-state

fordumpc-states​

fordumpc-states: structuresource
Fields​
light-flag: symbol
pulse0: pulse-state
pulse1: pulse-state
strobe: strobe-state

forresca-states​

forresca-states: structuresource
Fields​
pulse: pulse-state
electricity: electricity-state

forrescb-states​

forrescb-states: structuresource
Fields​
electricity: electricity-state
turret: float

fortress-states​

fortress-states: structuresource
Fields​
pulse: pulse-state

garage-states​

garage-states: structuresource

gungame-states​

gungame-states: structuresource
Fields​
florescent: florescent-state

hideout-states​

hideout-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state

hiphog-states​

hiphog-states: structuresource
Fields​
spec-m-on: sp-field-init-spec
spec-o-on: sp-field-init-spec
spec-r-on: sp-field-init-spec
spec-g-on: sp-field-init-spec
spec-a-on: sp-field-init-spec
spec-n-on: sp-field-init-spec
spec-m-off: sp-field-init-spec
spec-o-off: sp-field-init-spec
spec-r-off: sp-field-init-spec
spec-g-off: sp-field-init-spec
spec-a-off: sp-field-init-spec
spec-n-off: sp-field-init-spec
spec-hog-1-on: sp-field-init-spec
spec-hog-2-on: sp-field-init-spec
spec-hiphog-on: sp-field-init-spec
spec-hiphog-off: sp-field-init-spec
spec-hiphog-on2: sp-field-init-spec
spec-hiphog-off2: sp-field-init-spec
spec-clock-sun: sp-field-init-spec
spec-clock-moon: sp-field-init-spec
door: entity
m-on: uint8
o-on: uint8
r-on: uint8
g-on: uint8
a-on: uint8
n-on: uint8
m-off: uint8
o-off: uint8
r-off: uint8
g-off: uint8
a-off: uint8
n-off: uint8
hog-on: uint8
hiphog-on: uint8
hiphog-off: uint8
clock-sun: uint8
clock-moon: uint8

nestb-states​

nestb-states: structuresource
Fields​
pulse: pulse-state
rot: float
purple: float
purple-noise: float

onintent-states​

onintent-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
flame2: flames-state
green-flame: flames-state
totem0: flames-state
totem1: flames-state

oracle-states​

oracle-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
flame2: flames-state
blue-flame: flames-state
door-entity: entity
door-current: float
door-target: float
purple-flag: symbol
purple: float
purple-noise: float

palshaft-states​

palshaft-states: structuresource

prison-states​

prison-states: structuresource
Fields​
pulse: float
angle: float
torture: float
torture-flag: symbol

sewer-states​

sewer-states: structuresource
Fields​
light-flag: symbol
light-count: uint32
turret-value: float
spec-light-center: sp-field-init-spec
spec-light: sp-field-init-spec
explosion: float

tomba-states​

tomba-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float

tombb-states​

tombb-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state

tombboss-states​

tombboss-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float

tombc-states​

tombc-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
flame2: flames-state
electricity: electricity-state

tombd-states​

tombd-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float

tombe-states​

tombe-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
flame2: flames-state
light: light-state
gem-light: float

under-states​

under-states: structuresource
Fields​
flame0: flames-state
flame1: flames-state
rot: float
rot2: float
time: float
laser: float
fog-interp: float
flicker: float

vinroom-states​

vinroom-states: structuresource
Fields​
main: float
flicker1: float
flicker2: float
warp: float

vortex-states​

vortex-states: structuresource
Fields​
time: float
level: float
delta: float
scale: float
flash: float
num: int32
white: symbol
white-count: float
pos: vector
dir: vector

Functions​


get-nestb-purple​

get-nestb-purple() => floatsource

init-mood-castle​

init-mood-castle(arg0: mood-context) => floatsource

init-mood-consiteb​

init-mood-consiteb(arg0: mood-context) => nonesource

init-mood-dig1​

init-mood-dig1(arg0: mood-context) => floatsource

init-mood-fordumpa​

init-mood-fordumpa(arg0: mood-context) => floatsource

init-mood-fordumpc​

init-mood-fordumpc(arg0: mood-context) => symbolsource

init-mood-forresca​

init-mood-forresca(arg0: mood-context) => floatsource

init-mood-forrescb​

init-mood-forrescb(arg0: mood-context) => floatsource

init-mood-garage​

init-mood-garage(arg0: mood-context) => symbolsource

init-mood-hiphog​

init-mood-hiphog(arg0: mood-context) => nonesource

init-mood-oracle​

init-mood-oracle(arg0: mood-context) => symbolsource

init-mood-prison​

init-mood-prison(arg0: mood-context) => floatsource

init-mood-sewer​

init-mood-sewer(arg0: mood-context) => nonesource

init-mood-tombc​

init-mood-tombc(arg0: mood-context) => floatsource

set-castle-electricity-scale!​

set-castle-electricity-scale!(arg0: float) => floatsource

set-dig1-explosion!​

set-dig1-explosion!(arg0: float) => floatsource

set-fordumpa-electricity-scale!​

set-fordumpa-electricity-scale!(arg0: float) => floatsource

set-fordumpa-turret-flash!​

set-fordumpa-turret-flash!(arg0: int) => floatsource

set-fordumpc-light-flag!​

set-fordumpc-light-flag!(arg0: symbol) => symbolsource

set-forresca-electricity-scale!​

set-forresca-electricity-scale!(arg0: float, arg1: int) => floatsource

set-forrescb-electricity-scale!​

set-forrescb-electricity-scale!(arg0: float, arg1: int) => floatsource

set-forrescb-turret-flash!​

set-forrescb-turret-flash!(arg0: int) => floatsource

set-nestb-purple!​

set-nestb-purple!(arg0: float) => floatsource

set-oracle-purple-flag!​

set-oracle-purple-flag!(arg0: symbol) => symbolsource

set-prison-torture-flag!​

set-prison-torture-flag!(arg0: symbol) => symbolsource

set-sewer-lights-flag!​

set-sewer-lights-flag!(arg0: symbol) => symbolsource

set-sewer-turret-flash!​

set-sewer-turret-flash!() => floatsource

set-sewesc-explosion!​

set-sewesc-explosion!() => floatsource

set-tombboss-gem-light!​

set-tombboss-gem-light!(arg0: float) => floatsource

set-tombc-electricity-scale!​

set-tombc-electricity-scale!(arg0: float) => floatsource

set-under-fog-interp!​

set-under-fog-interp!(arg0: float) => floatsource

set-under-laser!​

set-under-laser!(arg0: float) => floatsource

set-vortex-flash!​

set-vortex-flash!(arg0: float) => floatsource

set-vortex-white!​

set-vortex-white!(arg0: symbol) => floatsource

update-castle-lights​

update-castle-lights(arg0: mood-context) => nonesource

update-dig1-lights​

update-dig1-lights(arg0: mood-context) => nonesource

update-fortress-lights​

update-fortress-lights(arg0: mood-context) => nonesource

update-garage-lights​

update-garage-lights(arg0: mood-context) => nonesource

update-gungame-lights​

update-gungame-lights(arg0: mood-context) => nonesource

update-hideout-lights​

update-hideout-lights(arg0: mood-context) => nonesource

update-hiphog-lights​

update-hiphog-lights(arg0: mood-context) => nonesource

update-mood-castle​

update-mood-castle(arg0: mood-context) => nonesource

update-mood-consiteb​

update-mood-consiteb(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-copy-garage​

update-mood-copy-garage(arg0: mood-context) => nonesource

update-mood-copy-hideout​

update-mood-copy-hideout(arg0: mood-context) => nonesource

update-mood-copy-hiphog​

update-mood-copy-hiphog(arg0: mood-context) => nonesource

update-mood-copy-prison​

update-mood-copy-prison(arg0: mood-context) => nonesource

update-mood-copy-sewerb​

update-mood-copy-sewerb(arg0: mood-context) => nonesource

update-mood-copy-sewescb​

update-mood-copy-sewescb(arg0: mood-context) => nonesource

update-mood-copy-underb​

update-mood-copy-underb(arg0: mood-context) => nonesource

update-mood-default-interior​

update-mood-default-interior(arg0: mood-context) => nonesource

update-mood-dig1​

update-mood-dig1(arg0: mood-context) => nonesource

update-mood-fordumpa​

update-mood-fordumpa(arg0: mood-context) => nonesource

update-mood-fordumpc​

update-mood-fordumpc(arg0: mood-context) => nonesource

update-mood-forresca​

update-mood-forresca(arg0: mood-context) => nonesource

update-mood-forrescb​

update-mood-forrescb(arg0: mood-context) => nonesource

update-mood-fortress​

update-mood-fortress(arg0: mood-context) => nonesource

update-mood-garage​

update-mood-garage(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-gungame​

update-mood-gungame(arg0: mood-context) => nonesource

update-mood-hideout​

update-mood-hideout(arg0: mood-context) => nonesource

update-mood-hiphog​

update-mood-hiphog(arg0: mood-context, arg1: float) => nonesource

update-mood-nestb​

update-mood-nestb(arg0: mood-context, arg1: object, arg2: int) => nonesource

update-mood-onintent​

update-mood-onintent(arg0: mood-context) => nonesource

update-mood-oracle​

update-mood-oracle(arg0: mood-context) => nonesource

update-mood-palshaft​

update-mood-palshaft(arg0: mood-context) => nonesource

update-mood-prison​

update-mood-prison(arg0: mood-context) => nonesource

update-mood-sewer​

update-mood-sewer(arg0: mood-context) => nonesource

update-mood-tomba​

update-mood-tomba(arg0: mood-context) => nonesource

update-mood-tombb​

update-mood-tombb(arg0: mood-context) => nonesource

update-mood-tombboss​

update-mood-tombboss(arg0: mood-context) => nonesource

update-mood-tombc​

update-mood-tombc(arg0: mood-context) => nonesource

update-mood-tombd​

update-mood-tombd(arg0: mood-context) => nonesource

update-mood-tombe​

update-mood-tombe(arg0: mood-context) => nonesource

update-mood-under​

update-mood-under(arg0: mood-context) => nonesource

update-mood-vinroom​

update-mood-vinroom(arg0: mood-context) => nonesource

update-mood-vortex​

update-mood-vortex(arg0: mood-context) => nonesource

update-nestb-lights​

update-nestb-lights(arg0: mood-context) => nonesource

update-onintent-lights​

update-onintent-lights(arg0: mood-context) => nonesource

update-prison-lights​

update-prison-lights(arg0: mood-context) => nonesource

update-sewer-lights​

update-sewer-lights(arg0: mood-context) => nonesource

update-tomba-lights​

update-tomba-lights(arg0: mood-context) => nonesource

update-tombb-lights​

update-tombb-lights(arg0: mood-context) => nonesource

update-tombboss-lights​

update-tombboss-lights(arg0: mood-context) => nonesource

update-tombd-lights​

update-tombd-lights(arg0: mood-context) => nonesource

update-under-lights​

update-under-lights(arg0: mood-context) => floatsource

update-vinroom-lights​

update-vinroom-lights(arg0: mood-context) => nonesource

update-vortex-lights​

update-vortex-lights(arg0: mood-context) => nonesource

mood-h​

source

Types​


mood-channel​

mood-channel: structuresource
Fields​
data: float
vecs: vector4

mood-channel-group​

mood-channel-group: structuresource
Fields​
data: mood-channel

mood-clouds​

mood-clouds: structuresource
Fields​
cloud-min: float
cloud-max: float

mood-color​

mood-color: structuresource
Fields​
lgt-color: vector
amb-color: vector

mood-color-table​

mood-color-table: structuresource
Fields​
data: mood-color
data-raw: uint128

mood-context​

mood-context: mood-context-core3source
Fields​
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector
light-group: light-group
times: vector
itimes: vector4w
state: uint32
data: uint128

mood-context-core​

mood-context-core: structuresource
Fields​
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector

mood-context-core2​

mood-context-core2: mood-context-coresource
Fields​
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector
light-group: light-group

mood-context-core3​

mood-context-core3: mood-context-core2source
Fields​
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector
light-group: light-group
times: vector

mood-control​

mood-control: mood-tablesource
Fields​
type: type
mood-fog-table: mood-fog-table
mood-color-table: mood-color-table
mood-channel-group: mood-channel-group
mood-direction-table: mood-direction-table
mood-sky-table: mood-sky-table
mood-interp-table: sky-color-day
mood-clouds: mood-clouds
current-interp: mood-weather
target-interp: mood-weather
speed-interp: mood-weather
range: mood-range
time-until-random: mood-weather
time-until-random-min: mood-weather
time-until-random-max: mood-weather
display-flag: symbol
overide-weather-flag: symbol
overide: mood-weather
lightning-index: int32
lightning-val: int32
lightning-time: int32
lightning-time2: float
lightning-flash: float
lightning-id: sound-id
lightning-count0: uint32
lightning-count1: uint32
lightning-count2: uint32
rain-id: uint32
sound-pitch: float
fogs: mood-fog-table
colors: mood-color-table
channels: mood-channel-group
clouds: mood-clouds
Methods​
init-weather!(obj: mood-control) => nonesource
update-mood-weather!(obj: mood-control, cloud-target: float, fog-target: float, cloud-speed: float, fog-speed: float) => nonesource

Set the target-interp and speed-interp for the clouds and fog
If *-speed is 0.0, use the *-target args to set current-interp
See mood-weather

update-mood-range!(obj: mood-control, min-cloud: float, max-cloud: float, min-fog: float, max-fog: float) => nonesource

Set the minimum and maximum ranges of clouds and fog
See mood-range

set-time-for-random-weather!(obj: mood-control, arg0: float, arg1: float) => nonesource

Set the time-until-random's cloud and fog values
See mood-weather

apply-mood-clouds-and-fog(obj: mood-control, arg0: mood-control-work) => nonesource
apply-mood-color(obj: mood-control, arg0: mood-control-work) => nonesource
apply-mood-channels(obj: mood-control, arg0: mood-control-work) => nonesource
adjust-num-clouds!(obj: mood-control, arg0: mood-control-work) => nonesource
gen-lightning-and-thunder!(obj: mood-control) => numbersource
play-or-stop-lightning!(obj: mood-control, arg0: sound-spec, arg1: vector) => sound-idsource

Handles playing/stopping of the lightning sound
- Plays the lightning sound if we are not loading and lightning-id is zero
- Stops the lightning sound first if lightning-id is non-zero
Returns the current value of lightning-id

mood-control-work​

mood-control-work: structuresource
Fields​
weather: mood-weather
iweather: mood-iweather
interp: mood-weather
index: int32
color-interp: float
color-index: int32
channel-interp: float
channel-index: int32
cloud-interp: float
cloud-index: int32

mood-direction-table​

mood-direction-table: structuresource
Fields​
data: vector

mood-filters-table​

mood-filters-table: structuresource
Fields​
data: vector

mood-fog​

mood-fog: structuresource
Fields​
fog-color: vector
fog-dists: vector
fog-start: meters
fog-end: meters
fog-max: float
fog-min: float
erase-color: vector

mood-fog-table​

mood-fog-table: structuresource
Fields​
data: mood-fog
data-raw: uint128

mood-iweather​

mood-iweather: structuresource
Fields​
data: int32
cloud: int32
fog: int32

mood-range​

mood-range: structuresource
Fields​
data: float
min-cloud: float
max-cloud: float
min-fog: float
max-fog: float
quad: uint128

mood-sky-table​

mood-sky-table: structuresource
Fields​
data: vector

mood-table​

mood-table: basicsource
Fields​
type: type
mood-fog-table: mood-fog-table
mood-color-table: mood-color-table
mood-channel-group: mood-channel-group
mood-direction-table: mood-direction-table
mood-sky-table: mood-sky-table
mood-interp-table: sky-color-day

mood-weather​

mood-weather: structuresource
Fields​
data: float
cloud: float
fog: float

mood-tables​

source

Functions​


init-mood-control​

init-mood-control(arg0: mood-control) => nonesource

Variables​


*clouds-000*​

*clouds-000*: mood-cloudssource

*clouds-1000*​

*clouds-1000*: mood-cloudssource

*clouds-125*​

*clouds-125*: mood-cloudssource

*clouds-250*​

*clouds-250*: mood-cloudssource

*clouds-375*​

*clouds-375*: mood-cloudssource

*clouds-500*​

*clouds-500*: mood-cloudssource

*clouds-625*​

*clouds-625*: mood-cloudssource

*clouds-750*​

*clouds-750*: mood-cloudssource

*clouds-875*​

*clouds-875*: mood-cloudssource

*drill-mood-color-table*​

*drill-mood-color-table*: mood-color-tablesource

*drill-mood-direction-table*​

*drill-mood-direction-table*: mood-direction-tablesource

*drill-mood-fog-table*​

*drill-mood-fog-table*: mood-fog-tablesource

*mood-control*​

*mood-control*: mood-controlsource

*mood-direction-table*​

*mood-direction-table*: mood-direction-tablesource

*mood-interp-table*​

*mood-interp-table*: sky-color-daysource

*mood-sky-table*​

*mood-sky-table*: mood-sky-tablesource

*no-cloud-clear-mood-fog-table*​

*no-cloud-clear-mood-fog-table*: mood-fog-tablesource

*no-cloud-haze-mood-fog-table*​

*no-cloud-haze-mood-fog-table*: mood-fog-tablesource

*no-cloud-mood-channel-group*​

*no-cloud-mood-channel-group*: mood-channel-groupsource

*no-cloud-mood-color-table*​

*no-cloud-mood-color-table*: mood-color-tablesource

*no-cloud-smog-mood-fog-table*​

*no-cloud-smog-mood-fog-table*: mood-fog-tablesource

*overcast-clear-mood-fog-table*​

*overcast-clear-mood-fog-table*: mood-fog-tablesource

*overcast-fog-mood-fog-table*​

*overcast-fog-mood-fog-table*: mood-fog-tablesource

*overcast-mood-channel-group*​

*overcast-mood-channel-group*: mood-channel-groupsource

*overcast-mood-color-table*​

*overcast-mood-color-table*: mood-color-tablesource

*overcast-rain-mood-fog-table*​

*overcast-rain-mood-fog-table*: mood-fog-tablesource

*storm-clear-mood-fog-table*​

*storm-clear-mood-fog-table*: mood-fog-tablesource

*storm-fog-mood-fog-table*​

*storm-fog-mood-fog-table*: mood-fog-tablesource

*storm-mood-color-table*​

*storm-mood-color-table*: mood-color-tablesource

*storm-rain-mood-fog-table*​

*storm-rain-mood-fog-table*: mood-fog-tablesource

*stormy-mood-channel-group*​

*stormy-mood-channel-group*: mood-channel-groupsource

mood-tables2​

source

Variables​


*overide-mood-color-table*​

*overide-mood-color-table*: mood-color-tablesource

*overide-mood-fog-table*​

*overide-mood-fog-table*: mood-fog-tablesource

*overide-table*​

*overide-table*: mood-tablesource

Types​


electricity-state​

electricity-state: structuresource
Fields​
value: float
scale: float

flames-state​

flames-state: structuresource
Fields​
time: float
index: uint8
length: uint8
height: uint8

flicker-state​

flicker-state: structuresource
Fields​
flicker-off: uint8
flicker-on: uint8

florescent-state​

florescent-state: structuresource
Fields​
value: float
delay: int8
delay2: int8

lava-state​

lava-state: structuresource
Fields​
lava: float

light-state​

light-state: structuresource
Fields​
time: float
fade: float

pulse-state​

pulse-state: structuresource
Fields​
pulse: float

strobe-state​

strobe-state: structuresource
Fields​
time: float

Functions​


clear-mood-context​

clear-mood-context(arg0: mood-context) => symbolsource

clear-mood-times​

clear-mood-times(arg0: mood-context) => symbolsource

Clear all of the mood times on the given context

copy-mood-exterior​

copy-mood-exterior(arg0: mood-context) => symbolsource

copy-mood-exterior-ambi​

copy-mood-exterior-ambi(arg0: mood-context, arg1: symbol) => nonesource

palette-select-special​

palette-select-special(arg0: mood-context-core3) => symbolsource

Use the special time-of-day mode palette

update-mood-caustics​

update-mood-caustics(arg0: mood-context, arg1: int, arg2: float, arg3: float, arg4: float, arg5: float) => floatsource

update-mood-direction​

update-mood-direction(arg0: mood-context-core3, arg1: mood-table, arg2: float) => floatsource

update-mood-electricity​

update-mood-electricity(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float) => nonesource

update-mood-exterior​

update-mood-exterior(arg0: mood-context-core3, arg1: mood-table, arg2: float, arg3: int) => objectsource

update-mood-flames​

update-mood-flames(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: float, arg5: float, arg6: float) => floatsource

update-mood-flicker​

update-mood-flicker(arg0: mood-context, arg1: int, arg2: int) => nonesource

Unused

update-mood-florescent​

update-mood-florescent(arg0: mood-context, arg1: int, arg2: int) => floatsource

Unused

update-mood-interior​

update-mood-interior(arg0: mood-context) => floatsource

update-mood-itimes​

update-mood-itimes(arg0: mood-context) => nonesource

update-mood-lava​

update-mood-lava(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float, arg5: float, arg6: float, arg7: float) => floatsource

Unused

update-mood-light​

update-mood-light(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float, arg5: float, arg6: float, arg7: float) => floatsource

update-mood-pulse​

update-mood-pulse(arg0: mood-context, arg1: int, arg2: int, arg3: float, arg4: float, arg5: float, arg6: float) => nonesource

update-mood-strobe​

update-mood-strobe(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: float) => floatsource

Variables​


*flash0*​

*flash0*: arraysource

*flash1*​

*flash1*: arraysource

*flash2*​

*flash2*: arraysource

*flash3*​

*flash3*: arraysource

*flash4*​

*flash4*: arraysource

*flash5*​

*flash5*: arraysource

*flash6*​

*flash6*: arraysource

*flash7*​

*flash7*: arraysource

time-of-day-h​

source

Types​


palette-fade-control​

palette-fade-control: structuresource
Fields​
trans: vector
fade: float
actor-dist: float

palette-fade-controls​

palette-fade-controls: basicsource
Fields​
type: type
control: palette-fade-control
Methods​
reset!(obj: palette-fade-controls) => nonesource
set-fade!(obj: palette-fade-controls, arg0: int, arg1: float, arg2: float, arg3: vector) => objectsource

time-of-day-context​

time-of-day-context: basicsource
Fields​
type: type
interp: float
current-fog: mood-fog
current-sky-color: vector
current-env-color: vector
current-prt-color: vector
current-shadow-color: vector
light-group: light-group
current-clouds: mood-clouds
times: vector
title-light-group: light-group
filter: vector
filter-color: vector
time: float
target-interp: float
erase-color: rgba
sky: symbol
use-camera-other: basic
title-updated: symbol
mode: time-of-day-palette-id
overide-enable: symbol
overide-palette: time-of-day-palette-id
max-rain: float
fog-mult: float
exterior-level: basic
ocean-alpha: float

time-of-day-dma​

time-of-day-dma: structuresource
Fields​
outa: uint32
outb: uint32
banka: uint32
bankb: uint32

time-of-day-palette​

time-of-day-palette: basicsource
Fields​
type: type
width: int32
height: int32
pad: int32
data: int32

time-of-day-proc​

time-of-day-proc: 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
hours: int32
minutes: int32
seconds: int32
old-frame: uint64
current-frame: uint64
frames: uint64
time-of-day: float
time-ratio: float
dest-time-ratio: float
dest-time-delta: float
sun-count: int32
sun: sparticle-launch-control
green-sun-count: int32
green-sun: sparticle-launch-control
moon-count: int32
moon: sparticle-launch-control
States​
time-of-day-tick: TODO

Variables​


*time-of-day-context*​

*time-of-day-context*: time-of-day-contextsource

time-of-day​

source

Functions​


calc-fade-from-fog​

calc-fade-from-fog(arg0: vector) => floatsource

init-time-of-day​

init-time-of-day() => objectsource

init-time-of-day-context​

init-time-of-day-context(arg0: time-of-day-context) => symbolsource

set-filter-color!​

set-filter-color!(arg0: float, arg1: float, arg2: float) => nonesource

start-time-of-day​

start-time-of-day() => pointersource

time-of-day-setup​

time-of-day-setup(arg0: symbol) => symbolsource

time-of-day-update​

time-of-day-update() => nonesource

tod-madd!​

tod-madd!(arg0: vector, arg1: vector, arg2: vector) => floatsource

update-counters​

update-counters() => floatsource

update-environment-colors​

update-environment-colors(arg0: time-of-day-context) => vectorsource

update-time-of-day​

update-time-of-day(arg0: time-of-day-context) => nonesource

weather-part​

source

Functions​


birth-func-omega-normal-orient​

birth-func-omega-normal-orient(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: sprite-vec-data-3d, arg3: sparticle-launcher, arg4: sparticle-launch-state) => nonesource

birth-func-rain​

birth-func-rain(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: sprite-vec-data-3d, arg3: sparticle-launcher, arg4: sparticle-launch-state) => nonesource

cam-master-effect​

cam-master-effect() => nonesource

check-drop-level-rain​

check-drop-level-rain(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

check-drop-level-rain2​

check-drop-level-rain2(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

check-drop-level-splash​

check-drop-level-splash(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

sparticle-track-sun​

sparticle-track-sun(arg0: int, arg1: sparticle-cpuinfo, arg2: matrix) => nonesource

update-rain​

update-rain(arg0: float, arg1: vector, arg2: vector) => nonesource

update-snow​

update-snow(arg0: float, arg1: vector, arg2: vector) => nonesource

Variables​


group-rain-screend-drop​

const group-rain-screend-drop: sparticle-launch-groupsource