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.
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.
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.
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