This commit is contained in:
2026-03-05 15:20:18 +03:00
parent 70c3459703
commit f8f69d3b88
25 changed files with 261 additions and 31 deletions

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data/scripts/help.lua Normal file
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Globals:
ACTION_FIRE = 0
ACTION_ALT_FIRE = 1
ACTION_RELOAD = 2
ANIM_PLAYBACK_NONE = 0
ANIM_PLAYBACK_REPEAT = 1
engine.error(string message)
engine.warning(string message)
engine.create_entity(string classname) -- return an table to the new entity
engine.add_entity_to_world(entity) -- add entity to the world
engine.get_entity_from_id(integer id) -- return an entity table from
engine.play_sound(string filename) -- play 2d sound
camera.get_position() -- return x, y, z
camera.get_front() -- return x, y, z
camera.get_right() -- return x, y, z
camera.get_up() -- return float
camera.get_pitch() -- return float
console.print(string message)
Entity properties:
string m_name
integer m_id
Entity methods:
load_model(string filename)
update_transform()
translate(float x, float y, float z) -- addition to the current position
set_position(float x, float y, float z) -- setting the position
get_position() -- return x, y, z
set_rotation(float x, float y, float z) -- setting the euler rotation
set_rotation_from_vectors(float frontx, float fronty, float frontz,
float rightx, float righty, float rightz,
float upx, float upy, float upz) -- rotate around axis
get_classname() -- return the classname of the entity
get_id() -- return the id of the entity
find_animation(string name) -- find a animation in the model
play_animation(integer id, integer mode) -- play a animation with specified mode (ANIM_PLAYBACK_NONE, ANIM_PLAYBACK_REPEAT)
get_current_animation() -- return the id to the current playing animation
get_current_animation_time() -- return the current time of the current playing animation
get_animation_time(integer id) -- return the time of a animation
ActorBase methods:
activate_camera()
update_camera_look()
update_camera_movement(float nubmer)
create_body()
update_body_movement(float nubmer)
get_action() -- return an current mode (ACTION_FIRE, ACTION_ALT_FIRE, ACTION_RELOAD)