Globals: ACTION_FIRE = 0 ACTION_ALT_FIRE = 1 ACTION_RELOAD = 2 ACTION_USE = 3 ANIM_PLAYBACK_NONE = 0 ANIM_PLAYBACK_REPEAT = 1 EMovementDir_None = 1 EMovementDir_Forward = 2 EMovementDir_Backward = 4 EMovementDir_Left = 8 EMovementDir_Right = 16 EMovementDir_Jump = 32 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.find_entity_by_name(string name) -- return an entity table from engine.play_sound(string filename) -- play 2d sound engine.play_sound_3d(string filename, float x, float y, float z) -- play 3d sound engine.get_delta() -- return delta time (float) engine.trace_ray(float rayBeginX, float rayBeginY, float rayBeginZ, float rayEndX, float rayEndY, float rayEndZ, object ignoreTable) -- return a table with [pos_x, pos_y, pos_z, normal_x, normal_y, normal_z, entity_id, hit] 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 camera.set_yaw_pitch(float yaw, float pitch) console.print(string message) input.get_mouse_pos() -- return x, y input.get_delta_mouse_pos() -- return x, y input.lock_mouse(bool value) -- lock or unlock mouse capture input.get_lock_mouse() -- return boolean ui.draw_text(string text, float x, float y, object color) -- color is a table [r,g,b,a] ui.draw_rect(float x, float y, float w, float h, object color) -- color is a table [r,g,b,a] ui.draw_image(string filename, float x, float y, float w, float h, object color) -- color is a table [r,g,b,a] ui.get_display_size() -- return x, y ui.get_mouse_pos() -- return x, y ui.calc_text_width(string text) -- return float Entity properties: string m_name -- read only integer m_id -- read only Entity callbacks: on_init() -- on entity creation on_shutdown() -- on entity destroy on_update(delta) -- on entity update on_collide(other) -- on entity collide with another entity 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 get_rotation() -- return x, y, z 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 mark_for_delete() -- mark entity to delete set_name(string name) -- set entity name get_name() -- return string set_velocity(float x, float y, float z) -- setting the body velocity get_velocity() -- return x, y, z has_rigid_body() -- return boolean create_box_body(float sizex, float sizey, float sizez, float mass, float friction, float damping, bool is_trigger, bool use_parameters) create_sphere_body(float radius, float mass, float friction, float damping, bool is_trigger, bool use_parameters) ForceBodyTransformUpdate() -- hack for forcing entity world transform to the rigid body find_animation(string name) -- find an animation in the model play_animation(integer id, integer mode) -- play an animation with specified mode (ANIM_PLAYBACK_NONE, ANIM_PLAYBACK_REPEAT) stop_animation() -- stop a current animation 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_player_body() update_body_movement(float nubmer) get_action() -- return a current action mode (ACTION_FIRE, ACTION_ALT_FIRE, ACTION_RELOAD, ACTION_USE) get_movement() -- return a current movement mode (EMovementDir_None, ...) on_ground() -- return boolean is_noclip() -- return boolean Light methods: set_color(float r, float g, float b) get_color() -- return r, g, b set_radius(float radius) get_radius() -- return radius (float)