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 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 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)