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kiosk-part

source

Types


kiosk-part

kiosk-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


check-drop-level-kiosk-fire-sparks

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

meet-brutter

source

Types


city-lurker

city-lurker: 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
nav-mesh-aid: uint32
index: uint32
left-right-interp: float
front-back-interp: float
v-speed: vector
end-pos: vector
task-done?: symbol
task-node: game-task-node
jump-in-pipe?: symbol
pipe-name: string
coming-from-pw: symbol
Methods
go-at-end: unknown
go-at-pipe: unknown
wait-at-end: unknown

city-meet-brutter-info

city-meet-brutter-info: structuresource
Fields
pos: vector
level: symbol
nav-mesh-id: uint32
end-pos: vector

city-save-lurkers-info

city-save-lurkers-info: structuresource
Fields
pos: vector
level: symbol
nav-mesh-id: uint32
end-pos: vector
pipe-name: string

mystery-traffic-object-spawn-params-1

mystery-traffic-object-spawn-params-1: structuresource

paddywagon

paddywagon: 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
info: rigid-body-object-constants
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
current-level: symbol

pw-iter-seg

pw-iter-seg: structuresource
Fields
self: paddywagon
desired-dir: vector
score: float
seg: nav-segment
level: symbol

Functions


choose-next-branch-no-exit-level

choose-next-branch-no-exit-level(arg0: vehicle-controller, arg1: paddywagon) => nav-branchsource

pw-iter-seg-new-dir-level

pw-iter-seg-new-dir-level(arg0: pw-iter-seg, arg1: nav-segment) => nonesource

Variables


*city-lurker-global-info*

*city-lurker-global-info*: civilian-global-infosource

*city-lurker-nav-enemy-info*

*city-lurker-nav-enemy-info*: nav-enemy-infosource

*city-meet-brutter-vehicle-info*

*city-meet-brutter-vehicle-info*: inline-arraysource

*city-save-lurkers-pipe-info*

*city-save-lurkers-pipe-info*: arraysource

*city-save-lurkers-vehicle-info*

*city-save-lurkers-vehicle-info*: inline-arraysource

*meet-brutter-position*

*meet-brutter-position*: arraysource

*paddywagon-constants*

*paddywagon-constants*: rigid-body-vehicle-constantssource

*save-lurkers-position*

*save-lurkers-position*: arraysource