diff --git a/doc/doc_files/activecanvas.html b/doc/doc_files/activecanvas.html index c391745..efa7f07 100644 --- a/doc/doc_files/activecanvas.html +++ b/doc/doc_files/activecanvas.html @@ -12,19 +12,19 @@ Returns the canvas that drawing commands are currently applied to
- 1 = OpenCanvas(640, 480, 0, 0, 640, 480, 0)
- 2 = OpenCanvas(640, 480, 0, 0, 640, 480, 0)
+ c1 = OpenCanvas(640, 480, 0, 0, 640, 480, 0)
+ c2 = OpenCanvas(640, 480, 0, 0, 640, 480, 0)
- Canvas(1)
+ Canvas(c1)
- If ActiveCanvas() = 1 Then
- Print "Active canvas is c1"
+ If ActiveCanvas() = c1 Then
+ Print "Active canvas is c1"
End If
- Canvas(2)
+ Canvas(c2)
- If ActiveCanvas() = 2 Then
- Print "Active canvas is now c2"
+ If ActiveCanvas() = c2 Then
+ Print "Active canvas is now c2"
End If
diff --git a/doc/doc_files/actoranimationislooped.html b/doc/doc_files/actoranimationislooped.html index 6a2ee22..6c82705 100644 --- a/doc/doc_files/actoranimationislooped.html +++ b/doc/doc_files/actoranimationislooped.html @@ -3,19 +3,19 @@
-Returns true if an actors animation is set to looped.
- Note: Actor animation is set to looped with the loopActorAnimation() function. + Note: Actor animation is set to looped with the LoopActorAnimation() function.
Related: - loopActorAnimation + LoopActorAnimation
diff --git a/doc/doc_files/actorexists.html b/doc/doc_files/actorexists.html index 642ccd7..63778ab 100644 --- a/doc/doc_files/actorexists.html +++ b/doc/doc_files/actorexists.html @@ -9,6 +9,9 @@
+ Returns true if the id passed is a valid actor +
+\ No newline at end of file diff --git a/doc/doc_files/addactorshadow.html b/doc/doc_files/addactorshadow.html index 60af641..d6b37af 100644 --- a/doc/doc_files/addactorshadow.html +++ b/doc/doc_files/addactorshadow.html @@ -12,7 +12,7 @@ Cast a shadow on an actor during lighting calculations
- Note: Also check the section on lights for more info + Note: Also check the section on lights for more info
Related: RemoveActorShadow diff --git a/doc/doc_files/adjointmatrix.html b/doc/doc_files/adjointmatrix.html index 72dd4db..708eda7 100644 --- a/doc/doc_files/adjointmatrix.html +++ b/doc/doc_files/adjointmatrix.html @@ -9,7 +9,7 @@
- Stores the adjoint matrix of mA in mB + Stores the adjoint matrix of mA in mB
diff --git a/doc/doc_files/android_getexternalstoragestate.html b/doc/doc_files/android_getexternalstoragestate.html index 9c20903..7f60b6a 100644 --- a/doc/doc_files/android_getexternalstoragestate.html +++ b/doc/doc_files/android_getexternalstoragestate.html @@ -21,7 +21,7 @@
If AndBit( Android_GetExternalStorageState(), ANDROID_EXTERNAL_STORAGE_READ ) Then
- Print "Can read from external storage"
+ Print "Can read from external storage"
End If
Related:
diff --git a/doc/doc_files/applyactordamping.html b/doc/doc_files/applyactordamping.html
index 03c9cd4..eea318b 100644
--- a/doc/doc_files/applyactordamping.html
+++ b/doc/doc_files/applyactordamping.html
@@ -20,11 +20,11 @@
ApplyActorCentralImpulse(actor, 300, 0, 0)
While True
- If Not init_damping Then
- ApplyActorDamping(actor, 5.0) 'Will apply the damping effect for 5 seconds
- init_damping = True
- End If
- Update()
+ If Not init_damping Then
+ ApplyActorDamping(actor, 5.0) 'Will apply the damping effect for 5 seconds
+ init_damping = True
+ End If
+ Update()
Wend
Related: diff --git a/doc/doc_files/applyactorimpulseworld.html b/doc/doc_files/applyactorimpulseworld.html index 8d8b6c4..b2a8d08 100644 --- a/doc/doc_files/applyactorimpulseworld.html +++ b/doc/doc_files/applyactorimpulseworld.html @@ -3,11 +3,11 @@
-Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
diff --git a/doc/doc_files/applyactortorqueimpulselocal.html b/doc/doc_files/applyactortorqueimpulselocal.html index c738226..9c4ef56 100644 --- a/doc/doc_files/applyactortorqueimpulselocal.html +++ b/doc/doc_files/applyactortorqueimpulselocal.html @@ -3,11 +3,11 @@ -Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
diff --git a/doc/doc_files/applyactortorqueimpulseworld.html b/doc/doc_files/applyactortorqueimpulseworld.html index ffc8248..ff2c529 100644 --- a/doc/doc_files/applyactortorqueimpulseworld.html +++ b/doc/doc_files/applyactortorqueimpulseworld.html @@ -3,11 +3,11 @@ -Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
diff --git a/doc/doc_files/applyactortorquelocal.html b/doc/doc_files/applyactortorquelocal.html index 02b61a4..04a2a1d 100644 --- a/doc/doc_files/applyactortorquelocal.html +++ b/doc/doc_files/applyactortorquelocal.html @@ -3,11 +3,11 @@ -Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
diff --git a/doc/doc_files/applyactortorqueworld.html b/doc/doc_files/applyactortorqueworld.html index d2265c8..70fc39e 100644 --- a/doc/doc_files/applyactortorqueworld.html +++ b/doc/doc_files/applyactortorqueworld.html @@ -3,11 +3,11 @@ -Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
diff --git a/doc/doc_files/arrayfill.html b/doc/doc_files/arrayfill.html index c6c12c0..3a86c70 100644 --- a/doc/doc_files/arrayfill.html +++ b/doc/doc_files/arrayfill.html @@ -7,7 +7,7 @@ -Fills all the elements in an array with the value in fdata
diff --git a/doc/doc_files/arraysize.html b/doc/doc_files/arraysize.html index 20f1cce..704c5a3 100644 --- a/doc/doc_files/arraysize.html +++ b/doc/doc_files/arraysize.html @@ -7,7 +7,7 @@ -Returns the number of elements in the given dimension of an array
diff --git a/doc/doc_files/asc.html b/doc/doc_files/asc.html index 07241b9..14aa178 100644 --- a/doc/doc_files/asc.html +++ b/doc/doc_files/asc.html @@ -7,7 +7,7 @@ -Returns the ASCII value of a character.
diff --git a/doc/doc_files/asin.html b/doc/doc_files/asin.html index ad191a6..53ff2c3 100644 --- a/doc/doc_files/asin.html +++ b/doc/doc_files/asin.html @@ -7,7 +7,7 @@ -Returns the ArcSine of a number.
diff --git a/doc/doc_files/atan.html b/doc/doc_files/atan.html index b8cf337..06fe174 100644 --- a/doc/doc_files/atan.html +++ b/doc/doc_files/atan.html @@ -7,7 +7,7 @@ -Returns the ArcTangent of a number.
diff --git a/doc/doc_files/augmentmatrix.html b/doc/doc_files/augmentmatrix.html index f482c74..a7005d5 100644 --- a/doc/doc_files/augmentmatrix.html +++ b/doc/doc_files/augmentmatrix.html @@ -12,7 +12,7 @@ Appends the columns of matrix mB onto matrix mA and stores the result in mC.- NOTE: Must mA and mB must be the same number of rows. + NOTE: Must mA and mB must be the same number of rows.
diff --git a/doc/doc_files/bufferfrommatrix.html b/doc/doc_files/bufferfrommatrix.html index b6b92f2..4e99e2d 100644 --- a/doc/doc_files/bufferfrommatrix.html +++ b/doc/doc_files/bufferfrommatrix.html @@ -12,7 +12,7 @@ Saves the matrix mA in an array
- NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact. + NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
Related: MatrixFromBuffer diff --git a/doc/doc_files/bufferfromstring.html b/doc/doc_files/bufferfromstring.html index 0b9455e..cf85941 100644 --- a/doc/doc_files/bufferfromstring.html +++ b/doc/doc_files/bufferfromstring.html @@ -9,7 +9,7 @@
- Stores the byte value of a string into a number buffer + Stores the byte value of a string into a number buffer
Related: StringFromBuffer$ diff --git a/doc/doc_files/checksockets.html b/doc/doc_files/checksockets.html index b57031a..46db155 100644 --- a/doc/doc_files/checksockets.html +++ b/doc/doc_files/checksockets.html @@ -9,10 +9,10 @@
- Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0 it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0). + Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0 it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0).
- Returns the number of sockets that have activity (ie. a connection was made or data was sent) + Returns the number of sockets that have activity (ie. a connection was made or data was sent)
diff --git a/doc/doc_files/clearcanvas.html b/doc/doc_files/clearcanvas.html index e8e98ca..338383d 100644 --- a/doc/doc_files/clearcanvas.html +++ b/doc/doc_files/clearcanvas.html @@ -12,6 +12,9 @@ Clears the active drawing canvas
+ NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas()) +
+\ No newline at end of file diff --git a/doc/doc_files/computeactorangularimpulsedenominator.html b/doc/doc_files/computeactorangularimpulsedenominator.html index 06962d3..c65a4ff 100644 --- a/doc/doc_files/computeactorangularimpulsedenominator.html +++ b/doc/doc_files/computeactorangularimpulsedenominator.html @@ -7,7 +7,7 @@
-Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
diff --git a/doc/doc_files/computeactorgyroimpulselocal.html b/doc/doc_files/computeactorgyroimpulselocal.html index f18826e..265ce83 100644 --- a/doc/doc_files/computeactorgyroimpulselocal.html +++ b/doc/doc_files/computeactorgyroimpulselocal.html @@ -7,7 +7,7 @@ -Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
diff --git a/doc/doc_files/computeactorgyroimpulseworld.html b/doc/doc_files/computeactorgyroimpulseworld.html index bad5d65..431aebd 100644 --- a/doc/doc_files/computeactorgyroimpulseworld.html +++ b/doc/doc_files/computeactorgyroimpulseworld.html @@ -7,7 +7,7 @@ -Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actor’s local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
diff --git a/doc/doc_files/computeactorimpulsedenominator.html b/doc/doc_files/computeactorimpulsedenominator.html index a3ce3de..7082ceb 100644 --- a/doc/doc_files/computeactorimpulsedenominator.html +++ b/doc/doc_files/computeactorimpulsedenominator.html @@ -7,7 +7,7 @@ -Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. It’s primarily used internally in the physics engine to calculate how an object’s mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.
diff --git a/doc/doc_files/conditions.html b/doc/doc_files/conditions.html index f4fcdd7..13f3c18 100644 --- a/doc/doc_files/conditions.html +++ b/doc/doc_files/conditions.html @@ -13,11 +13,11 @@
If 5 > 6 Then
- Print "THIS WILL NOT PRINT"
+ Print "THIS WILL NOT PRINT"
ElseIf 5 < 6 Then
- Print "THIS WILL PRINT"
+ Print "THIS WILL PRINT"
Else
- Print "THIS ALSO WILL NOT PRINT"
+ Print "THIS ALSO WILL NOT PRINT"
End If
@@ -29,13 +29,13 @@
Select Case 5
Case 6
- Print THIS WILL NOT "PRINT
+ Print THIS WILL NOT "PRINT
Case 5
- Print "THIS WILL PRINT"
+ Print "THIS WILL PRINT"
Default
- 'Note: Default will be true if every other case is false.
- ' Default is optional and can be excluded if you don't need it
- Print "THIS WILL NOT PRINT"
+ 'Note: Default will be true if every other case is false.
+ ' Default is optional and can be excluded if you don't need it
+ Print "THIS WILL NOT PRINT"
End Select
@@ -44,15 +44,15 @@
Select Case 5
Case 6
- Print THIS WILL NOT "PRINT
+ Print "THIS WILL NOT PRINT"
Case 4, 5
- Print "THIS WILL PRINT"
+ Print "THIS WILL PRINT"
Default
- Print "THIS WILL NOT PRINT"
+ Print "THIS WILL NOT PRINT"
End Select
- The above example is mostly the same as the previous example. The difference is that in our second CASE we are comparing both 4 and 5. If either of them are equal to our SELECT argument then the code inside the CASE block will execute. + The above example is mostly the same as the previous example. The difference is that in our second CASE we are comparing both 4 and 5. If either of them are equal to our SELECT argument then the code inside the CASE block will execute.
diff --git a/doc/doc_files/constraintexists.html b/doc/doc_files/constraintexists.html index 9ac8234..42300e5 100644 --- a/doc/doc_files/constraintexists.html +++ b/doc/doc_files/constraintexists.html @@ -9,6 +9,9 @@
+ Returns true if the id passed is a valid constraint +
+\ No newline at end of file diff --git a/doc/doc_files/copyactormaterial.html b/doc/doc_files/copyactormaterial.html index acbb09c..1e3aac6 100644 --- a/doc/doc_files/copyactormaterial.html +++ b/doc/doc_files/copyactormaterial.html @@ -3,11 +3,11 @@
-Returns a material id for a copy of an actor's material
diff --git a/doc/doc_files/copymaterial.html b/doc/doc_files/copymaterial.html index 075a306..7140ec2 100644 --- a/doc/doc_files/copymaterial.html +++ b/doc/doc_files/copymaterial.html @@ -3,11 +3,11 @@ -Returns a copy of a material
diff --git a/doc/doc_files/createhingeconstraint.html b/doc/doc_files/createhingeconstraint.html index 3b5cc44..32b22cc 100644 --- a/doc/doc_files/createhingeconstraint.html +++ b/doc/doc_files/createhingeconstraint.html @@ -3,11 +3,11 @@ -Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
diff --git a/doc/doc_files/createhingeconstraintex.html b/doc/doc_files/createhingeconstraintex.html index 5f2467b..9e1e9bd 100644 --- a/doc/doc_files/createhingeconstraintex.html +++ b/doc/doc_files/createhingeconstraintex.html @@ -3,11 +3,11 @@ -Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
diff --git a/doc/doc_files/createpointconstraint.html b/doc/doc_files/createpointconstraint.html index f9ecea7..a199c13 100644 --- a/doc/doc_files/createpointconstraint.html +++ b/doc/doc_files/createpointconstraint.html @@ -3,11 +3,11 @@ -A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
diff --git a/doc/doc_files/createpointconstraintex.html b/doc/doc_files/createpointconstraintex.html index b603e5d..1741ed2 100644 --- a/doc/doc_files/createpointconstraintex.html +++ b/doc/doc_files/createpointconstraintex.html @@ -3,11 +3,11 @@ -A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
diff --git a/doc/doc_files/createslideconstraint.html b/doc/doc_files/createslideconstraint.html index d1f8c1e..2db0edc 100644 --- a/doc/doc_files/createslideconstraint.html +++ b/doc/doc_files/createslideconstraint.html @@ -3,11 +3,11 @@ -A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
diff --git a/doc/doc_files/createslideconstraintex.html b/doc/doc_files/createslideconstraintex.html index 00371f4..b139388 100644 --- a/doc/doc_files/createslideconstraintex.html +++ b/doc/doc_files/createslideconstraintex.html @@ -3,11 +3,11 @@ -A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
diff --git a/doc/doc_files/deleteactor.html b/doc/doc_files/deleteactor.html index 0695d93..7efb430 100644 --- a/doc/doc_files/deleteactor.html +++ b/doc/doc_files/deleteactor.html @@ -12,6 +12,9 @@ Removes an actor from the scene and frees its memory+ NOTE: Actors are all removed on clearScene so make sure you don't continue using the id after that. +
+\ No newline at end of file diff --git a/doc/doc_files/deleteconstraint.html b/doc/doc_files/deleteconstraint.html index d4ec770..2dca7ba 100644 --- a/doc/doc_files/deleteconstraint.html +++ b/doc/doc_files/deleteconstraint.html @@ -3,11 +3,11 @@
-Removes a constraint
diff --git a/doc/doc_files/deletefont.html b/doc/doc_files/deletefont.html index a4e5d82..65a1bca 100644 --- a/doc/doc_files/deletefont.html +++ b/doc/doc_files/deletefont.html @@ -7,7 +7,7 @@ -Frees a font from memory
diff --git a/doc/doc_files/deleteimage.html b/doc/doc_files/deleteimage.html index 43ba22b..507d13f 100644 --- a/doc/doc_files/deleteimage.html +++ b/doc/doc_files/deleteimage.html @@ -7,7 +7,7 @@ -Removes an image from memory
diff --git a/doc/doc_files/deletematerial.html b/doc/doc_files/deletematerial.html index 7424dda..9a41461 100644 --- a/doc/doc_files/deletematerial.html +++ b/doc/doc_files/deletematerial.html @@ -3,15 +3,18 @@ -Removes a material from memory
+ NOTE: In the case of actor materials, this will simple drop the reference to it but it will not remove the material from the actor. +
+\ No newline at end of file diff --git a/doc/doc_files/deletesprite.html b/doc/doc_files/deletesprite.html index 33b4ffd..f80ae44 100644 --- a/doc/doc_files/deletesprite.html +++ b/doc/doc_files/deletesprite.html @@ -12,6 +12,52 @@ Removes a sprite from memory
+ Here is an example: +
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("CreateSprite", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, 150, 100)
+
+ timePassed = Timer()
+ timePassedDiff = 2000
+
+ While Not Key(K_ESCAPE)
+
+ If Timer() - timePassed > timePassedDiff Then 'After 2 seconds eyeSprite2 will be deleted
+ DeleteSprite(eyeSprite2)
+ End If
+
+ Update()
+ Wend
+

Related: + OpenCanvasSpriteLayer + SetSpritePosition + CreateSprite +
+\ No newline at end of file diff --git a/doc/doc_files/determinant.html b/doc/doc_files/determinant.html index 3ea3bbc..8f746eb 100644 --- a/doc/doc_files/determinant.html +++ b/doc/doc_files/determinant.html @@ -9,7 +9,7 @@
- Returns the determinant of matrix mA + Returns the determinant of matrix mA
diff --git a/doc/doc_files/drawimage_rotateex.html b/doc/doc_files/drawimage_rotateex.html index 305bcc7..ea696db 100644 --- a/doc/doc_files/drawimage_rotateex.html +++ b/doc/doc_files/drawimage_rotateex.html @@ -9,7 +9,7 @@
- Draws a portion of an image to the current canvas rotated by a given angle. + Draws a portion of an image to the current canvas rotated by a given angle.
diff --git a/doc/doc_files/drawimage_rotozoom.html b/doc/doc_files/drawimage_rotozoom.html index a9069ae..aa375ab 100644 --- a/doc/doc_files/drawimage_rotozoom.html +++ b/doc/doc_files/drawimage_rotozoom.html @@ -9,7 +9,7 @@
- Draws an image to the current canvas rotated and scaled + Draws an image to the current canvas rotated and scaled
diff --git a/doc/doc_files/drawimage_rotozoomex.html b/doc/doc_files/drawimage_rotozoomex.html index 880cf70..9f3a9f7 100644 --- a/doc/doc_files/drawimage_rotozoomex.html +++ b/doc/doc_files/drawimage_rotozoomex.html @@ -9,7 +9,7 @@
- Draws a portion of an image to the current canvas rotated and scaled + Draws a portion of an image to the current canvas rotated and scaled
diff --git a/doc/doc_files/drawimage_zoom.html b/doc/doc_files/drawimage_zoom.html index 71dbd06..12bde10 100644 --- a/doc/doc_files/drawimage_zoom.html +++ b/doc/doc_files/drawimage_zoom.html @@ -9,7 +9,7 @@
- Draws an image to the current canvas scaled by a given factor + Draws an image to the current canvas scaled by a given factor
Related: DrawImage_ZoomEx diff --git a/doc/doc_files/drawtext.html b/doc/doc_files/drawtext.html index f48e389..a9deca0 100644 --- a/doc/doc_files/drawtext.html +++ b/doc/doc_files/drawtext.html @@ -9,7 +9,7 @@
- Draws text to the current canvas + Draws text to the current canvas
diff --git a/doc/doc_files/filelength.html b/doc/doc_files/filelength.html index d7bcb5a..ac5bff7 100644 --- a/doc/doc_files/filelength.html +++ b/doc/doc_files/filelength.html @@ -9,7 +9,7 @@
- Returns the size of a file in bytes. + Returns the size of a file in bytes.
diff --git a/doc/doc_files/fillmatrix.html b/doc/doc_files/fillmatrix.html index d2bf669..7cc1386 100644 --- a/doc/doc_files/fillmatrix.html +++ b/doc/doc_files/fillmatrix.html @@ -9,7 +9,7 @@
- Fills matrix with the given value + Fills matrix with the given value
diff --git a/doc/doc_files/fillmatrixcolumns.html b/doc/doc_files/fillmatrixcolumns.html index 7af2be5..2bc96d0 100644 --- a/doc/doc_files/fillmatrixcolumns.html +++ b/doc/doc_files/fillmatrixcolumns.html @@ -9,7 +9,7 @@
- Fills matrix columns with the given value starting at the given column + Fills matrix columns with the given value starting at the given column
diff --git a/doc/doc_files/fillmatrixrows.html b/doc/doc_files/fillmatrixrows.html index 1f2d4cb..861894f 100644 --- a/doc/doc_files/fillmatrixrows.html +++ b/doc/doc_files/fillmatrixrows.html @@ -9,7 +9,7 @@
- Fills matrix rows with the given value starting at the given row + Fills matrix rows with the given value starting at the given row
diff --git a/doc/doc_files/floodfill.html b/doc/doc_files/floodfill.html index ac60db3..afd743c 100644 --- a/doc/doc_files/floodfill.html +++ b/doc/doc_files/floodfill.html @@ -12,6 +12,9 @@ Fills a closed shape in with the current draw color
+ NOTE: It is not recommended to floodfill the full screen since its prone to stack overload +
+\ No newline at end of file diff --git a/doc/doc_files/fprint.html b/doc/doc_files/fprint.html index 28a21af..ef37dea 100644 --- a/doc/doc_files/fprint.html +++ b/doc/doc_files/fprint.html @@ -12,6 +12,9 @@ Outputs text to the console
+ NOTE: It does the exact same thing as Print. This is here for legacy reasons (ie. I am too lazy to remove it.) +
+\ No newline at end of file diff --git a/doc/doc_files/func_sub.html b/doc/doc_files/func_sub.html index 721896f..8037d17 100644 --- a/doc/doc_files/func_sub.html +++ b/doc/doc_files/func_sub.html @@ -54,8 +54,8 @@
Function MyFunc(a, b)
- c = a + b
- Return c
+ c = a + b
+ Return c
End Function
@@ -72,7 +72,7 @@
Function MyString$ ( G$ )
- Return "YOU ENTERED " + G$
+ Return "YOU ENTERED " + G$
End Function
Print MyString("SOMETHING")
@@ -88,15 +88,15 @@
Type test_type
- Dim a$
- Dim b
+ Dim a$
+ Dim b
End Type
Function test(a$, b) As test_type
- Dim ret_val As test_type
- ret_val.a = a
- ret_val.b = b
- Return ret_val
+ Dim ret_val As test_type
+ ret_val.a = a
+ ret_val.b = b
+ Return ret_val
End Function
Dim myVar as test_type
@@ -107,8 +107,8 @@
You can also have a UDT as a parameter in a function:
- Function 2(n as test_type, j)
- Return 0
+ Function test2(n as test_type, j)
+ Return 0
End Function
@@ -116,9 +116,9 @@
Sub MySub ( )
- For i = 1 To 5
- Print i
- Next
+ For i = 1 To 5
+ Print i
+ Next
End Sub
MySub ( )
@@ -131,7 +131,7 @@
Sub MySub ( a )
- a = 5
+ a = 5
End Sub
n = 0
@@ -144,7 +144,7 @@
Sub MySub ( ByRef a )
- a = 5
+ a = 5
End Sub
n = 0
@@ -153,7 +153,7 @@
Print n
- The above code is the same as the previous example except that now we use the BYREF keyword to change a to a reference rather than a value. This means the when we pass the variable N to MYSUB, instead of the value stored in N being used as A, whatever we do to A will be done to N directly. This example will output 5 to the console. + The above code is the same as the previous example except that now we use the BYREF keyword to change a to a reference rather than a value. This means the when we pass the variable N to MYSUB, instead of the value stored in N being used as A, whatever we do to A will be done to N directly. This example will output 5 to the console.
diff --git a/doc/doc_files/getactorrotationq.html b/doc/doc_files/getactorrotationq.html index f79bb42..4775951 100644 --- a/doc/doc_files/getactorrotationq.html +++ b/doc/doc_files/getactorrotationq.html @@ -12,7 +12,7 @@ Gets the actors rotation as a quaternion.
- Note: This is useful for calculations that require quaternion but most developers should just use GetActorRotation() + Note: This is useful for calculations that require quaternion but most developers should just use GetActorTransform()
Related: GetActorRotation diff --git a/doc/doc_files/getcirclelineintersection.html b/doc/doc_files/getcirclelineintersection.html index 74a0ab2..e9b0979 100644 --- a/doc/doc_files/getcirclelineintersection.html +++ b/doc/doc_files/getcirclelineintersection.html @@ -12,7 +12,7 @@ Calculates the points where a circle and line intersect and stores the intersection points in (ix1, iy1) and (ix2, iy2)
- NOTE: This function returns 0 if there is no intersection and 1 or 2 if there is 1 or 2 intersection points. If it only returns 1 then only (ix1, iy1) will be set. + NOTE: This function returns 0 if there is no intersection and 1 or 2 if there is 1 or 2 intersection points. If it only returns 1 then only (ix1, iy1) will be set.
diff --git a/doc/doc_files/getconeanglepoint.html b/doc/doc_files/getconeanglepoint.html index 6a5b905..2a43082 100644 --- a/doc/doc_files/getconeanglepoint.html +++ b/doc/doc_files/getconeanglepoint.html @@ -9,7 +9,7 @@
- Computes or retrieves a point based on a given angle relative to the constraint’s twist axis. + Computes or retrieves a point based on a given angle relative to the constraint’s twist axis.
diff --git a/doc/doc_files/getdesktopdisplaymode.html b/doc/doc_files/getdesktopdisplaymode.html index 99d7a60..51cce9a 100644 --- a/doc/doc_files/getdesktopdisplaymode.html +++ b/doc/doc_files/getdesktopdisplaymode.html @@ -19,7 +19,7 @@ w, h - The width and height of the display will be stored in these variables
diff --git a/doc/doc_files/getlighttype.html b/doc/doc_files/getlighttype.html index bc32006..ba71148 100644 --- a/doc/doc_files/getlighttype.html +++ b/doc/doc_files/getlighttype.html @@ -22,10 +22,10 @@ LIGHT_TYPE_POINT
Related: SetLightType
diff --git a/doc/doc_files/getlineplaneintersection.html b/doc/doc_files/getlineplaneintersection.html index 4ad04a5..b8e52c2 100644 --- a/doc/doc_files/getlineplaneintersection.html +++ b/doc/doc_files/getlineplaneintersection.html @@ -28,7 +28,7 @@ plane_point_2 - An array with an (x,y,z) point representing a point on a plane in 3D spacediff --git a/doc/doc_files/getmaterialblendmode.html b/doc/doc_files/getmaterialblendmode.html index 1c6ba17..edc46e0 100644 --- a/doc/doc_files/getmaterialblendmode.html +++ b/doc/doc_files/getmaterialblendmode.html @@ -19,31 +19,31 @@ BLEND_MODE_NONE
Related: diff --git a/doc/doc_files/getspriteposition.html b/doc/doc_files/getspriteposition.html index b74dfbb..8c53d50 100644 --- a/doc/doc_files/getspriteposition.html +++ b/doc/doc_files/getspriteposition.html @@ -11,6 +11,67 @@
Gets the position of a sprite on the canvas
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("GetSpritePosition", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeX 'Variables to pass into the function for holding the x and y values
+ DIM eyeY
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ destX = 0
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+
+ While Not Key(K_ESCAPE)
+ clearcanvas()
+ Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
+ If SpriteX(eyeSprite) < 450 And destX = 0 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX + 0.5
+ ElseIf SpriteX(eyeSprite) >= 440 And destX = 0 Then
+ destX = 1
+ End If
+
+ If destX = 1 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX - 0.5
+ End If
+
+ GetSpritePosition(eyeSprite, eyeX, eyeY)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("Sprite X: " + STR$(eyeX), 10, 30)
+ DrawText("Sprite Y: " + STR$(eyeY), 10, 50)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: TranslateSprite SetSpritePosition diff --git a/doc/doc_files/getspriterotation.html b/doc/doc_files/getspriterotation.html index f1cc8af..a1b8099 100644 --- a/doc/doc_files/getspriterotation.html +++ b/doc/doc_files/getspriterotation.html @@ -11,6 +11,63 @@
Returns the angle the sprite is rotated by
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("GetSpriteRotation", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeAngle 'Variable to hold the sprites angle value
+ DIM displayAngle
+ ReleaseKey = 0
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ 'RotateSprite(eyeSprite, eyeAngle)
+
+ While Not Key(K_ESCAPE)
+ ClearCanvas()
+ Canvas(sCanvas)
+
+ If Key(K_SPACE) And ReleaseKey = 0 Then
+ eyeAngle = 30
+ RotateSprite(eyeSprite, eyeAngle)
+ ReleaseKey = 1
+ ElseIf Not Key(K_SPACE) And ReleaseKey = 1 then
+ ReleaseKey = 0
+ End If
+
+ displayAngle = GetSpriteRotation(eyeSprite)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("Sprite Angle: " + STR$(displayAngle), 10, 30)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: SetSpriteRotation RotateSprite diff --git a/doc/doc_files/getspritescale.html b/doc/doc_files/getspritescale.html index 95b8e4f..faffad4 100644 --- a/doc/doc_files/getspritescale.html +++ b/doc/doc_files/getspritescale.html @@ -11,6 +11,73 @@
Gets the scale of a sprite
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("GetSpriteScale", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeScale 'Variable to hold the sprites scale
+ ReleaseKey = 0
+ eyeScale = 2
+
+ DIM eyeScaleX
+ DIM eyeScaleY
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, 200, 100)
+
+ SetSpriteScale(eyeSprite2, eyeScale, eyeScale)
+
+ While Not Key(K_ESCAPE)
+ ClearCanvas()
+ Canvas(sCanvas)
+
+ If Key(K_UP) And ReleaseKey = 0 Then
+ eyeScale = 1.1
+ ScaleSprite(eyeSprite2, eyeScale, eyeScale)
+ ReleaseKey = 1
+ ElseIf Key(K_DOWN) And ReleaseKey = 0 Then
+ eyeScale = 0.9
+ ScaleSprite(eyeSprite2, eyeScale, eyeScale)
+ ReleaseKey = 1
+ ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then
+ ReleaseKey = 0
+ End If
+
+ GetSpriteScale(eyeSprite2, eyeScaleX, eyeScaleY)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("Sprite Scale X: " + STR$(eyeScaleX), 10, 30)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: ScaleSprite SetSpriteScale diff --git a/doc/doc_files/getspritesize.html b/doc/doc_files/getspritesize.html index 197ebb1..b2baa67 100644 --- a/doc/doc_files/getspritesize.html +++ b/doc/doc_files/getspritesize.html @@ -11,6 +11,51 @@
Gets the size of a sprite's frames
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eSpriteWidth
+ DIM eSpriteHeight
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ GetSpriteSize(eyeSprite, eSpriteWidth, eSpriteHeight)
+
+ While Not Key(K_ESCAPE)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("EyeSprite Width " + STR$(eSpriteWidth), 10, 30)
+ DrawText("EyeSprite Height " + STR$(eSpriteHeight), 10, 50)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: CreateSprite
diff --git a/doc/doc_files/getspritesource.html b/doc/doc_files/getspritesource.html index 4134ba3..4c649e0 100644 --- a/doc/doc_files/getspritesource.html +++ b/doc/doc_files/getspritesource.html @@ -11,6 +11,41 @@Returns the source image the sprite renders its frames from
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("GetSpriteSource", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM frown
+ DIM frownW
+ DIM frownH
+ DIM spSource$
+
+ frowny1 = LoadImage("frowny1.png")
+ frowny2 = LoadImage("frowny2.png")
+ GetImageSize(frown, frownW, frownH)
+
+ frownSprite = CreateSprite(frown, frownW, frownH)
+ SetSpritePosition(frownSprite, 100, 100)
+
+ While Not Key(K_ESCAPE)
+ If KEY(K_SPACE) Then
+ SetSpriteSource(frownSprite, frowny2)
+ End If
+ Update()
+ spSource$ = STR$(GetSpriteSource(frown))
+ Print spSource$
+ Wend
+


Related: SetSpriteSource CreateSprite diff --git a/doc/doc_files/getspritetype.html b/doc/doc_files/getspritetype.html index e64cb7c..f64e9e7 100644 --- a/doc/doc_files/getspritetype.html +++ b/doc/doc_files/getspritetype.html @@ -19,15 +19,74 @@
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("GetSpriteType", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ eyeSprite2X = 400
+ eyeSprite2Y = 125
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ SetSpriteSolid(eyeSprite, 1)
+ SetSpriteType(eyeSprite, SPRITE_TYPE_KINEMATIC)
+
+ 'The flags for each type are SPRITE_TYPE_STATIC = 0
+ ' SPRITE_TYPE_KINEMATIC = 1
+ ' SPRITE_TYPE_DYNAMIC = 2
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+ SetSpriteSolid(eyeSprite2, 1)
+ SetSpriteType(eyeSprite2, SPRITE_TYPE_DYNAMIC)
+
+ While Not Key(K_ESCAPE)
+ ClearCanvas()
+ Canvas(sCanvas)
+
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+
+ DrawText("Sprite on left type: " + STR$(GetSpriteType(eyeSprite)), 10, 30)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: SetSpriteType
diff --git a/doc/doc_files/grabinput.html b/doc/doc_files/grabinput.html index bdb1337..18ec065 100644 --- a/doc/doc_files/grabinput.html +++ b/doc/doc_files/grabinput.html @@ -9,7 +9,7 @@- Sets whether the currently active window will grab user input + Sets whether the currently active window will grab user input
diff --git a/doc/doc_files/hello_world.html b/doc/doc_files/hello_world.html index b8ca1a0..10c7706 100644 --- a/doc/doc_files/hello_world.html +++ b/doc/doc_files/hello_world.html @@ -335,22 +335,22 @@ Given we have two number stored in variables a and b.
- •.a = b : Test if a is equal to b + •.a = b : Test if a is equal to b
- •.a < b : Test if a is less than b + •.a < b : Test if a is less than b
- •.a > b : Test if a is greater than b + •.a > b : Test if a is greater than b
- •.a <= b : Test if a is less than or equal to b + •.a <= b : Test if a is less than or equal to b
- •.a >= b : Test if a is greater than or equal to b + •.a >= b : Test if a is greater than or equal to b
- •.a <> b : Test if a is not equal to b + •.a <> b : Test if a is not equal to b
Here is a few examples of doing some of these comparisons with a IF statement. @@ -424,7 +424,7 @@ This code will write "This is true" to the console because 1 is equal to 1 and 4 is greater than 2. Yes it is that simple.
- If 11 AND 4>2 Then
+ If 1=1 AND 4>2 Then
Print "This is true"
End If
- If 12 AND 5<6 Then
+ If 1=2 AND 5<6 Then
Print "This is true"
End If
- If 11 XOR 2 <> 2 Then
+ If 1=1 XOR 2 <> 2 Then
Print "This is true"
End If
- If NOT (13) Then
+ If NOT (1=3) Then
Print "This is true"
End If
- Increments all the values in a specified number of columns in matrix mA, starting from column c. The result is stored in matrix mB + Increments all the values in a specified number of columns in matrix mA, starting from column c. The result is stored in matrix mB
diff --git a/doc/doc_files/incrementmatrixrows.html b/doc/doc_files/incrementmatrixrows.html index 697655f..7342dee 100644 --- a/doc/doc_files/incrementmatrixrows.html +++ b/doc/doc_files/incrementmatrixrows.html @@ -9,7 +9,7 @@
- Increments all the values in a specified number of rows in matrix mA, starting from row r. The result is stored in matrix mB + Increments all the values in a specified number of rows in matrix mA, starting from row r. The result is stored in matrix mB
diff --git a/doc/doc_files/insertmatrixrows.html b/doc/doc_files/insertmatrixrows.html index 2d37e21..3769471 100644 --- a/doc/doc_files/insertmatrixrows.html +++ b/doc/doc_files/insertmatrixrows.html @@ -9,7 +9,7 @@
- Insert a number of empty rows into matrix mA starting at the specified row. + Insert a number of empty rows into matrix mA starting at the specified row.
diff --git a/doc/doc_files/interpolate.html b/doc/doc_files/interpolate.html index 0b3fbc2..ce13906 100644 --- a/doc/doc_files/interpolate.html +++ b/doc/doc_files/interpolate.html @@ -9,7 +9,7 @@
- This function returns a value interpolated based on the comparison between a mid value in a range of given min and max values + This function returns a value interpolated based on the comparison between a mid value in a range of given min and max values
diff --git a/doc/doc_files/intro.html b/doc/doc_files/intro.html index a4dcf10..57af014 100644 --- a/doc/doc_files/intro.html +++ b/doc/doc_files/intro.html @@ -9,10 +9,10 @@
- First I would like to say thank you for taking an interest in RCBASIC ( I use all caps because I think it looks more retro that way). RCBASIC is a variant of the BASIC programming language. It consist of a compiler, interpreter, and a code editor. This version of BASIC was mostly influenced by sdlBasic and QBasic. My main reason for writing this software was just to have fun and challenge myself. This language is not as full featured as C++ or Java but you can still create some awesome stuff with it. I hope you have as much fun using this software as I had making it. + First I would like to say thank you for taking an interest in RCBASIC ( I use all caps because I think it looks more retro that way). RCBASIC is a variant of the BASIC programming language. It consist of a compiler, interpreter, and a code editor. This version of BASIC was mostly influenced by sdlBasic and QBasic. My main reason for writing this software was just to have fun and challenge myself. This language is not as full featured as C++ or Java but you can still create some awesome stuff with it. I hope you have as much fun using this software as I had making it.
- Rodney Cunningham (aka. n00b) + Rodney Cunningham (aka. n00b)
diff --git a/doc/doc_files/invertmatrix.html b/doc/doc_files/invertmatrix.html index 4d080b5..f53a454 100644 --- a/doc/doc_files/invertmatrix.html +++ b/doc/doc_files/invertmatrix.html @@ -9,7 +9,7 @@
- Stores the inverse matrix of mA in mB + Stores the inverse matrix of mA in mB
diff --git a/doc/doc_files/io.html b/doc/doc_files/io.html
index 6c90c03..247ada9 100644
--- a/doc/doc_files/io.html
+++ b/doc/doc_files/io.html
@@ -33,7 +33,7 @@
USER_NAME$ = INPUT$("WHAT IS YOUR NAME? ")
- The above example will ask the user WHAT IS YOUR NAME? and then store whatever the user types in into the variable USER_NAME$. + The above example will ask the user WHAT IS YOUR NAME? and then store whatever the user types in into the variable USER_NAME$.
diff --git a/doc/doc_files/isequalmatrix.html b/doc/doc_files/isequalmatrix.html index cbaf025..56eda92 100644 --- a/doc/doc_files/isequalmatrix.html +++ b/doc/doc_files/isequalmatrix.html @@ -9,7 +9,7 @@
- Returns true if matrix mA is within tolerance of matrix mB + Returns true if matrix mA is within tolerance of matrix mB
diff --git a/doc/doc_files/joinmatrixcolumns.html b/doc/doc_files/joinmatrixcolumns.html index 28fe335..5a58658 100644 --- a/doc/doc_files/joinmatrixcolumns.html +++ b/doc/doc_files/joinmatrixcolumns.html @@ -9,7 +9,7 @@
- Appends the columns in matrix mB below matrix mA. + Appends the columns in matrix mB below matrix mA.
diff --git a/doc/doc_files/joinmatrixrows.html b/doc/doc_files/joinmatrixrows.html index acfa66d..d7f605d 100644 --- a/doc/doc_files/joinmatrixrows.html +++ b/doc/doc_files/joinmatrixrows.html @@ -9,7 +9,7 @@
- Appends the rows in matrix mB onto the right of matrix mA. + Appends the rows in matrix mB onto the right of matrix mA.
diff --git a/doc/doc_files/lcase.html b/doc/doc_files/lcase.html index cee7ca8..e0fdcff 100644 --- a/doc/doc_files/lcase.html +++ b/doc/doc_files/lcase.html @@ -3,11 +3,11 @@
-Returns src$ converted to a completely lower-case string
diff --git a/doc/doc_files/license.html b/doc/doc_files/license.html index c59c270..6481455 100644 --- a/doc/doc_files/license.html +++ b/doc/doc_files/license.html @@ -9,7 +9,7 @@- RCBasic is available under the zlib license : + RCBasic is available under the zlib license :
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. diff --git a/doc/doc_files/loopactoranimation.html b/doc/doc_files/loopactoranimation.html index 834ce51..4f2c970 100644 --- a/doc/doc_files/loopactoranimation.html +++ b/doc/doc_files/loopactoranimation.html @@ -3,11 +3,11 @@
-Enables or disables actor animation loop
diff --git a/doc/doc_files/loops.html b/doc/doc_files/loops.html index f6f3be7..8faa18e 100644 --- a/doc/doc_files/loops.html +++ b/doc/doc_files/loops.html @@ -16,7 +16,7 @@
For I = 1 To 5
- Print I
+ Print I
Next
@@ -24,7 +24,7 @@
For I = 1 To 5 Step 2
- Print I
+ Print I
Next
@@ -36,8 +36,8 @@
I = 0
While I < 5
- Print I
- I = I + 1
+ Print I
+ I = I + 1
Wend
@@ -51,7 +51,7 @@
Do
- Print "HELLO WORLD"
+ Print "HELLO WORLD"
Loop
@@ -60,8 +60,8 @@
I = 0
Do
- Print I
- I = I + 1
+ Print I
+ I = I + 1
Loop While I < 5
@@ -70,12 +70,12 @@
I = 0
Do
- Print I
- I = I + 1
+ Print I
+ I = I + 1
Loop Until I = 5
- The above code will output the numbers 0 to 4 to the console. This form of the DO loop will continue to loop until the loop condition is true. + The above code will output the numbers 0 to 4 to the console. This form of the DO loop will continue to loop until the loop condition is true.
diff --git a/doc/doc_files/ltrim.html b/doc/doc_files/ltrim.html index eaeefe6..ef3f472 100644 --- a/doc/doc_files/ltrim.html +++ b/doc/doc_files/ltrim.html @@ -3,14 +3,18 @@
-Returns src$ with all the spaces before the first non-space character removed.
+diff --git a/doc/doc_files/materialexists.html b/doc/doc_files/materialexists.html index 28d8e90..19dd058 100644 --- a/doc/doc_files/materialexists.html +++ b/doc/doc_files/materialexists.html @@ -9,6 +9,9 @@
+ Returns true if the material id is an existing material +
+\ No newline at end of file diff --git a/doc/doc_files/materialisaplhablend.html b/doc/doc_files/materialisaplhablend.html index 30353a3..638739e 100644 --- a/doc/doc_files/materialisaplhablend.html +++ b/doc/doc_files/materialisaplhablend.html @@ -3,11 +3,11 @@
-Returns true if alpha blending is enabled for a material
diff --git a/doc/doc_files/materialisgouraudshaded.html b/doc/doc_files/materialisgouraudshaded.html index e889bb9..5e9c3d8 100644 --- a/doc/doc_files/materialisgouraudshaded.html +++ b/doc/doc_files/materialisgouraudshaded.html @@ -3,11 +3,11 @@ -Returns true if material is set to goraud shading
diff --git a/doc/doc_files/materialislit.html b/doc/doc_files/materialislit.html index 30c2f01..8d8cccb 100644 --- a/doc/doc_files/materialislit.html +++ b/doc/doc_files/materialislit.html @@ -3,11 +3,11 @@ -Returns true if a material is affected by lights in the scene
diff --git a/doc/doc_files/materialisnormalized.html b/doc/doc_files/materialisnormalized.html index 34cf5a2..97072ff 100644 --- a/doc/doc_files/materialisnormalized.html +++ b/doc/doc_files/materialisnormalized.html @@ -3,11 +3,11 @@ -Returns true if material has normalized normals
diff --git a/doc/doc_files/materialispointcloud.html b/doc/doc_files/materialispointcloud.html index d71a5e0..e978c96 100644 --- a/doc/doc_files/materialispointcloud.html +++ b/doc/doc_files/materialispointcloud.html @@ -3,11 +3,11 @@ -Returns true if material is set to render with point cloud
diff --git a/doc/doc_files/materialistransparent.html b/doc/doc_files/materialistransparent.html index e16d041..5dc3329 100644 --- a/doc/doc_files/materialistransparent.html +++ b/doc/doc_files/materialistransparent.html @@ -3,11 +3,11 @@ -Returns true if material is transparent
diff --git a/doc/doc_files/materialiswireframe.html b/doc/doc_files/materialiswireframe.html index 0a706d7..4aa8ba5 100644 --- a/doc/doc_files/materialiswireframe.html +++ b/doc/doc_files/materialiswireframe.html @@ -3,11 +3,11 @@ -Returns true if the material is rendered with non-filled triangles
diff --git a/doc/doc_files/matrixfrombuffer.html b/doc/doc_files/matrixfrombuffer.html index c710863..09bf0eb 100644 --- a/doc/doc_files/matrixfrombuffer.html +++ b/doc/doc_files/matrixfrombuffer.html @@ -12,7 +12,7 @@ Creates a matrix from an array.- NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact. + NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
diff --git a/doc/doc_files/matrixvalue.html b/doc/doc_files/matrixvalue.html index 6e1c269..af8f0a5 100644 --- a/doc/doc_files/matrixvalue.html +++ b/doc/doc_files/matrixvalue.html @@ -9,7 +9,7 @@
- Returns the value stored at the given row and column in the matrix + Returns the value stored at the given row and column in the matrix
diff --git a/doc/doc_files/multiplymatrix.html b/doc/doc_files/multiplymatrix.html index 6e6c36a..1e90784 100644 --- a/doc/doc_files/multiplymatrix.html +++ b/doc/doc_files/multiplymatrix.html @@ -9,7 +9,7 @@
- Multiply matrix mA and mB and store the result in mC + Multiply matrix mA and mB and store the result in mC
diff --git a/doc/doc_files/openfile.html b/doc/doc_files/openfile.html index ff67eff..09cb0dd 100644 --- a/doc/doc_files/openfile.html +++ b/doc/doc_files/openfile.html @@ -57,7 +57,7 @@ BINARY_OUTPUT_PLUS - Opens a file for both reading and writing. If the file already exist it will be overwritten.
diff --git a/doc/doc_files/openurl.html b/doc/doc_files/openurl.html index 09639c0..b4847a2 100644 --- a/doc/doc_files/openurl.html +++ b/doc/doc_files/openurl.html @@ -9,7 +9,7 @@
- Opens a URL in the internet browser + Opens a URL in the internet browser
diff --git a/doc/doc_files/openwindowex.html b/doc/doc_files/openwindowex.html index 37bb333..b6b2d15 100644 --- a/doc/doc_files/openwindowex.html +++ b/doc/doc_files/openwindowex.html @@ -15,6 +15,11 @@ Returns true if window was opened and false if a window could not be opened
- Returns true if emitter emits min<->max particles for every vertex or to pick min<->max vertices. + Returns true if emitter emits min<->max particles for every vertex or to pick min<->max vertices.
Related: useParticleEveryMeshVertex diff --git a/doc/doc_files/particleisusingnormaldirection.html b/doc/doc_files/particleisusingnormaldirection.html index 366f7c2..1ca0214 100644 --- a/doc/doc_files/particleisusingnormaldirection.html +++ b/doc/doc_files/particleisusingnormaldirection.html @@ -9,7 +9,7 @@
- Returns true if particle emitter is using vertex normal for direction, or direction specified. + Returns true if particle emitter is using vertex normal for direction, or direction specified.
Related: useParticleNormalDirection diff --git a/doc/doc_files/randomizematrix.html b/doc/doc_files/randomizematrix.html index ab0a269..2e3d9ba 100644 --- a/doc/doc_files/randomizematrix.html +++ b/doc/doc_files/randomizematrix.html @@ -9,7 +9,7 @@
- Stores random values between vmin and vmax in the matrix mA + Stores random values between vmin and vmax in the matrix mA
diff --git a/doc/doc_files/rotatesprite.html b/doc/doc_files/rotatesprite.html index 9d03bdb..9e36a04 100644 --- a/doc/doc_files/rotatesprite.html +++ b/doc/doc_files/rotatesprite.html @@ -11,6 +11,48 @@
Sets the angle the sprite is rotated by relative to its current rotation
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("RotateSprite", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeAngle 'Variable to hold the sprites angle value
+ eyeAngle = 250
+ ReleaseKey = 0
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ 'RotateSprite(eyeSprite, eyeAngle)
+
+ While Not Key(K_ESCAPE)
+ 'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called.
+
+ If Key(K_SPACE) And ReleaseKey = 0 Then
+ eyeAngle = 30
+ RotateSprite(eyeSprite, eyeAngle)
+ ReleaseKey = 1
+ ElseIf Not Key(K_SPACE) And ReleaseKey = 1 then
+ ReleaseKey = 0
+ End If
+
+ Update() 'Update automatically deals with drawing the sprites on the sprite canvas.
+ Wend
+

Related: SetSpriteRotation GetSpriteRotation diff --git a/doc/doc_files/runtime.html b/doc/doc_files/runtime.html index 0b2322c..7d6a8d3 100644 --- a/doc/doc_files/runtime.html +++ b/doc/doc_files/runtime.html @@ -9,7 +9,7 @@
- Returns the path to the RCBasic runtime that launched the current program + Returns the path to the RCBasic runtime that launched the current program
diff --git a/doc/doc_files/runtime_utility_message.html b/doc/doc_files/runtime_utility_message.html index 4974d86..aad9ddb 100644 --- a/doc/doc_files/runtime_utility_message.html +++ b/doc/doc_files/runtime_utility_message.html @@ -12,7 +12,7 @@ Passes arg$ to the rc_intern_runtime_utility() function in the rc_media.h file. The function returns a string.
- Note: On IOS there a file in the project called rcbasic_ios_native.h which is already setup for you to add your C++ code. + Note: On IOS there a file in the project called rcbasic_ios_native.h which is already setup for you to add your C++ code.
diff --git a/doc/doc_files/scalarmatrix.html b/doc/doc_files/scalarmatrix.html index 003f199..e268c19 100644 --- a/doc/doc_files/scalarmatrix.html +++ b/doc/doc_files/scalarmatrix.html @@ -9,7 +9,7 @@
- Multiplies values in matrix mA by scalar value and stores the results in mB + Multiplies values in matrix mA by scalar value and stores the results in mB
diff --git a/doc/doc_files/scaleterraintexture.html b/doc/doc_files/scaleterraintexture.html index e4f766a..5d85779 100644 --- a/doc/doc_files/scaleterraintexture.html +++ b/doc/doc_files/scaleterraintexture.html @@ -9,14 +9,14 @@
- Scales the base texture, similar to makePlanarTextureMapping. + Scales the base texture, similar to makePlanarTextureMapping.
diff --git a/doc/doc_files/scope.html b/doc/doc_files/scope.html
index 56fc2a5..4ea7241 100644
--- a/doc/doc_files/scope.html
+++ b/doc/doc_files/scope.html
@@ -15,14 +15,14 @@
A = 5
While A < 10
- B = 1 '----- B is created inside this loop and cannot be accessed outside of this loop
- A = A + 1 '----- A was created before this loop started so it will be able to be used after this loop ends
+ B = 1 '----- B is created inside this loop and cannot be accessed outside of this loop
+ A = A + 1 '----- A was created before this loop started so it will be able to be used after this loop ends
Wend
Print B
- The above program WILL NOT COMPILE. That is because the variable B was created inside the scope of the WHILE loop and nothing outside the WHILE loop will be able to access it. The variable A was created outside the WHILE loop so the variable A could be used anywhere in this example. So a variable can go into a deeper scope than where it was created but it cannot go to a lesser scope than where it was created. A scope deepens every time a new block is started. Blocks refer to the code within a loop, within a Function, or within a Sub Routine. + The above program WILL NOT COMPILE. That is because the variable B was created inside the scope of the WHILE loop and nothing outside the WHILE loop will be able to access it. The variable A was created outside the WHILE loop so the variable A could be used anywhere in this example. So a variable can go into a deeper scope than where it was created but it cannot go to a lesser scope than where it was created. A scope deepens every time a new block is started. Blocks refer to the code within a loop, within a Function, or within a Sub Routine.
diff --git a/doc/doc_files/setactormaterialflag.html b/doc/doc_files/setactormaterialflag.html index 96167af..f7bb01b 100644 --- a/doc/doc_files/setactormaterialflag.html +++ b/doc/doc_files/setactormaterialflag.html @@ -9,7 +9,7 @@
- Sets the value of an actor's material flag. + Sets the value of an actor's material flag.
Note: The material on this would be material 0. To set other material flag's you need to get a reference to the actor's material with GetActorMaterial(). diff --git a/doc/doc_files/setchanneldistance.html b/doc/doc_files/setchanneldistance.html index 38ad3a8..492e331 100644 --- a/doc/doc_files/setchanneldistance.html +++ b/doc/doc_files/setchanneldistance.html @@ -12,7 +12,7 @@ Set a volume adjustment effect due to distance. distance must be a value between 0 and 255. Returns 0 on error.
- NOTE: Setting distance to 0 will cancel the effect + NOTE: Setting distance to 0 will cancel the effect
diff --git a/doc/doc_files/setlighttype.html b/doc/doc_files/setlighttype.html index 0dd4c80..6894a19 100644 --- a/doc/doc_files/setlighttype.html +++ b/doc/doc_files/setlighttype.html @@ -19,10 +19,10 @@ LIGHT_TYPE_POINT
Related: SetLightType
diff --git a/doc/doc_files/setmaterialblendmode.html b/doc/doc_files/setmaterialblendmode.html index 1e9f7b7..0c46af5 100644 --- a/doc/doc_files/setmaterialblendmode.html +++ b/doc/doc_files/setmaterialblendmode.html @@ -19,31 +19,31 @@ BLEND_MODE_NONERelated: diff --git a/doc/doc_files/setspriteanimation.html b/doc/doc_files/setspriteanimation.html index 026c7da..1add696 100644 --- a/doc/doc_files/setspriteanimation.html +++ b/doc/doc_files/setspriteanimation.html @@ -7,7 +7,7 @@
-Sets the current animation for a sprite
diff --git a/doc/doc_files/setspriteposition.html b/doc/doc_files/setspriteposition.html index 89e90c8..24a9aae 100644 --- a/doc/doc_files/setspriteposition.html +++ b/doc/doc_files/setspriteposition.html @@ -14,6 +14,45 @@Note: This is canvas position and not screen position
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpritePosition", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY) 'Position on the canvas the sprite will initially be drawn.
+
+ speed = 0.4
+
+ While Not Key(K_ESCAPE)
+
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX + speed 'Speed will be added to sprites X position, sprite will move to the right gradually
+
+ Update()
+ Wend
+

Related: + OpenCanvasSpriteLayer + CreateSprite +
diff --git a/doc/doc_files/setspriterotation.html b/doc/doc_files/setspriterotation.html index 7ca8963..1063e8d 100644 --- a/doc/doc_files/setspriterotation.html +++ b/doc/doc_files/setspriterotation.html @@ -11,6 +11,40 @@
Sets the angle the sprite is rotated by
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteRotation", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeAngle 'Variable to hold the sprites angle value
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ While Not Key(K_ESCAPE)
+ 'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called.
+
+ SetSpriteRotation(eyeSprite, eyeAngle)
+
+ eyeAngle = eyeAngle + 0.3
+
+ Update() 'Update automatically deals with drawing the sprites on the sprite canvas.
+ Wend
+

Related: GetSpriteRotation RotateSprite diff --git a/doc/doc_files/setspritescale.html b/doc/doc_files/setspritescale.html index f79dad7..297da88 100644 --- a/doc/doc_files/setspritescale.html +++ b/doc/doc_files/setspritescale.html @@ -11,6 +11,41 @@
Sets the scale of a sprite
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteScale", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeScale 'Variable to hold the sprites scale
+ eyeScale = 2
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, 200, 100)
+
+ SetSpriteScale(eyeSprite2, eyeScale, eyeScale)
+
+ While Not Key(K_ESCAPE)
+
+ Update()
+ Wend
+

Related: ScaleSprite GetSpriteScale diff --git a/doc/doc_files/setspritesolid.html b/doc/doc_files/setspritesolid.html index 89402e7..fb94111 100644 --- a/doc/doc_files/setspritesolid.html +++ b/doc/doc_files/setspritesolid.html @@ -11,6 +11,46 @@
Sets whether a sprite has physics and collision response enabled
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteSolid", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ eyeSprite2X = 400
+ eyeSprite2Y = 125
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ SetSpriteSolid(eyeSprite, 1) 'Setting the sprites as solid means they can collide with one another.
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+ SetSpriteSolid(eyeSprite2, 1)
+
+ While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 30, 0)
+ eyeSpriteX = eyeSpriteX + 0.5
+
+ Update()
+ Wend
+

Related: SpriteIsSolid
diff --git a/doc/doc_files/setspritesource.html b/doc/doc_files/setspritesource.html index 88c6940..3c673f7 100644 --- a/doc/doc_files/setspritesource.html +++ b/doc/doc_files/setspritesource.html @@ -14,6 +14,38 @@Note: This needs to be the same size as the current image source or you will have rendering issues
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteSource", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM frown
+ DIM frownW
+ DIM frownH
+
+ frowny1 = LoadImage("frowny1.png")
+ frowny2 = LoadImage("frowny2.png")
+ GetImageSize(frown, frownW, frownH)
+
+ frownSprite = CreateSprite(frown, frownW, frownH)
+ SetSpritePosition(frownSprite, 100, 100)
+
+ While Not Key(K_ESCAPE)
+ If KEY(K_SPACE) Then
+ SetSpriteSource(frownSprite, frowny2)
+ End If
+ Update()
+ Wend
+


Related: GetSpriteSource
diff --git a/doc/doc_files/setspritetype.html b/doc/doc_files/setspritetype.html index 27f5b01..f2cf80b 100644 --- a/doc/doc_files/setspritetype.html +++ b/doc/doc_files/setspritetype.html @@ -22,6 +22,144 @@ SPRITE_TYPE_DYNAMIC ++ Here is an example of SPRITE_TYPE_DYNAMIC: +
+
+ 'This is showing SPRITE_TYPE_DYNAMIC
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteType_Dynamic", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ eyeSprite2X = 400
+ eyeSprite2Y = 125
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ SetSpriteSolid(eyeSprite, 1)
+
+ 'When Sprites are created and physics activated there "type" is Dyanmic by default
+ 'The sprites have collision and physics activated, so they can move and react to other bodies.
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+ SetSpriteSolid(eyeSprite2, 1)
+
+ While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 80, 0)
+
+ Update()
+ Wend
+
+ Here is an example of SPRITE_TYPE_STATIC: +
+
+ 'This is showing SPRITE_TYPE_STATIC
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteType_Static", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ eyeSprite2X = 400
+ eyeSprite2Y = 125
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ SetSpriteSolid(eyeSprite, 1)
+
+ 'When Sprites are created and physics activated there "type" is Dyanmic by default
+ 'The sprites have collision and physics activated, so they can move and react to other bodies.
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+ SetSpriteSolid(eyeSprite2, 1)
+ SetSpriteType(eyeSprite2, SPRITE_TYPE_STATIC) 'When a sprite is made solid nothing can move it
+
+ While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 80, 0)
+
+ Update()
+ Wend
+
+ Finally here is an example of SPRITE_TYPE_KINEMATIC: +
+
+ 'This is showing SPRITE_TYPE_KINEMATIC
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteType_Kinematic", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ eyeSprite2X = 400
+ eyeSprite2Y = 125
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ SetSpriteSolid(eyeSprite, 1)
+ SetSpriteType(eyeSprite, SPRITE_TYPE_KINEMATIC) 'KINEMATIC type makes the sprite able to be moved, but it does not react to dynamic bodies.
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+ SetSpriteSolid(eyeSprite2, 1)
+
+ While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 80, 0)
+
+ Update()
+ Wend
+

Related: GetSpriteType
diff --git a/doc/doc_files/setspritevisible.html b/doc/doc_files/setspritevisible.html index 91162f8..73a26ce 100644 --- a/doc/doc_files/setspritevisible.html +++ b/doc/doc_files/setspritevisible.html @@ -7,12 +7,45 @@ -- Sets whether the sprite is visible + Set the sprite visible with the flAG
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteVisible", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM spriteTimer : spriteTimer = Timer()
+ DIM spriteTimerDiff : spriteTimerDiff = 2000
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ While Not Key(K_ESCAPE)
+ If Timer() - spriteTimer > spriteTimerDiff Then
+ SetSpriteVisible(eyeSprite, 0) 'Set sprite visible flag to 0 or false and it will become not visible
+ Print ("Function Called")
+ End If
+ Update()
+ Wend
+

Related: - SpriteIsVisible + SetSpriteVisible
diff --git a/doc/doc_files/setspritez.html b/doc/doc_files/setspritez.html index 93754eb..f2b726d 100644 --- a/doc/doc_files/setspritez.html +++ b/doc/doc_files/setspritez.html @@ -14,6 +14,54 @@
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM sword
+ DIM swordW
+ DIM swordH
+ ReleaseKey = 0
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ sword = LoadImage("sword.png")
+ GetImageSize(sword, swordW, swordH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+ SetSpriteZ(eyeSprite, 1)
+
+ swordSprite = CreateSprite(sword, swordW, swordH)
+ SetSpritePosition(swordSprite, 89, 75)
+ SetSpriteZ(swordSprite, 5)
+
+ While Not Key(K_ESCAPE)
+
+ If Key(K_SPACE) And ReleaseKey = 0 Then
+ SetSpriteZ(eyeSprite, 10) 'This will cause the eye to be drawn behind the sword
+ ReleaseKey = 1
+ ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then
+ ReleaseKey = 0
+ End If
+
+ Update()
+ Wend
+


Related: SpriteZ
diff --git a/doc/doc_files/setterrainloddistance.html b/doc/doc_files/setterrainloddistance.html index 78ee84b..17c8168 100644 --- a/doc/doc_files/setterrainloddistance.html +++ b/doc/doc_files/setterrainloddistance.html @@ -9,7 +9,7 @@- Override the default generation of distance thresholds. + Override the default generation of distance thresholds.
diff --git a/doc/doc_files/setterrainpatchlod.html b/doc/doc_files/setterrainpatchlod.html index 7fe03f8..8d7bdb2 100644 --- a/doc/doc_files/setterrainpatchlod.html +++ b/doc/doc_files/setterrainpatchlod.html @@ -9,7 +9,7 @@
- Manually sets the LOD of a patch. + Manually sets the LOD of a patch.
diff --git a/doc/doc_files/spriteheight.html b/doc/doc_files/spriteheight.html index 5573c94..8127675 100644 --- a/doc/doc_files/spriteheight.html +++ b/doc/doc_files/spriteheight.html @@ -11,6 +11,49 @@
Returns the frame height of a sprite
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SpriteHeight", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eSpriteHeight
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ eSpriteHeight = SpriteHeight(eyeSprite)
+
+ While Not Key(K_ESCAPE)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("EyeSprite Height " + STR$(eSpriteHeight), 10, 50)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: SpriteWidth GetSpriteSize diff --git a/doc/doc_files/spriteissolid.html b/doc/doc_files/spriteissolid.html index 73e1d13..cfc65d9 100644 --- a/doc/doc_files/spriteissolid.html +++ b/doc/doc_files/spriteissolid.html @@ -11,6 +11,51 @@
Returns true if a sprite is has physics and collision response enabled
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SpriteIsSolid", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM trigger : trigger = 0
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ eyeSprite2X = 400
+ eyeSprite2Y = 125
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ SetSpriteSolid(eyeSprite, 1) 'Setting the sprites as solid means they can collide with one another.
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+ SetSpriteSolid(eyeSprite2, 1)
+
+ While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 30, 0)
+ eyeSpriteX = eyeSpriteX + 0.5
+
+ If SpriteIsSolid(eyeSprite2) And trigger = 0 Then
+ Print "Yup I'm solid!"
+ trigger = 1
+ End If
+ Update()
+ Wend
+

Related: SetSpriteSolid
diff --git a/doc/doc_files/spriteisvisible.html b/doc/doc_files/spriteisvisible.html index cef8c71..c10a10b 100644 --- a/doc/doc_files/spriteisvisible.html +++ b/doc/doc_files/spriteisvisible.html @@ -11,6 +11,47 @@Returns whether the sprite is visible
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpriteVisible", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM spriteTimer : spriteTimer = Timer()
+ DIM spriteTimerDiff : spriteTimerDiff = 2000
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+ SetSpriteVisible(eyeSprite, 0) 'Set the flag to 0 for not visible
+
+
+ While Not Key(K_ESCAPE)
+ If Timer() - spriteTimer > spriteTimerDiff Then
+ SetSpriteVisible(eyeSprite, 1)
+ Print ("Function Called")
+ End If
+
+ If SpriteIsVisible(eyeSprite) Then
+ Print ("Sprite is Visible")
+ else
+ Print ("Sprite is not visible")
+ End If
+ Update()
+ Wend
+

Related: SetSpriteVisible
diff --git a/doc/doc_files/spritewidth.html b/doc/doc_files/spritewidth.html index 5350a5f..cc0361c 100644 --- a/doc/doc_files/spritewidth.html +++ b/doc/doc_files/spritewidth.html @@ -11,6 +11,49 @@Returns the frame width of a sprite
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SpriteWidth", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eSpriteWidth
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ eSpriteWidth = SpriteWidth(eyeSprite)
+
+ While Not Key(K_ESCAPE)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("EyeSprite Width " + STR$(eSpriteWidth), 10, 30)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: SpriteHeight GetSpriteSize diff --git a/doc/doc_files/spritex.html b/doc/doc_files/spritex.html index 54fed33..a95094a 100644 --- a/doc/doc_files/spritex.html +++ b/doc/doc_files/spritex.html @@ -11,6 +11,66 @@
Returns the X position of a sprite on a canvas
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SpriteX", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeX 'Variables to pass into the function for holding the x value
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ destX = 0
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+
+ While Not Key(K_ESCAPE)
+ clearcanvas()
+ Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
+ If SpriteX(eyeSprite) < 450 And destX = 0 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX + 0.5
+ ElseIf SpriteX(eyeSprite) >= 440 And destX = 0 Then
+ destX = 1
+ 'eyeSpriteX = SpriteX(eyeSprite)
+ End If
+
+ If destX = 1 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX - 0.5
+ End If
+
+ Canvas(pCanvas)
+ eyeX = SpriteX(eyeSprite) 'change to the standard drawing canvas for drawing text
+ DrawText("Sprite X: " + STR$(eyeX), 10, 30)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: SpriteY SetSpritePosition diff --git a/doc/doc_files/spritey.html b/doc/doc_files/spritey.html index 3f01bb0..40512fa 100644 --- a/doc/doc_files/spritey.html +++ b/doc/doc_files/spritey.html @@ -11,10 +11,70 @@
Returns the Y position of a sprite on a canvas
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SpriteY", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeY 'Variables to pass into the function for holding the y value
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+ destY = 0
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+
+ While Not Key(K_ESCAPE)
+ clearcanvas()
+ Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
+ If SpriteY(eyeSprite) < 450 And destY = 0 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteY = eyeSpriteY + 0.5
+ ElseIf SpriteY(eyeSprite) >= 440 And destY = 0 Then
+ destY = 1
+ End If
+
+ If destY = 1 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteY = eyeSpriteY - 0.5
+ End If
+
+ Canvas(pCanvas)
+ eyeY = SpriteY(eyeSprite) 'change to the standard drawing canvas for drawing text
+ DrawText("Sprite Y: " + STR$(eyeY), 10, 30)
+
+ Update()
+ Wend
+

+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: SpriteX SetSpritePosition GetSpritePosition + SpriteX
diff --git a/doc/doc_files/spritez.html b/doc/doc_files/spritez.html index 2c71ab8..09bac66 100644 --- a/doc/doc_files/spritez.html +++ b/doc/doc_files/spritez.html @@ -14,6 +14,66 @@
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
+
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
+ pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ DIM eyeZ
+ DIM sword
+ DIM swordW
+ DIM swordH
+ DIM swordZ
+ ReleaseKey = 0
+
+ DIM font1
+
+ Font1 = LoadFont("DripOctober.ttf", 16)
+ SetFont(Font1)
+ SetColor(RGB(100, 200, 200))
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ sword = LoadImage("sword.png")
+ GetImageSize(sword, swordW, swordH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+ SetSpriteZ(eyeSprite, 1)
+
+ swordSprite = CreateSprite(sword, swordW, swordH)
+ SetSpritePosition(swordSprite, 89, 75)
+ SetSpriteZ(swordSprite, 5)
+
+ While Not Key(K_ESCAPE)
+
+ swordZ = SpriteZ(swordSprite)
+ eyeZ = SpriteZ(eyeSprite)
+
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("Eye Sprite Z: " + STR$(eyeZ), 10, 30)
+ DrawText("Sword Sprite Z: " + STR$(swordZ), 10, 50)
+
+ Update()
+ Wend
+


+
Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
Related: SetSpriteZ
diff --git a/doc/doc_files/startactortransition.html b/doc/doc_files/startactortransition.html index b1e0eb8..e71ec89 100644 --- a/doc/doc_files/startactortransition.html +++ b/doc/doc_files/startactortransition.html @@ -17,6 +17,14 @@Related: diff --git a/doc/doc_files/str_f.html b/doc/doc_files/str_f.html index 0012aee..8404c2f 100644 --- a/doc/doc_files/str_f.html +++ b/doc/doc_files/str_f.html @@ -9,7 +9,7 @@
- Returns a number converted to a string in fixed notation + Returns a number converted to a string in fixed notation
The number will be returned with 6 decimal places of precision. diff --git a/doc/doc_files/str_s.html b/doc/doc_files/str_s.html index 8ddbed5..fc93794 100644 --- a/doc/doc_files/str_s.html +++ b/doc/doc_files/str_s.html @@ -9,7 +9,7 @@
- Returns a number converted to a string in scientific notation + Returns a number converted to a string in scientific notation
Related: Str$ diff --git a/doc/doc_files/tcp_acceptsocket.html b/doc/doc_files/tcp_acceptsocket.html index 7708fc2..57af5b0 100644 --- a/doc/doc_files/tcp_acceptsocket.html +++ b/doc/doc_files/tcp_acceptsocket.html @@ -7,9 +7,9 @@
-- Attempts to accept a connection from a server socket. If successful it will open a client socket to communicate with the server and return true. If it fails it will return false. + Attempts to accept a connection from a server socket. If successful it will return a client socket id. If it fails it will return -1.
diff --git a/doc/doc_files/udt.html b/doc/doc_files/udt.html index 169e885..5f26144 100644 --- a/doc/doc_files/udt.html +++ b/doc/doc_files/udt.html @@ -13,7 +13,7 @@
Type player
- Dim x, y
+ Dim x, y
End Type
@@ -46,13 +46,13 @@
Type Player_Stats
- Dim health
- Dim power
+ Dim health
+ Dim power
End Type
Type Player
- Dim x, y
- Dim stats As Player_Stats
+ Dim x, y
+ Dim stats As Player_Stats
End Type
Dim hero As Player
diff --git a/doc/doc_files/unaugmentmatrix.html b/doc/doc_files/unaugmentmatrix.html
index 4b355d6..42c82cc 100644
--- a/doc/doc_files/unaugmentmatrix.html
+++ b/doc/doc_files/unaugmentmatrix.html
@@ -9,7 +9,7 @@
function UnAugmentMatrix(mA, mB, mC)
- Splits matrix mA into coefficient mB and augment mC + Splits matrix mA into coefficient mB and augment mC
diff --git a/doc/doc_files/update.html b/doc/doc_files/update.html index 7ef63ef..724af65 100644 --- a/doc/doc_files/update.html +++ b/doc/doc_files/update.html @@ -20,6 +20,17 @@
- Sets whether to emit min<->max particles for every vertex or to pick min<->max vertices. + Sets whether to emit min<->max particles for every vertex or to pick min<->max vertices.
Related: particleIsUsingEveryMeshVertex diff --git a/doc/doc_files/useparticlenormaldirection.html b/doc/doc_files/useparticlenormaldirection.html index d72f018..9f30d4b 100644 --- a/doc/doc_files/useparticlenormaldirection.html +++ b/doc/doc_files/useparticlenormaldirection.html @@ -9,7 +9,7 @@
- Sets whether particle emitter is using vertex normal for direction, or direction specified. + Sets whether particle emitter is using vertex normal for direction, or direction specified.
Related: particleIsUsingNormalDirection diff --git a/doc/doc_files/warpmouse.html b/doc/doc_files/warpmouse.html index d029003..ce8f44a 100644 --- a/doc/doc_files/warpmouse.html +++ b/doc/doc_files/warpmouse.html @@ -9,7 +9,7 @@
- Move the mouse cursor to xy position in the window + Move the mouse cursor to xy position in the window
diff --git a/doc/doc_files/warpmouseglobal.html b/doc/doc_files/warpmouseglobal.html index 820b931..184a6d9 100644 --- a/doc/doc_files/warpmouseglobal.html +++ b/doc/doc_files/warpmouseglobal.html @@ -9,7 +9,7 @@
- Move the mouse cursor to xy position in the display + Move the mouse cursor to xy position in the display
diff --git a/doc/doc_files/windowisgrabbed.html b/doc/doc_files/windowisgrabbed.html index 6d7cd80..0ad0977 100644 --- a/doc/doc_files/windowisgrabbed.html +++ b/doc/doc_files/windowisgrabbed.html @@ -9,7 +9,7 @@
- Returns the window that is currently grabbing input. It returns -1 on failure. + Returns the window that is currently grabbing input. It returns -1 on failure.
diff --git a/rcbasic_build/intern_inc/switch_cases.h b/rcbasic_build/intern_inc/switch_cases.h
index 0a6719b..4decef6 100644
--- a/rcbasic_build/intern_inc/switch_cases.h
+++ b/rcbasic_build/intern_inc/switch_cases.h
@@ -644,11 +644,14 @@ rc_deleteMesh( DELETEMESH_MESH )
rc_createMesh( )
rc_addMeshBuffer( ADDMESHBUFFER_MESH, ADDMESHBUFFER_VERTEX_COUNT, &ADDMESHBUFFER_VERTEX_DATA, &ADDMESHBUFFER_NORMAL_DATA, &ADDMESHBUFFER_UV_DATA, ADDMESHBUFFER_INDEX_COUNT, &ADDMESHBUFFER_INDEX_DATA )
rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ )
-rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H )
+rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H, CREATEPLANEMESH_TXREPEAT_X, CREATEPLANEMESH_TXREPEAT_Y )
rc_loadAN8( LOADAN8_AN8_FILE$ )
rc_loadMeshFromAN8( LOADMESHFROMAN8_AN8_PROJECT, LOADMESHFROMAN8_AN8_SCENE$ )
rc_getNumAN8Scenes( GETNUMAN8SCENES_AN8_PROJECT )
rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM )
+rc_createConeMesh( CREATECONEMESH_RADIUS, CREATECONEMESH_CONE_LENGTH, CREATECONEMESH_TESSELATION, CREATECONEMESH_TOP_COLOR, CREATECONEMESH_BOTTOM_COLOR )
+rc_createCylinderMesh( CREATECYLINDERMESH_RADIUS, CREATECYLINDERMESH_CYLINDER_LENGTH, CREATECYLINDERMESH_TESSELATION, CREATECYLINDERMESH_COLOR, CREATECYLINDERMESH_CLOSE_TOP )
+rc_createVolumeLightMesh( CREATEVOLUMELIGHTMESH_U, CREATEVOLUMELIGHTMESH_V, CREATEVOLUMELIGHTMESH_FOOT_COLOR, CREATEVOLUMELIGHTMESH_TAIL_COLOR, CREATEVOLUMELIGHTMESH_LP_DISTANCE, CREATEVOLUMELIGHTMESH_DIM_X, CREATEVOLUMELIGHTMESH_DIM_Y, CREATEVOLUMELIGHTMESH_DIM_Z )
rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH )
rc_createOctreeActor( CREATEOCTREEACTOR_MESH )
rc_createCubeActor( CREATECUBEACTOR_CUBE_SIZE )
diff --git a/rcbasic_build/intern_lib/mesh.bas b/rcbasic_build/intern_lib/mesh.bas
index 2b650ab..bfc925a 100644
--- a/rcbasic_build/intern_lib/mesh.bas
+++ b/rcbasic_build/intern_lib/mesh.bas
@@ -3,8 +3,11 @@ sub DeleteMesh( mesh )
function CreateMesh( )
sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data )
function LoadMeshFromArchive( archive$, mesh_file$ )
-Function CreatePlaneMesh( w, h, tileCount_w, tileCount_h )
+Function CreatePlaneMesh( w, h, tileCount_w, tileCount_h, txRepeat_x, txRepeat_y )
Function LoadAN8( an8_file$ )
Function LoadMeshFromAN8(an8_project, an8_scene$)
Function GetNumAN8Scenes(an8_project)
Function GetAN8SceneName$(an8_project, scene_num)
+Function CreateConeMesh( radius, cone_length, tesselation, top_color, bottom_color )
+Function CreateCylinderMesh( radius, cylinder_length, tesselation, color, close_top )
+Function CreateVolumeLightMesh( u, v, foot_color, tail_color, lp_distance, dim_x, dim_y, dim_z )
diff --git a/rcbasic_build/main.cpp b/rcbasic_build/main.cpp
index 202ee3a..b57f7a3 100755
--- a/rcbasic_build/main.cpp
+++ b/rcbasic_build/main.cpp
@@ -145,7 +145,7 @@ bool rc_preprocessor()
}
}
- cout << "\nDEBUG INCLUDE ABS_PATH:" << inc_file.filename << endl << endl;
+ //cout << "\nDEBUG INCLUDE ABS_PATH:" << inc_file.filename << endl << endl;
inc_file.line_number = 0;
inc_file.line_position = 0;
inc_file.dbg_inc_index = inc_files.size();
diff --git a/rcbasic_build/rc_builtin.h b/rcbasic_build/rc_builtin.h
index 637e020..4de696c 100755
--- a/rcbasic_build/rc_builtin.h
+++ b/rcbasic_build/rc_builtin.h
@@ -1940,6 +1940,8 @@ void init_embedded_functions()
add_embedded_arg("h", ID_TYPE_NUM);
add_embedded_arg("tileCount_w", ID_TYPE_NUM);
add_embedded_arg("tileCount_h", ID_TYPE_NUM);
+ add_embedded_arg("txRepeat_x", ID_TYPE_NUM);
+ add_embedded_arg("txRepeat_y", ID_TYPE_NUM);
embed_function("LoadAN8", ID_TYPE_FN_NUM);
add_embedded_arg("an8_file$", ID_TYPE_STR);
embed_function("LoadMeshFromAN8", ID_TYPE_FN_NUM);
@@ -1950,6 +1952,27 @@ void init_embedded_functions()
embed_function("GetAN8SceneName$", ID_TYPE_FN_STR);
add_embedded_arg("an8_project", ID_TYPE_NUM);
add_embedded_arg("scene_num", ID_TYPE_NUM);
+ embed_function("CreateConeMesh", ID_TYPE_FN_NUM);
+ add_embedded_arg("radius", ID_TYPE_NUM);
+ add_embedded_arg("cone_length", ID_TYPE_NUM);
+ add_embedded_arg("tesselation", ID_TYPE_NUM);
+ add_embedded_arg("top_color", ID_TYPE_NUM);
+ add_embedded_arg("bottom_color", ID_TYPE_NUM);
+ embed_function("CreateCylinderMesh", ID_TYPE_FN_NUM);
+ add_embedded_arg("radius", ID_TYPE_NUM);
+ add_embedded_arg("cylinder_length", ID_TYPE_NUM);
+ add_embedded_arg("tesselation", ID_TYPE_NUM);
+ add_embedded_arg("color", ID_TYPE_NUM);
+ add_embedded_arg("close_top", ID_TYPE_NUM);
+ embed_function("CreateVolumeLightMesh", ID_TYPE_FN_NUM);
+ add_embedded_arg("u", ID_TYPE_NUM);
+ add_embedded_arg("v", ID_TYPE_NUM);
+ add_embedded_arg("foot_color", ID_TYPE_NUM);
+ add_embedded_arg("tail_color", ID_TYPE_NUM);
+ add_embedded_arg("lp_distance", ID_TYPE_NUM);
+ add_embedded_arg("dim_x", ID_TYPE_NUM);
+ add_embedded_arg("dim_y", ID_TYPE_NUM);
+ add_embedded_arg("dim_z", ID_TYPE_NUM);
embed_function("CreateAnimatedActor", ID_TYPE_FN_NUM);
add_embedded_arg("mesh", ID_TYPE_NUM);
embed_function("CreateOctreeActor", ID_TYPE_FN_NUM);
diff --git a/rcbasic_build/rcbasic4_changes.ods b/rcbasic_build/rcbasic4_changes.ods
index d6e35d7..8b02955 100644
Binary files a/rcbasic_build/rcbasic4_changes.ods and b/rcbasic_build/rcbasic4_changes.ods differ
diff --git a/rcbasic_build/rcbasic_dev.txt b/rcbasic_build/rcbasic_dev.txt
index 0f7a0de..5e7c40e 100644
--- a/rcbasic_build/rcbasic_dev.txt
+++ b/rcbasic_build/rcbasic_dev.txt
@@ -1934,6 +1934,8 @@ add_embedded_arg("w", ID_TYPE_NUM);
add_embedded_arg("h", ID_TYPE_NUM);
add_embedded_arg("tileCount_w", ID_TYPE_NUM);
add_embedded_arg("tileCount_h", ID_TYPE_NUM);
+add_embedded_arg("txRepeat_x", ID_TYPE_NUM);
+add_embedded_arg("txRepeat_y", ID_TYPE_NUM);
embed_function("LoadAN8", ID_TYPE_FN_NUM);
add_embedded_arg("an8_file$", ID_TYPE_STR);
embed_function("LoadMeshFromAN8", ID_TYPE_FN_NUM);
@@ -1944,6 +1946,27 @@ add_embedded_arg("an8_project", ID_TYPE_NUM);
embed_function("GetAN8SceneName$", ID_TYPE_FN_STR);
add_embedded_arg("an8_project", ID_TYPE_NUM);
add_embedded_arg("scene_num", ID_TYPE_NUM);
+embed_function("CreateConeMesh", ID_TYPE_FN_NUM);
+add_embedded_arg("radius", ID_TYPE_NUM);
+add_embedded_arg("cone_length", ID_TYPE_NUM);
+add_embedded_arg("tesselation", ID_TYPE_NUM);
+add_embedded_arg("top_color", ID_TYPE_NUM);
+add_embedded_arg("bottom_color", ID_TYPE_NUM);
+embed_function("CreateCylinderMesh", ID_TYPE_FN_NUM);
+add_embedded_arg("radius", ID_TYPE_NUM);
+add_embedded_arg("cylinder_length", ID_TYPE_NUM);
+add_embedded_arg("tesselation", ID_TYPE_NUM);
+add_embedded_arg("color", ID_TYPE_NUM);
+add_embedded_arg("close_top", ID_TYPE_NUM);
+embed_function("CreateVolumeLightMesh", ID_TYPE_FN_NUM);
+add_embedded_arg("u", ID_TYPE_NUM);
+add_embedded_arg("v", ID_TYPE_NUM);
+add_embedded_arg("foot_color", ID_TYPE_NUM);
+add_embedded_arg("tail_color", ID_TYPE_NUM);
+add_embedded_arg("lp_distance", ID_TYPE_NUM);
+add_embedded_arg("dim_x", ID_TYPE_NUM);
+add_embedded_arg("dim_y", ID_TYPE_NUM);
+add_embedded_arg("dim_z", ID_TYPE_NUM);
embed_function("CreateAnimatedActor", ID_TYPE_FN_NUM);
add_embedded_arg("mesh", ID_TYPE_NUM);
embed_function("CreateOctreeActor", ID_TYPE_FN_NUM);
diff --git a/rcbasic_build/rcbasic_dev2.txt b/rcbasic_build/rcbasic_dev2.txt
index 6a919a5..b5aa00e 100644
--- a/rcbasic_build/rcbasic_dev2.txt
+++ b/rcbasic_build/rcbasic_dev2.txt
@@ -1934,6 +1934,8 @@
#define CREATEPLANEMESH_H num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATEPLANEMESH_TILECOUNT_W num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CREATEPLANEMESH_TILECOUNT_H num_var[3].nref[0].value[ num_var[3].byref_offset ]
+#define CREATEPLANEMESH_TXREPEAT_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
+#define CREATEPLANEMESH_TXREPEAT_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define FN_LoadAN8 647
#define LOADAN8_AN8_FILE$ str_var[0].sref[0].value[ str_var[0].byref_offset ]
#define FN_LoadMeshFromAN8 648
@@ -1944,258 +1946,279 @@
#define FN_GetAN8SceneName$ 650
#define GETAN8SCENENAME$_AN8_PROJECT num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETAN8SCENENAME$_SCENE_NUM num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_CreateAnimatedActor 651
+#define FN_CreateConeMesh 651
+#define CREATECONEMESH_RADIUS num_var[0].nref[0].value[ num_var[0].byref_offset ]
+#define CREATECONEMESH_CONE_LENGTH num_var[1].nref[0].value[ num_var[1].byref_offset ]
+#define CREATECONEMESH_TESSELATION num_var[2].nref[0].value[ num_var[2].byref_offset ]
+#define CREATECONEMESH_TOP_COLOR num_var[3].nref[0].value[ num_var[3].byref_offset ]
+#define CREATECONEMESH_BOTTOM_COLOR num_var[4].nref[0].value[ num_var[4].byref_offset ]
+#define FN_CreateCylinderMesh 652
+#define CREATECYLINDERMESH_RADIUS num_var[0].nref[0].value[ num_var[0].byref_offset ]
+#define CREATECYLINDERMESH_CYLINDER_LENGTH num_var[1].nref[0].value[ num_var[1].byref_offset ]
+#define CREATECYLINDERMESH_TESSELATION num_var[2].nref[0].value[ num_var[2].byref_offset ]
+#define CREATECYLINDERMESH_COLOR num_var[3].nref[0].value[ num_var[3].byref_offset ]
+#define CREATECYLINDERMESH_CLOSE_TOP num_var[4].nref[0].value[ num_var[4].byref_offset ]
+#define FN_CreateVolumeLightMesh 653
+#define CREATEVOLUMELIGHTMESH_U num_var[0].nref[0].value[ num_var[0].byref_offset ]
+#define CREATEVOLUMELIGHTMESH_V num_var[1].nref[0].value[ num_var[1].byref_offset ]
+#define CREATEVOLUMELIGHTMESH_FOOT_COLOR num_var[2].nref[0].value[ num_var[2].byref_offset ]
+#define CREATEVOLUMELIGHTMESH_TAIL_COLOR num_var[3].nref[0].value[ num_var[3].byref_offset ]
+#define CREATEVOLUMELIGHTMESH_LP_DISTANCE num_var[4].nref[0].value[ num_var[4].byref_offset ]
+#define CREATEVOLUMELIGHTMESH_DIM_X num_var[5].nref[0].value[ num_var[5].byref_offset ]
+#define CREATEVOLUMELIGHTMESH_DIM_Y num_var[6].nref[0].value[ num_var[6].byref_offset ]
+#define CREATEVOLUMELIGHTMESH_DIM_Z num_var[7].nref[0].value[ num_var[7].byref_offset ]
+#define FN_CreateAnimatedActor 654
#define CREATEANIMATEDACTOR_MESH num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_CreateOctreeActor 652
+#define FN_CreateOctreeActor 655
#define CREATEOCTREEACTOR_MESH num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_CreateCubeActor 653
+#define FN_CreateCubeActor 656
#define CREATECUBEACTOR_CUBE_SIZE num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_CreateSphereActor 654
+#define FN_CreateSphereActor 657
#define CREATESPHEREACTOR_RADIUS num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_CreateWaterActor 655
+#define FN_CreateWaterActor 658
#define CREATEWATERACTOR_MESH num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATEWATERACTOR_WAVEHEIGHT num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATEWATERACTOR_WAVESPEED num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CREATEWATERACTOR_WAVELENGTH num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_CreateLightActor 656
-#define FN_CreateBillboardActor 657
-#define FN_CreateTerrainActor 658
+#define FN_CreateLightActor 659
+#define FN_CreateBillboardActor 660
+#define FN_CreateTerrainActor 661
#define CREATETERRAINACTOR_HMAP_FILE$ str_var[0].sref[0].value[ str_var[0].byref_offset ]
-#define FN_CreateParticleActor 659
+#define FN_CreateParticleActor 662
#define CREATEPARTICLEACTOR_PARTICLE_TYPE num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_DeleteActor 660
+#define FN_DeleteActor 663
#define DELETEACTOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetActorTransform 661
+#define FN_GetActorTransform 664
#define GETACTORTRANSFORM_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORTRANSFORM_MATRIX num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_SetActorPosition 662
+#define FN_SetActorPosition 665
#define SETACTORPOSITION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORPOSITION_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORPOSITION_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORPOSITION_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_TranslateActorLocal 663
+#define FN_TranslateActorLocal 666
#define TRANSLATEACTORLOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define TRANSLATEACTORLOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define TRANSLATEACTORLOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define TRANSLATEACTORLOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_TranslateActorWorld 664
+#define FN_TranslateActorWorld 667
#define TRANSLATEACTORWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define TRANSLATEACTORWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define TRANSLATEACTORWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define TRANSLATEACTORWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_GetActorPosition 665
+#define FN_GetActorPosition 668
#define GETACTORPOSITION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORPOSITION_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORPOSITION_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORPOSITION_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_SetActorScale 666
+#define FN_SetActorScale 669
#define SETACTORSCALE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORSCALE_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORSCALE_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORSCALE_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_ScaleActor 667
+#define FN_ScaleActor 670
#define SCALEACTOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SCALEACTOR_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SCALEACTOR_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SCALEACTOR_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_GetActorScale 668
+#define FN_GetActorScale 671
#define GETACTORSCALE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORSCALE_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORSCALE_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORSCALE_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_SetActorRotation 669
+#define FN_SetActorRotation 672
#define SETACTORROTATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORROTATION_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORROTATION_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORROTATION_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_RotateActor 670
+#define FN_RotateActor 673
#define ROTATEACTOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define ROTATEACTOR_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define ROTATEACTOR_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define ROTATEACTOR_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_GetActorRotation 671
+#define FN_GetActorRotation 674
#define GETACTORROTATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORROTATION_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORROTATION_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORROTATION_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_SetActorVisible 672
+#define FN_SetActorVisible 675
#define SETACTORVISIBLE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORVISIBLE_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_ActorIsVisible 673
+#define FN_ActorIsVisible 676
#define ACTORISVISIBLE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetActorAutoCulling 674
+#define FN_SetActorAutoCulling 677
#define SETACTORAUTOCULLING_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORAUTOCULLING_CULL_TYPE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetActorAutoCulling 675
+#define FN_GetActorAutoCulling 678
#define GETACTORAUTOCULLING_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_AddActorShadow 676
+#define FN_AddActorShadow 679
#define ADDACTORSHADOW_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_RemoveActorShadow 677
+#define FN_RemoveActorShadow 680
#define REMOVEACTORSHADOW_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_ActorExists 678
+#define FN_ActorExists 681
#define ACTOREXISTS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_CreateActorAnimation 679
+#define FN_CreateActorAnimation 682
#define CREATEACTORANIMATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATEACTORANIMATION_START_FRAME num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATEACTORANIMATION_END_FRAME num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CREATEACTORANIMATION_SPEED num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_SetActorAnimation 680
+#define FN_SetActorAnimation 683
#define SETACTORANIMATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORANIMATION_ANIMATION num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORANIMATION_NUM_LOOPS num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_SetActorAnimationSpeed 681
+#define FN_SetActorAnimationSpeed 684
#define SETACTORANIMATIONSPEED_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORANIMATIONSPEED_ANIMATION num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORANIMATIONSPEED_SPEED num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_SetActorAnimationFrames 682
+#define FN_SetActorAnimationFrames 685
#define SETACTORANIMATIONFRAMES_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORANIMATIONFRAMES_ANIMATION num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORANIMATIONFRAMES_START_FRAME num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORANIMATIONFRAMES_END_FRAME num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_GetActorCurrentAnimation 683
+#define FN_GetActorCurrentAnimation 686
#define GETACTORCURRENTANIMATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetActorAnimationSpeed 684
+#define FN_GetActorAnimationSpeed 687
#define GETACTORANIMATIONSPEED_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORANIMATIONSPEED_ANIMATION num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetActorAnimationStartFrame 685
+#define FN_GetActorAnimationStartFrame 688
#define GETACTORANIMATIONSTARTFRAME_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORANIMATIONSTARTFRAME_ANIMATION num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetActorAnimationEndFrame 686
+#define FN_GetActorAnimationEndFrame 689
#define GETACTORANIMATIONENDFRAME_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORANIMATIONENDFRAME_ANIMATION num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_SetActorFrame 687
+#define FN_SetActorFrame 690
#define SETACTORFRAME_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORFRAME_FRAME num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetActorFrame 688
+#define FN_GetActorFrame 691
#define GETACTORFRAME_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_ActorAnimationIsPlaying 689
+#define FN_ActorAnimationIsPlaying 692
#define ACTORANIMATIONISPLAYING_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_NumActorAnimationLoops 690
+#define FN_NumActorAnimationLoops 693
#define NUMACTORANIMATIONLOOPS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetActorMD2Animation 691
+#define FN_SetActorMD2Animation 694
#define SETACTORMD2ANIMATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORMD2ANIMATION_ANIM num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORMD2ANIMATION_NUM_LOOPS num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_SetActorMD2AnimationByName 692
+#define FN_SetActorMD2AnimationByName 695
#define SETACTORMD2ANIMATIONBYNAME_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORMD2ANIMATIONBYNAME_ANIM_NAME$ str_var[0].sref[0].value[ str_var[0].byref_offset ]
#define SETACTORMD2ANIMATIONBYNAME_NUM_LOOPS num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_DeleteActorAnimation 693
+#define FN_DeleteActorAnimation 696
#define DELETEACTORANIMATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define DELETEACTORANIMATION_ANIMATION num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_SetGravity3D 694
+#define FN_SetGravity3D 697
#define SETGRAVITY3D_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETGRAVITY3D_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETGRAVITY3D_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_GetGravity3D 695
+#define FN_GetGravity3D 698
#define GETGRAVITY3D_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETGRAVITY3D_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETGRAVITY3D_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_SetActorCollisionShape 696
+#define FN_SetActorCollisionShape 699
#define SETACTORCOLLISIONSHAPE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORCOLLISIONSHAPE_SHAPE_TYPE num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORCOLLISIONSHAPE_MASS num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_GetActorCollisionShape 697
+#define FN_GetActorCollisionShape 700
#define GETACTORCOLLISIONSHAPE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetActorSolid 698
+#define FN_SetActorSolid 701
#define SETACTORSOLID_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORSOLID_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_ActorIsSolid 699
+#define FN_ActorIsSolid 702
#define ACTORISSOLID_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetActorCollision 700
+#define FN_GetActorCollision 703
#define GETACTORCOLLISION_ACTOR1 num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORCOLLISION_ACTOR2 num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_SetActorGravity 701
+#define FN_SetActorGravity 704
#define SETACTORGRAVITY_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORGRAVITY_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORGRAVITY_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORGRAVITY_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_GetActorGravity 702
+#define FN_GetActorGravity 705
#define GETACTORGRAVITY_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORGRAVITY_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORGRAVITY_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORGRAVITY_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorDamping 703
+#define FN_setActorDamping 706
#define SETACTORDAMPING_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORDAMPING_LIN_DAMPING num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORDAMPING_ANG_DAMPING num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_getActorLinearDamping 704
+#define FN_getActorLinearDamping 707
#define GETACTORLINEARDAMPING_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getActorAngularDamping 705
+#define FN_getActorAngularDamping 708
#define GETACTORANGULARDAMPING_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getActorLinearSleepThreshold 706
+#define FN_getActorLinearSleepThreshold 709
#define GETACTORLINEARSLEEPTHRESHOLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getActorAngularSleepThreshold 707
+#define FN_getActorAngularSleepThreshold 710
#define GETACTORANGULARSLEEPTHRESHOLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_applyActorDamping 708
+#define FN_applyActorDamping 711
#define APPLYACTORDAMPING_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORDAMPING_TIMESTEP num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setActorMassProperties 709
+#define FN_setActorMassProperties 712
#define SETACTORMASSPROPERTIES_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORMASSPROPERTIES_MASS num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORMASSPROPERTIES_INERTIA_X num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORMASSPROPERTIES_INERTIA_Y num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define SETACTORMASSPROPERTIES_INERTIA_Z num_var[4].nref[0].value[ num_var[4].byref_offset ]
-#define FN_getActorLinearFactor 710
+#define FN_getActorLinearFactor 713
#define GETACTORLINEARFACTOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORLINEARFACTOR_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORLINEARFACTOR_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORLINEARFACTOR_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorLinearFactor 711
+#define FN_setActorLinearFactor 714
#define SETACTORLINEARFACTOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORLINEARFACTOR_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORLINEARFACTOR_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORLINEARFACTOR_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorInverseMass 712
+#define FN_getActorInverseMass 715
#define GETACTORINVERSEMASS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_integrateActorVelocities 713
+#define FN_integrateActorVelocities 716
#define INTEGRATEACTORVELOCITIES_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define INTEGRATEACTORVELOCITIES_V_STEP num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_applyActorCentralForceLocal 714
+#define FN_applyActorCentralForceLocal 717
#define APPLYACTORCENTRALFORCELOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORCENTRALFORCELOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORCENTRALFORCELOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define APPLYACTORCENTRALFORCELOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_applyActorCentralForceWorld 715
+#define FN_applyActorCentralForceWorld 718
#define APPLYACTORCENTRALFORCEWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORCENTRALFORCEWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORCENTRALFORCEWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define APPLYACTORCENTRALFORCEWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorTotalForce 716
+#define FN_getActorTotalForce 719
#define GETACTORTOTALFORCE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORTOTALFORCE_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORTOTALFORCE_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORTOTALFORCE_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorTotalTorque 717
+#define FN_getActorTotalTorque 720
#define GETACTORTOTALTORQUE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORTOTALTORQUE_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORTOTALTORQUE_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORTOTALTORQUE_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorInverseInertiaDiagLocal 718
+#define FN_getActorInverseInertiaDiagLocal 721
#define GETACTORINVERSEINERTIADIAGLOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORINVERSEINERTIADIAGLOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORINVERSEINERTIADIAGLOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORINVERSEINERTIADIAGLOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorInverseInertiaDiagLocal 719
+#define FN_setActorInverseInertiaDiagLocal 722
#define SETACTORINVERSEINERTIADIAGLOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORINVERSEINERTIADIAGLOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORINVERSEINERTIADIAGLOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORINVERSEINERTIADIAGLOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorSleepThresholds 720
+#define FN_setActorSleepThresholds 723
#define SETACTORSLEEPTHRESHOLDS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORSLEEPTHRESHOLDS_LINEAR num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORSLEEPTHRESHOLDS_ANGULAR num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_applyActorTorqueLocal 721
+#define FN_applyActorTorqueLocal 724
#define APPLYACTORTORQUELOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORTORQUELOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORTORQUELOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define APPLYACTORTORQUELOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_applyActorTorqueWorld 722
+#define FN_applyActorTorqueWorld 725
#define APPLYACTORTORQUEWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORTORQUEWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORTORQUEWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define APPLYACTORTORQUEWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_applyActorForceLocal 723
+#define FN_applyActorForceLocal 726
#define APPLYACTORFORCELOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORFORCELOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORFORCELOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2203,7 +2226,7 @@
#define APPLYACTORFORCELOCAL_REL_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define APPLYACTORFORCELOCAL_REL_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define APPLYACTORFORCELOCAL_REL_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_applyActorForceWorld 724
+#define FN_applyActorForceWorld 727
#define APPLYACTORFORCEWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORFORCEWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORFORCEWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2211,27 +2234,27 @@
#define APPLYACTORFORCEWORLD_REL_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define APPLYACTORFORCEWORLD_REL_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define APPLYACTORFORCEWORLD_REL_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_applyActorCentralImpulseLocal 725
+#define FN_applyActorCentralImpulseLocal 728
#define APPLYACTORCENTRALIMPULSELOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORCENTRALIMPULSELOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORCENTRALIMPULSELOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define APPLYACTORCENTRALIMPULSELOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_applyActorCentralImpulseWorld 726
+#define FN_applyActorCentralImpulseWorld 729
#define APPLYACTORCENTRALIMPULSEWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORCENTRALIMPULSEWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORCENTRALIMPULSEWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define APPLYACTORCENTRALIMPULSEWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_applyActorTorqueImpulseLocal 727
+#define FN_applyActorTorqueImpulseLocal 730
#define APPLYACTORTORQUEIMPULSELOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORTORQUEIMPULSELOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORTORQUEIMPULSELOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define APPLYACTORTORQUEIMPULSELOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_applyActorTorqueImpulseWorld 728
+#define FN_applyActorTorqueImpulseWorld 731
#define APPLYACTORTORQUEIMPULSEWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORTORQUEIMPULSEWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORTORQUEIMPULSEWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define APPLYACTORTORQUEIMPULSEWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_applyActorImpulseLocal 729
+#define FN_applyActorImpulseLocal 732
#define APPLYACTORIMPULSELOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORIMPULSELOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORIMPULSELOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2239,7 +2262,7 @@
#define APPLYACTORIMPULSELOCAL_REL_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define APPLYACTORIMPULSELOCAL_REL_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define APPLYACTORIMPULSELOCAL_REL_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_applyActorImpulseWorld 730
+#define FN_applyActorImpulseWorld 733
#define APPLYACTORIMPULSEWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define APPLYACTORIMPULSEWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define APPLYACTORIMPULSEWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2247,52 +2270,52 @@
#define APPLYACTORIMPULSEWORLD_REL_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define APPLYACTORIMPULSEWORLD_REL_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define APPLYACTORIMPULSEWORLD_REL_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_clearActorForces 731
+#define FN_clearActorForces 734
#define CLEARACTORFORCES_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_updateActorInertiaTensor 732
+#define FN_updateActorInertiaTensor 735
#define UPDATEACTORINERTIATENSOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getActorCenter 733
+#define FN_getActorCenter 736
#define GETACTORCENTER_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORCENTER_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORCENTER_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORCENTER_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorRotationQ 734
+#define FN_getActorRotationQ 737
#define GETACTORROTATIONQ_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORROTATIONQ_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORROTATIONQ_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORROTATIONQ_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define GETACTORROTATIONQ_W num_var[4].nref[0].value[ num_var[4].byref_offset ]
-#define FN_getActorLinearVelocityWorld 735
+#define FN_getActorLinearVelocityWorld 738
#define GETACTORLINEARVELOCITYWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORLINEARVELOCITYWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORLINEARVELOCITYWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORLINEARVELOCITYWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorAngularVelocityWorld 736
+#define FN_getActorAngularVelocityWorld 739
#define GETACTORANGULARVELOCITYWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORANGULARVELOCITYWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORANGULARVELOCITYWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORANGULARVELOCITYWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorLinearVelocityLocal 737
+#define FN_setActorLinearVelocityLocal 740
#define SETACTORLINEARVELOCITYLOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORLINEARVELOCITYLOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORLINEARVELOCITYLOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORLINEARVELOCITYLOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorLinearVelocityWorld 738
+#define FN_setActorLinearVelocityWorld 741
#define SETACTORLINEARVELOCITYWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORLINEARVELOCITYWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORLINEARVELOCITYWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORLINEARVELOCITYWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorAngularVelocityLocal 739
+#define FN_setActorAngularVelocityLocal 742
#define SETACTORANGULARVELOCITYLOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORANGULARVELOCITYLOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORANGULARVELOCITYLOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORANGULARVELOCITYLOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorAngularVelocityWorld 740
+#define FN_setActorAngularVelocityWorld 743
#define SETACTORANGULARVELOCITYWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORANGULARVELOCITYWORLD_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORANGULARVELOCITYWORLD_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORANGULARVELOCITYWORLD_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorVelocityInLocalPoint 741
+#define FN_getActorVelocityInLocalPoint 744
#define GETACTORVELOCITYINLOCALPOINT_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORVELOCITYINLOCALPOINT_REL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORVELOCITYINLOCALPOINT_REL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2300,17 +2323,17 @@
#define GETACTORVELOCITYINLOCALPOINT_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define GETACTORVELOCITYINLOCALPOINT_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define GETACTORVELOCITYINLOCALPOINT_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_getActorLinearVelocityLocal 742
+#define FN_getActorLinearVelocityLocal 745
#define GETACTORLINEARVELOCITYLOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORLINEARVELOCITYLOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORLINEARVELOCITYLOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORLINEARVELOCITYLOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorAngularVelocityLocal 743
+#define FN_getActorAngularVelocityLocal 746
#define GETACTORANGULARVELOCITYLOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORANGULARVELOCITYLOCAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORANGULARVELOCITYLOCAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORANGULARVELOCITYLOCAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorAABB 744
+#define FN_getActorAABB 747
#define GETACTORAABB_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORAABB_MIN_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORAABB_MIN_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2318,7 +2341,7 @@
#define GETACTORAABB_MAX_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define GETACTORAABB_MAX_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define GETACTORAABB_MAX_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_computeActorImpulseDenominator 745
+#define FN_computeActorImpulseDenominator 748
#define COMPUTEACTORIMPULSEDENOMINATOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define COMPUTEACTORIMPULSEDENOMINATOR_POS_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define COMPUTEACTORIMPULSEDENOMINATOR_POS_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2326,56 +2349,56 @@
#define COMPUTEACTORIMPULSEDENOMINATOR_NORMAL_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define COMPUTEACTORIMPULSEDENOMINATOR_NORMAL_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define COMPUTEACTORIMPULSEDENOMINATOR_NORMAL_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_computeActorAngularImpulseDenominator 746
+#define FN_computeActorAngularImpulseDenominator 749
#define COMPUTEACTORANGULARIMPULSEDENOMINATOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define COMPUTEACTORANGULARIMPULSEDENOMINATOR_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define COMPUTEACTORANGULARIMPULSEDENOMINATOR_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define COMPUTEACTORANGULARIMPULSEDENOMINATOR_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setActorAngularFactor 747
+#define FN_setActorAngularFactor 750
#define SETACTORANGULARFACTOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORANGULARFACTOR_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORANGULARFACTOR_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETACTORANGULARFACTOR_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getActorAngularFactor 748
+#define FN_getActorAngularFactor 751
#define GETACTORANGULARFACTOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORANGULARFACTOR_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORANGULARFACTOR_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORANGULARFACTOR_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_computeActorGyroImpulseLocal 749
+#define FN_computeActorGyroImpulseLocal 752
#define COMPUTEACTORGYROIMPULSELOCAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define COMPUTEACTORGYROIMPULSELOCAL_DT num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define COMPUTEACTORGYROIMPULSELOCAL_X num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define COMPUTEACTORGYROIMPULSELOCAL_Y num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define COMPUTEACTORGYROIMPULSELOCAL_Z num_var[4].nref[0].value[ num_var[4].byref_offset ]
-#define FN_computeActorGyroImpulseWorld 750
+#define FN_computeActorGyroImpulseWorld 753
#define COMPUTEACTORGYROIMPULSEWORLD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define COMPUTEACTORGYROIMPULSEWORLD_DT num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define COMPUTEACTORGYROIMPULSEWORLD_X num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define COMPUTEACTORGYROIMPULSEWORLD_Y num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define COMPUTEACTORGYROIMPULSEWORLD_Z num_var[4].nref[0].value[ num_var[4].byref_offset ]
-#define FN_getActorLocalInertia 751
+#define FN_getActorLocalInertia 754
#define GETACTORLOCALINERTIA_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORLOCALINERTIA_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORLOCALINERTIA_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETACTORLOCALINERTIA_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_SetActorSleepState 752
+#define FN_SetActorSleepState 755
#define SETACTORSLEEPSTATE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORSLEEPSTATE_STATE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_CastRay3D 753
+#define FN_CastRay3D 756
#define CASTRAY3D_FROM_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CASTRAY3D_FROM_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CASTRAY3D_FROM_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CASTRAY3D_TO_X num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define CASTRAY3D_TO_Y num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define CASTRAY3D_TO_Z num_var[5].nref[0].value[ num_var[5].byref_offset ]
-#define FN_CastRay3D_All 754
+#define FN_CastRay3D_All 757
#define CASTRAY3D_ALL_FROM_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CASTRAY3D_ALL_FROM_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CASTRAY3D_ALL_FROM_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CASTRAY3D_ALL_TO_X num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define CASTRAY3D_ALL_TO_Y num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define CASTRAY3D_ALL_TO_Z num_var[5].nref[0].value[ num_var[5].byref_offset ]
-#define FN_GetRayHit3D 755
+#define FN_GetRayHit3D 758
#define GETRAYHIT3D_INDEX num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETRAYHIT3D_ACTOR_ID num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETRAYHIT3D_X num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2384,12 +2407,12 @@
#define GETRAYHIT3D_NORMAL_X num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define GETRAYHIT3D_NORMAL_Y num_var[6].nref[0].value[ num_var[6].byref_offset ]
#define GETRAYHIT3D_NORMAL_Z num_var[7].nref[0].value[ num_var[7].byref_offset ]
-#define FN_createPointConstraint 756
+#define FN_createPointConstraint 759
#define CREATEPOINTCONSTRAINT_ACTORA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATEPOINTCONSTRAINT_PXA num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATEPOINTCONSTRAINT_PYA num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CREATEPOINTCONSTRAINT_PZA num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_createPointConstraintEx 757
+#define FN_createPointConstraintEx 760
#define CREATEPOINTCONSTRAINTEX_ACTORA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATEPOINTCONSTRAINTEX_ACTORB num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATEPOINTCONSTRAINTEX_PXA num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2398,47 +2421,47 @@
#define CREATEPOINTCONSTRAINTEX_PXB num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define CREATEPOINTCONSTRAINTEX_PYB num_var[6].nref[0].value[ num_var[6].byref_offset ]
#define CREATEPOINTCONSTRAINTEX_PZB num_var[7].nref[0].value[ num_var[7].byref_offset ]
-#define FN_setPointPivotA 758
+#define FN_setPointPivotA 761
#define SETPOINTPIVOTA_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPOINTPIVOTA_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETPOINTPIVOTA_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETPOINTPIVOTA_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setPointPivotB 759
+#define FN_setPointPivotB 762
#define SETPOINTPIVOTB_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPOINTPIVOTB_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETPOINTPIVOTB_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETPOINTPIVOTB_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_createHingeConstraint 760
+#define FN_createHingeConstraint 763
#define CREATEHINGECONSTRAINT_ACTORA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATEHINGECONSTRAINT_FRAMEA num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATEHINGECONSTRAINT_USEREFERENCEFRAMEA num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_createHingeConstraintEx 761
+#define FN_createHingeConstraintEx 764
#define CREATEHINGECONSTRAINTEX_ACTORA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATEHINGECONSTRAINTEX_ACTORB num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATEHINGECONSTRAINTEX_FRAMEA num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CREATEHINGECONSTRAINTEX_FRAMEB num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define CREATEHINGECONSTRAINTEX_USEREFERENCEFRAMEA num_var[4].nref[0].value[ num_var[4].byref_offset ]
-#define FN_createSlideConstraint 762
+#define FN_createSlideConstraint 765
#define CREATESLIDECONSTRAINT_ACTORA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATESLIDECONSTRAINT_FRAMEINB_MATRIX num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATESLIDECONSTRAINT_USELINEARREFERENCEFRAMEA num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_createSlideConstraintEx 763
+#define FN_createSlideConstraintEx 766
#define CREATESLIDECONSTRAINTEX_ACTORA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATESLIDECONSTRAINTEX_ACTORB num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATESLIDECONSTRAINTEX_FRAMEINA_MATRIX num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CREATESLIDECONSTRAINTEX_FRAMEINB_MATRIX num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define CREATESLIDECONSTRAINTEX_USELINEARREFERENCEFRAMEA num_var[4].nref[0].value[ num_var[4].byref_offset ]
-#define FN_createConeConstraint 764
+#define FN_createConeConstraint 767
#define CREATECONECONSTRAINT_ACTORA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATECONECONSTRAINT_RBAFRAME_MATRIX num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_createConeConstraintEx 765
+#define FN_createConeConstraintEx 768
#define CREATECONECONSTRAINTEX_ACTORA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define CREATECONECONSTRAINTEX_ACTORB num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define CREATECONECONSTRAINTEX_RBAFRAME_MATRIX num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define CREATECONECONSTRAINTEX_RBBFRAME_MATRIX num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_deleteConstraint 766
+#define FN_deleteConstraint 769
#define DELETECONSTRAINT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConstraintFrameOffsetA 767
+#define FN_getConstraintFrameOffsetA 770
#define GETCONSTRAINTFRAMEOFFSETA_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETCONSTRAINTFRAMEOFFSETA_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETCONSTRAINTFRAMEOFFSETA_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2446,7 +2469,7 @@
#define GETCONSTRAINTFRAMEOFFSETA_RX num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define GETCONSTRAINTFRAMEOFFSETA_RY num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define GETCONSTRAINTFRAMEOFFSETA_RZ num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_getConstraintFrameOffsetB 768
+#define FN_getConstraintFrameOffsetB 771
#define GETCONSTRAINTFRAMEOFFSETB_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETCONSTRAINTFRAMEOFFSETB_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETCONSTRAINTFRAMEOFFSETB_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2454,43 +2477,43 @@
#define GETCONSTRAINTFRAMEOFFSETB_RX num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define GETCONSTRAINTFRAMEOFFSETB_RY num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define GETCONSTRAINTFRAMEOFFSETB_RZ num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_useConstraintFrameOffset 769
+#define FN_useConstraintFrameOffset 772
#define USECONSTRAINTFRAMEOFFSET_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define USECONSTRAINTFRAMEOFFSET_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getHingeAngle 770
+#define FN_getHingeAngle 773
#define GETHINGEANGLE_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getHingeAngleEx 771
+#define FN_getHingeAngleEx 774
#define GETHINGEANGLEEX_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETHINGEANGLEEX_T_MATRIXA num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETHINGEANGLEEX_T_MATRIXB num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_getConstraintBreakingImpulseThreshold 772
+#define FN_getConstraintBreakingImpulseThreshold 775
#define GETCONSTRAINTBREAKINGIMPULSETHRESHOLD_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConstraintAFrame 773
+#define FN_getConstraintAFrame 776
#define GETCONSTRAINTAFRAME_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETCONSTRAINTAFRAME_MA num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getConstraintBFrame 774
+#define FN_getConstraintBFrame 777
#define GETCONSTRAINTBFRAME_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETCONSTRAINTBFRAME_MA num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setHingeAxis 775
+#define FN_setHingeAxis 778
#define SETHINGEAXIS_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETHINGEAXIS_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETHINGEAXIS_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETHINGEAXIS_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setConstraintBreakingImpulseThreshold 776
+#define FN_setConstraintBreakingImpulseThreshold 779
#define SETCONSTRAINTBREAKINGIMPULSETHRESHOLD_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCONSTRAINTBREAKINGIMPULSETHRESHOLD_THRESHOLD num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setConstraintFrames 777
+#define FN_setConstraintFrames 780
#define SETCONSTRAINTFRAMES_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCONSTRAINTFRAMES_FRAMEA_MATRIX num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETCONSTRAINTFRAMES_FRAMEB_MATRIX num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_setHingeLimit 778
+#define FN_setHingeLimit 781
#define SETHINGELIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETHINGELIMIT_LOW num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETHINGELIMIT_HIGH num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETHINGELIMIT_SOFTNESS num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define SETHINGELIMIT_BIAS_FACTOR num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define SETHINGELIMIT_RELAXATION_FACTOR num_var[5].nref[0].value[ num_var[5].byref_offset ]
-#define FN_setConeLimit 779
+#define FN_setConeLimit 782
#define SETCONELIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCONELIMIT_SWINGSPAN1 num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETCONELIMIT_SWINGSPAN2 num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2498,290 +2521,290 @@
#define SETCONELIMIT_SOFTNESS num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define SETCONELIMIT_BIAS_FACTOR num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define SETCONELIMIT_RELAXATION_FACTOR num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_getHingeLimitBiasFactor 780
+#define FN_getHingeLimitBiasFactor 783
#define GETHINGELIMITBIASFACTOR_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getHingeLimitRelaxationFactor 781
+#define FN_getHingeLimitRelaxationFactor 784
#define GETHINGELIMITRELAXATIONFACTOR_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getHingeLimitSign 782
+#define FN_getHingeLimitSign 785
#define GETHINGELIMITSIGN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getHingeSolveLimit 783
+#define FN_getHingeSolveLimit 786
#define GETHINGESOLVELIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_useHingeReferenceFrameA 784
+#define FN_useHingeReferenceFrameA 787
#define USEHINGEREFERENCEFRAMEA_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define USEHINGEREFERENCEFRAMEA_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getConstraintAppliedImpulse 785
+#define FN_getConstraintAppliedImpulse 788
#define GETCONSTRAINTAPPLIEDIMPULSE_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConstraintFixedActor 786
+#define FN_getConstraintFixedActor 789
#define GETCONSTRAINTFIXEDACTOR_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getPointPivotA 787
+#define FN_getPointPivotA 790
#define GETPOINTPIVOTA_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETPOINTPIVOTA_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETPOINTPIVOTA_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETPOINTPIVOTA_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getPointPivotB 788
+#define FN_getPointPivotB 791
#define GETPOINTPIVOTB_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETPOINTPIVOTB_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETPOINTPIVOTB_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETPOINTPIVOTB_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getConstraintActorA 789
+#define FN_getConstraintActorA 792
#define GETCONSTRAINTACTORA_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConstraintActorB 790
+#define FN_getConstraintActorB 793
#define GETCONSTRAINTACTORB_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setConstraintSolverIterations 791
+#define FN_setConstraintSolverIterations 794
#define SETCONSTRAINTSOLVERITERATIONS_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCONSTRAINTSOLVERITERATIONS_NUM num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getConeBiasFactor 792
+#define FN_getConeBiasFactor 795
#define GETCONEBIASFACTOR_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeDamping 793
+#define FN_getConeDamping 796
#define GETCONEDAMPING_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeFixThresh 794
+#define FN_getConeFixThresh 797
#define GETCONEFIXTHRESH_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeLimit 795
+#define FN_getConeLimit 798
#define GETCONELIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETCONELIMIT_LIMIT_INDEX num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getConstraintLimitSoftness 796
+#define FN_getConstraintLimitSoftness 799
#define GETCONSTRAINTLIMITSOFTNESS_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConstraintSolverIterations 797
+#define FN_getConstraintSolverIterations 800
#define GETCONSTRAINTSOLVERITERATIONS_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeAnglePoint 798
+#define FN_getConeAnglePoint 801
#define GETCONEANGLEPOINT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETCONEANGLEPOINT_ANGLE num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETCONEANGLEPOINT_C_LEN num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETCONEANGLEPOINT_X num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define GETCONEANGLEPOINT_Y num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define GETCONEANGLEPOINT_Z num_var[5].nref[0].value[ num_var[5].byref_offset ]
-#define FN_getConstraintAngularOnly 799
+#define FN_getConstraintAngularOnly 802
#define GETCONSTRAINTANGULARONLY_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeSolveSwingLimit 800
+#define FN_getConeSolveSwingLimit 803
#define GETCONESOLVESWINGLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeSolveTwistLimit 801
+#define FN_getConeSolveTwistLimit 804
#define GETCONESOLVETWISTLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeSwingSpan1 802
+#define FN_getConeSwingSpan1 805
#define GETCONESWINGSPAN1_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeSwingSpan2 803
+#define FN_getConeSwingSpan2 806
#define GETCONESWINGSPAN2_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeTwistAngle 804
+#define FN_getConeTwistAngle 807
#define GETCONETWISTANGLE_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeTwistLimitSign 805
+#define FN_getConeTwistLimitSign 808
#define GETCONETWISTLIMITSIGN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getConeTwistSpan 806
+#define FN_getConeTwistSpan 809
#define GETCONETWISTSPAN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setConstraintAngularOnly 807
+#define FN_setConstraintAngularOnly 810
#define SETCONSTRAINTANGULARONLY_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCONSTRAINTANGULARONLY_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setConeDamping 808
+#define FN_setConeDamping 811
#define SETCONEDAMPING_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCONEDAMPING_DAMPING num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setConeFixThresh 809
+#define FN_setConeFixThresh 812
#define SETCONEFIXTHRESH_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCONEFIXTHRESH_FIXTHRESH num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getSlideAnchorA 810
+#define FN_getSlideAnchorA 813
#define GETSLIDEANCHORA_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETSLIDEANCHORA_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETSLIDEANCHORA_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETSLIDEANCHORA_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getSlideAnchorB 811
+#define FN_getSlideAnchorB 814
#define GETSLIDEANCHORB_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETSLIDEANCHORB_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETSLIDEANCHORB_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETSLIDEANCHORB_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getSlideAngDepth 812
+#define FN_getSlideAngDepth 815
#define GETSLIDEANGDEPTH_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideAngularPos 813
+#define FN_getSlideAngularPos 816
#define GETSLIDEANGULARPOS_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideDampingDirAng 814
+#define FN_getSlideDampingDirAng 817
#define GETSLIDEDAMPINGDIRANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideDampingDirLin 815
+#define FN_getSlideDampingDirLin 818
#define GETSLIDEDAMPINGDIRLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideDampingLimAng 816
+#define FN_getSlideDampingLimAng 819
#define GETSLIDEDAMPINGLIMANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideDampingLimLin 817
+#define FN_getSlideDampingLimLin 820
#define GETSLIDEDAMPINGLIMLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideDampingOrthoAng 818
+#define FN_getSlideDampingOrthoAng 821
#define GETSLIDEDAMPINGORTHOANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideDampingOrthoLin 819
+#define FN_getSlideDampingOrthoLin 822
#define GETSLIDEDAMPINGORTHOLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideLinearPos 820
+#define FN_getSlideLinearPos 823
#define GETSLIDELINEARPOS_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideLinDepth 821
+#define FN_getSlideLinDepth 824
#define GETSLIDELINDEPTH_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideLowerAngLimit 822
+#define FN_getSlideLowerAngLimit 825
#define GETSLIDELOWERANGLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideLowerLinLimit 823
+#define FN_getSlideLowerLinLimit 826
#define GETSLIDELOWERLINLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideRestitutionDirAng 824
+#define FN_getSlideRestitutionDirAng 827
#define GETSLIDERESTITUTIONDIRANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideRestitutionDirLin 825
+#define FN_getSlideRestitutionDirLin 828
#define GETSLIDERESTITUTIONDIRLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideRestitutionLimAng 826
+#define FN_getSlideRestitutionLimAng 829
#define GETSLIDERESTITUTIONLIMANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideRestitutionLimLin 827
+#define FN_getSlideRestitutionLimLin 830
#define GETSLIDERESTITUTIONLIMLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideRestitutionOrthoAng 828
+#define FN_getSlideRestitutionOrthoAng 831
#define GETSLIDERESTITUTIONORTHOANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideRestitutionOrthoLin 829
+#define FN_getSlideRestitutionOrthoLin 832
#define GETSLIDERESTITUTIONORTHOLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideSoftnessDirAng 830
+#define FN_getSlideSoftnessDirAng 833
#define GETSLIDESOFTNESSDIRANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideSoftnessDirLin 831
+#define FN_getSlideSoftnessDirLin 834
#define GETSLIDESOFTNESSDIRLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideSoftnessLimAng 832
+#define FN_getSlideSoftnessLimAng 835
#define GETSLIDESOFTNESSLIMANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideSoftnessLimLin 833
+#define FN_getSlideSoftnessLimLin 836
#define GETSLIDESOFTNESSLIMLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideSoftnessOrthoAng 834
+#define FN_getSlideSoftnessOrthoAng 837
#define GETSLIDESOFTNESSORTHOANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideSoftnessOrthoLin 835
+#define FN_getSlideSoftnessOrthoLin 838
#define GETSLIDESOFTNESSORTHOLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideSolveAngLimit 836
+#define FN_getSlideSolveAngLimit 839
#define GETSLIDESOLVEANGLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideSolveLinLimit 837
+#define FN_getSlideSolveLinLimit 840
#define GETSLIDESOLVELINLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideUpperAngLimit 838
+#define FN_getSlideUpperAngLimit 841
#define GETSLIDEUPPERANGLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideUpperLinLimit 839
+#define FN_getSlideUpperLinLimit 842
#define GETSLIDEUPPERLINLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getSlideUseFrameOffset 840
+#define FN_getSlideUseFrameOffset 843
#define GETSLIDEUSEFRAMEOFFSET_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setSlideDampingDirAng 841
+#define FN_setSlideDampingDirAng 844
#define SETSLIDEDAMPINGDIRANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDEDAMPINGDIRANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideDampingDirLin 842
+#define FN_setSlideDampingDirLin 845
#define SETSLIDEDAMPINGDIRLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDEDAMPINGDIRLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideDampingLimAng 843
+#define FN_setSlideDampingLimAng 846
#define SETSLIDEDAMPINGLIMANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDEDAMPINGLIMANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideDampingLimLin 844
+#define FN_setSlideDampingLimLin 847
#define SETSLIDEDAMPINGLIMLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDEDAMPINGLIMLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideDampingOrthoAng 845
+#define FN_setSlideDampingOrthoAng 848
#define SETSLIDEDAMPINGORTHOANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDEDAMPINGORTHOANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideDampingOrthoLin 846
+#define FN_setSlideDampingOrthoLin 849
#define SETSLIDEDAMPINGORTHOLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDEDAMPINGORTHOLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideLowerAngLimit 847
+#define FN_setSlideLowerAngLimit 850
#define SETSLIDELOWERANGLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDELOWERANGLIMIT_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideLowerLinLimit 848
+#define FN_setSlideLowerLinLimit 851
#define SETSLIDELOWERLINLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDELOWERLINLIMIT_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideRestitutionDirAng 849
+#define FN_setSlideRestitutionDirAng 852
#define SETSLIDERESTITUTIONDIRANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDERESTITUTIONDIRANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideRestitutionDirLin 850
+#define FN_setSlideRestitutionDirLin 853
#define SETSLIDERESTITUTIONDIRLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDERESTITUTIONDIRLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideRestitutionLimAng 851
+#define FN_setSlideRestitutionLimAng 854
#define SETSLIDERESTITUTIONLIMANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDERESTITUTIONLIMANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideRestitutionLimLin 852
+#define FN_setSlideRestitutionLimLin 855
#define SETSLIDERESTITUTIONLIMLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDERESTITUTIONLIMLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideRestitutionOrthoAng 853
+#define FN_setSlideRestitutionOrthoAng 856
#define SETSLIDERESTITUTIONORTHOANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDERESTITUTIONORTHOANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideRestitutionOrthoLin 854
+#define FN_setSlideRestitutionOrthoLin 857
#define SETSLIDERESTITUTIONORTHOLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDERESTITUTIONORTHOLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideSoftnessDirAng 855
+#define FN_setSlideSoftnessDirAng 858
#define SETSLIDESOFTNESSDIRANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDESOFTNESSDIRANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideSoftnessDirLin 856
+#define FN_setSlideSoftnessDirLin 859
#define SETSLIDESOFTNESSDIRLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDESOFTNESSDIRLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideSoftnessLimAng 857
+#define FN_setSlideSoftnessLimAng 860
#define SETSLIDESOFTNESSLIMANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDESOFTNESSLIMANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideSoftnessLimLin 858
+#define FN_setSlideSoftnessLimLin 861
#define SETSLIDESOFTNESSLIMLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDESOFTNESSLIMLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideSoftnessOrthoAng 859
+#define FN_setSlideSoftnessOrthoAng 862
#define SETSLIDESOFTNESSORTHOANG_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDESOFTNESSORTHOANG_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideSoftnessOrthoLin 860
+#define FN_setSlideSoftnessOrthoLin 863
#define SETSLIDESOFTNESSORTHOLIN_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDESOFTNESSORTHOLIN_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideUpperAngLimit 861
+#define FN_setSlideUpperAngLimit 864
#define SETSLIDEUPPERANGLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDEUPPERANGLIMIT_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setSlideUpperLinLimit 862
+#define FN_setSlideUpperLinLimit 865
#define SETSLIDEUPPERLINLIMIT_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSLIDEUPPERLINLIMIT_N num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_ConstraintExists 863
+#define FN_ConstraintExists 866
#define CONSTRAINTEXISTS_CONSTRAINT_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetCameraPosition 864
+#define FN_SetCameraPosition 867
#define SETCAMERAPOSITION_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCAMERAPOSITION_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETCAMERAPOSITION_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_GetCameraPosition 865
+#define FN_GetCameraPosition 868
#define GETCAMERAPOSITION_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETCAMERAPOSITION_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETCAMERAPOSITION_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_TranslateCamera 866
+#define FN_TranslateCamera 869
#define TRANSLATECAMERA_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define TRANSLATECAMERA_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define TRANSLATECAMERA_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_SetCameraRotation 867
+#define FN_SetCameraRotation 870
#define SETCAMERAROTATION_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETCAMERAROTATION_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETCAMERAROTATION_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_GetCameraRotation 868
+#define FN_GetCameraRotation 871
#define GETCAMERAROTATION_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETCAMERAROTATION_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETCAMERAROTATION_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_RotateCamera 869
+#define FN_RotateCamera 872
#define ROTATECAMERA_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define ROTATECAMERA_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define ROTATECAMERA_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_SetCameraFOV 870
+#define FN_SetCameraFOV 873
#define SETCAMERAFOV_FOV num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetCameraFOV 871
-#define FN_SetCameraAspectRatio 872
+#define FN_GetCameraFOV 874
+#define FN_SetCameraAspectRatio 875
#define SETCAMERAASPECTRATIO_ASPECT num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetCameraAspectRatio 873
-#define FN_SetCameraFarValue 874
+#define FN_GetCameraAspectRatio 876
+#define FN_SetCameraFarValue 877
#define SETCAMERAFARVALUE_ZF num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetCameraFarValue 875
-#define FN_SetCameraNearValue 876
+#define FN_GetCameraFarValue 878
+#define FN_SetCameraNearValue 879
#define SETCAMERANEARVALUE_ZN num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetCameraNearValue 877
-#define FN_SetProjectionMatrix 878
+#define FN_GetCameraNearValue 880
+#define FN_SetProjectionMatrix 881
#define SETPROJECTIONMATRIX_MATA num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPROJECTIONMATRIX_PROJECTION_TYPE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetProjectionMatrix 879
+#define FN_GetProjectionMatrix 882
#define GETPROJECTIONMATRIX_MATA num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetWorldToViewportPosition 880
+#define FN_GetWorldToViewportPosition 883
#define GETWORLDTOVIEWPORTPOSITION_X num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETWORLDTOVIEWPORTPOSITION_Y num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETWORLDTOVIEWPORTPOSITION_Z num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETWORLDTOVIEWPORTPOSITION_VX num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define GETWORLDTOVIEWPORTPOSITION_VY num_var[4].nref[0].value[ num_var[4].byref_offset ]
-#define FN_AddSceneSkyBox 881
+#define FN_AddSceneSkyBox 884
#define ADDSCENESKYBOX_IMG_TOP num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define ADDSCENESKYBOX_IMG_BOTTOM num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define ADDSCENESKYBOX_IMG_LEFT num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define ADDSCENESKYBOX_IMG_RIGHT num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define ADDSCENESKYBOX_IMG_FRONT num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define ADDSCENESKYBOX_IMG_BACK num_var[5].nref[0].value[ num_var[5].byref_offset ]
-#define FN_AddSceneSkyDome 882
+#define FN_AddSceneSkyDome 885
#define ADDSCENESKYDOME_IMG num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_AddSceneSkyDomeEx 883
+#define FN_AddSceneSkyDomeEx 886
#define ADDSCENESKYDOMEEX_IMG num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define ADDSCENESKYDOMEEX_HORIRES num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define ADDSCENESKYDOMEEX_VERTRES num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define ADDSCENESKYDOMEEX_TXPERCENTAGE num_var[3].nref[0].value[ num_var[3].byref_offset ]
#define ADDSCENESKYDOMEEX_SPHEREPERCENTAGE num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define ADDSCENESKYDOMEEX_RADIUS num_var[5].nref[0].value[ num_var[5].byref_offset ]
-#define FN_RemoveSceneSky 884
-#define FN_SetWorld3DMaxSubSteps 885
+#define FN_RemoveSceneSky 887
+#define FN_SetWorld3DMaxSubSteps 888
#define SETWORLD3DMAXSUBSTEPS_STEPS num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetWorld3DTimeStep 886
+#define FN_SetWorld3DTimeStep 889
#define SETWORLD3DTIMESTEP_TS num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetWorld3DMaxSubSteps 887
-#define FN_GetWorld3DTimeStep 888
-#define FN_SetSceneFog 889
+#define FN_GetWorld3DMaxSubSteps 890
+#define FN_GetWorld3DTimeStep 891
+#define FN_SetSceneFog 892
#define SETSCENEFOG_COLOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETSCENEFOG_FOG_TYPE num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETSCENEFOG_START_VAL num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2789,7 +2812,7 @@
#define SETSCENEFOG_DENSITY num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define SETSCENEFOG_PIXELFOG num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define SETSCENEFOG_RANGEFOG num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_GetSceneFog 890
+#define FN_GetSceneFog 893
#define GETSCENEFOG_COLOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETSCENEFOG_FOG_TYPE num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETSCENEFOG_START_VAL num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2797,111 +2820,111 @@
#define GETSCENEFOG_DENSITY num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define GETSCENEFOG_PIXELFOG num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define GETSCENEFOG_RANGEFOG num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_ClearScene 891
-#define FN_startParticleEmitter 892
+#define FN_ClearScene 894
+#define FN_startParticleEmitter 895
#define STARTPARTICLEEMITTER_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_stopParticleEmitter 893
+#define FN_stopParticleEmitter 896
#define STOPPARTICLEEMITTER_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleDirection 894
+#define FN_setParticleDirection 897
#define SETPARTICLEDIRECTION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEDIRECTION_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETPARTICLEDIRECTION_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETPARTICLEDIRECTION_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getParticleDirection 895
+#define FN_getParticleDirection 898
#define GETPARTICLEDIRECTION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETPARTICLEDIRECTION_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETPARTICLEDIRECTION_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETPARTICLEDIRECTION_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_useParticleEveryMeshVertex 896
+#define FN_useParticleEveryMeshVertex 899
#define USEPARTICLEEVERYMESHVERTEX_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define USEPARTICLEEVERYMESHVERTEX_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_particleIsUsingEveryMeshVertex 897
+#define FN_particleIsUsingEveryMeshVertex 900
#define PARTICLEISUSINGEVERYMESHVERTEX_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleNormalDirectionMod 898
+#define FN_setParticleNormalDirectionMod 901
#define SETPARTICLENORMALDIRECTIONMOD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLENORMALDIRECTIONMOD_ND_MOD num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleNormalDirectionMod 899
+#define FN_getParticleNormalDirectionMod 902
#define GETPARTICLENORMALDIRECTIONMOD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_useParticleNormalDirection 900
+#define FN_useParticleNormalDirection 903
#define USEPARTICLENORMALDIRECTION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define USEPARTICLENORMALDIRECTION_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_particleIsUsingNormalDirection 901
+#define FN_particleIsUsingNormalDirection 904
#define PARTICLEISUSINGNORMALDIRECTION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleMesh 902
+#define FN_setParticleMesh 905
#define SETPARTICLEMESH_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEMESH_MESH num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setMinParticlesPerSecond 903
+#define FN_setMinParticlesPerSecond 906
#define SETMINPARTICLESPERSECOND_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMINPARTICLESPERSECOND_MINPARTICLESPERSECOND num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMinParticlesPerSecond 904
+#define FN_getMinParticlesPerSecond 907
#define GETMINPARTICLESPERSECOND_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaxParticlesPerSecond 905
+#define FN_setMaxParticlesPerSecond 908
#define SETMAXPARTICLESPERSECOND_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMAXPARTICLESPERSECOND_MAXPARTICLESPERSECOND num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaxParticlesPerSecond 906
+#define FN_getMaxParticlesPerSecond 909
#define GETMAXPARTICLESPERSECOND_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleMinStartColor 907
+#define FN_setParticleMinStartColor 910
#define SETPARTICLEMINSTARTCOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEMINSTARTCOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleMinStartColor 908
+#define FN_getParticleMinStartColor 911
#define GETPARTICLEMINSTARTCOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleMaxStartColor 909
+#define FN_setParticleMaxStartColor 912
#define SETPARTICLEMAXSTARTCOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEMAXSTARTCOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleMaxStartColor 910
+#define FN_getParticleMaxStartColor 913
#define GETPARTICLEMAXSTARTCOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleMinLife 911
+#define FN_setParticleMinLife 914
#define SETPARTICLEMINLIFE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEMINLIFE_MINLIFE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleMinLife 912
+#define FN_getParticleMinLife 915
#define GETPARTICLEMINLIFE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleMaxLife 913
+#define FN_setParticleMaxLife 916
#define SETPARTICLEMAXLIFE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEMAXLIFE_MAXLIFE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleMaxLife 914
+#define FN_getParticleMaxLife 917
#define GETPARTICLEMAXLIFE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleMaxAngle 915
+#define FN_setParticleMaxAngle 918
#define SETPARTICLEMAXANGLE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEMAXANGLE_MAXANGLE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleMaxAngle 916
+#define FN_getParticleMaxAngle 919
#define GETPARTICLEMAXANGLE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleMinStartSize 917
+#define FN_setParticleMinStartSize 920
#define SETPARTICLEMINSTARTSIZE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEMINSTARTSIZE_W num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETPARTICLEMINSTARTSIZE_H num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_getParticleMinStartSize 918
+#define FN_getParticleMinStartSize 921
#define GETPARTICLEMINSTARTSIZE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETPARTICLEMINSTARTSIZE_W num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETPARTICLEMINSTARTSIZE_H num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_setParticleMaxStartSize 919
+#define FN_setParticleMaxStartSize 922
#define SETPARTICLEMAXSTARTSIZE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEMAXSTARTSIZE_W num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETPARTICLEMAXSTARTSIZE_H num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_getParticleMaxStartSize 920
+#define FN_getParticleMaxStartSize 923
#define GETPARTICLEMAXSTARTSIZE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETPARTICLEMAXSTARTSIZE_W num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETPARTICLEMAXSTARTSIZE_H num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_setParticleCenter 921
+#define FN_setParticleCenter 924
#define SETPARTICLECENTER_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLECENTER_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETPARTICLECENTER_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETPARTICLECENTER_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getParticleCenter 922
+#define FN_getParticleCenter 925
#define GETPARTICLECENTER_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETPARTICLECENTER_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETPARTICLECENTER_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETPARTICLECENTER_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setParticleRadius 923
+#define FN_setParticleRadius 926
#define SETPARTICLERADIUS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLERADIUS_RADIUS num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleRadius 924
+#define FN_getParticleRadius 927
#define GETPARTICLERADIUS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleRingThickness 925
+#define FN_setParticleRingThickness 928
#define SETPARTICLERINGTHICKNESS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLERINGTHICKNESS_RINGTHICKNESS num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleRingThickness 926
+#define FN_getParticleRingThickness 929
#define GETPARTICLERINGTHICKNESS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setParticleBox 927
+#define FN_setParticleBox 930
#define SETPARTICLEBOX_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLEBOX_MIN_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETPARTICLEBOX_MIN_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2909,7 +2932,7 @@
#define SETPARTICLEBOX_MAX_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define SETPARTICLEBOX_MAX_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define SETPARTICLEBOX_MAX_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_getParticleBox 928
+#define FN_getParticleBox 931
#define GETPARTICLEBOX_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETPARTICLEBOX_MIN_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETPARTICLEBOX_MIN_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -2917,84 +2940,84 @@
#define GETPARTICLEBOX_MAX_X num_var[4].nref[0].value[ num_var[4].byref_offset ]
#define GETPARTICLEBOX_MAX_Y num_var[5].nref[0].value[ num_var[5].byref_offset ]
#define GETPARTICLEBOX_MAX_Z num_var[6].nref[0].value[ num_var[6].byref_offset ]
-#define FN_setParticleNormal 929
+#define FN_setParticleNormal 932
#define SETPARTICLENORMAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLENORMAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETPARTICLENORMAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETPARTICLENORMAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_getParticleNormal 930
+#define FN_getParticleNormal 933
#define GETPARTICLENORMAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETPARTICLENORMAL_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETPARTICLENORMAL_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETPARTICLENORMAL_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_setParticleLength 931
+#define FN_setParticleLength 934
#define SETPARTICLELENGTH_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETPARTICLELENGTH_P_LEN num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getParticleLength 932
+#define FN_getParticleLength 935
#define GETPARTICLELENGTH_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_useParticleOutlineOnly 933
+#define FN_useParticleOutlineOnly 936
#define USEPARTICLEOUTLINEONLY_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define USEPARTICLEOUTLINEONLY_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_particleIsUsingOutlineOnly 934
+#define FN_particleIsUsingOutlineOnly 937
#define PARTICLEISUSINGOUTLINEONLY_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getParticleType 935
+#define FN_getParticleType 938
#define GETPARTICLETYPE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_lightIsCastingShadow 936
+#define FN_lightIsCastingShadow 939
#define LIGHTISCASTINGSHADOW_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getLightType 937
+#define FN_getLightType 940
#define GETLIGHTTYPE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_getLightRadius 938
+#define FN_getLightRadius 941
#define GETLIGHTRADIUS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setLightType 939
+#define FN_setLightType 942
#define SETLIGHTTYPE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTTYPE_LIGHT_TYPE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setLightRadius 940
+#define FN_setLightRadius 943
#define SETLIGHTRADIUS_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTRADIUS_RADIUS num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setLightShadowCast 941
+#define FN_setLightShadowCast 944
#define SETLIGHTSHADOWCAST_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTSHADOWCAST_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_SetLightAmbientColor 942
+#define FN_SetLightAmbientColor 945
#define SETLIGHTAMBIENTCOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTAMBIENTCOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetLightAmbientColor 943
+#define FN_GetLightAmbientColor 946
#define GETLIGHTAMBIENTCOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetLightAttenuation 944
+#define FN_SetLightAttenuation 947
#define SETLIGHTATTENUATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTATTENUATION_L_CONSTANT num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETLIGHTATTENUATION_L_LINEAR num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETLIGHTATTENUATION_L_QUADRATIC num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_GetLightAttenuation 945
+#define FN_GetLightAttenuation 948
#define GETLIGHTATTENUATION_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETLIGHTATTENUATION_CONSTANT num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETLIGHTATTENUATION_LINEAR num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETLIGHTATTENUATION_QUADRATIC num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_SetLightDiffuseColor 946
+#define FN_SetLightDiffuseColor 949
#define SETLIGHTDIFFUSECOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTDIFFUSECOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetLightDiffuseColor 947
+#define FN_GetLightDiffuseColor 950
#define GETLIGHTDIFFUSECOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetLightFalloff 948
+#define FN_SetLightFalloff 951
#define SETLIGHTFALLOFF_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTFALLOFF_FALLOFF num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetLightFalloff 949
+#define FN_GetLightFalloff 952
#define GETLIGHTFALLOFF_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetLightInnerCone 950
+#define FN_SetLightInnerCone 953
#define SETLIGHTINNERCONE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTINNERCONE_ANGLE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetLightInnerCone 951
+#define FN_GetLightInnerCone 954
#define GETLIGHTINNERCONE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetLightOuterCone 952
+#define FN_SetLightOuterCone 955
#define SETLIGHTOUTERCONE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTOUTERCONE_ANGLE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetLightOuterCone 953
+#define FN_GetLightOuterCone 956
#define GETLIGHTOUTERCONE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_SetLightSpecularColor 954
+#define FN_SetLightSpecularColor 957
#define SETLIGHTSPECULARCOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETLIGHTSPECULARCOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_GetLightSpecularColor 955
+#define FN_GetLightSpecularColor 958
#define GETLIGHTSPECULARCOLOR_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_GetTerrainPatchAABB 956
+#define FN_GetTerrainPatchAABB 959
#define GETTERRAINPATCHAABB_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETTERRAINPATCHAABB_PATCHX num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETTERRAINPATCHAABB_PATCHZ num_var[2].nref[0].value[ num_var[2].byref_offset ]
@@ -3004,191 +3027,191 @@
#define GETTERRAINPATCHAABB_MAXX num_var[6].nref[0].value[ num_var[6].byref_offset ]
#define GETTERRAINPATCHAABB_MAXY num_var[7].nref[0].value[ num_var[7].byref_offset ]
#define GETTERRAINPATCHAABB_MAXZ num_var[8].nref[0].value[ num_var[8].byref_offset ]
-#define FN_GetTerrainPatchLOD 957
+#define FN_GetTerrainPatchLOD 960
#define GETTERRAINPATCHLOD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETTERRAINPATCHLOD_PATCHX num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETTERRAINPATCHLOD_PATCHZ num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_GetTerrainHeight 958
+#define FN_GetTerrainHeight 961
#define GETTERRAINHEIGHT_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETTERRAINHEIGHT_PATCHX num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETTERRAINHEIGHT_PATCHZ num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_GetTerrainCenter 959
+#define FN_GetTerrainCenter 962
#define GETTERRAINCENTER_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETTERRAINCENTER_X num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETTERRAINCENTER_Y num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define GETTERRAINCENTER_Z num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_SetTerrainLODDistance 960
+#define FN_SetTerrainLODDistance 963
#define SETTERRAINLODDISTANCE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETTERRAINLODDISTANCE_LOD num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETTERRAINLODDISTANCE_DISTANCE num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_ScaleTerrainTexture 961
+#define FN_ScaleTerrainTexture 964
#define SCALETERRAINTEXTURE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SCALETERRAINTEXTURE_SCALE num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SCALETERRAINTEXTURE_SCALE2 num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_SetTerrainCameraMovementDelta 962
+#define FN_SetTerrainCameraMovementDelta 965
#define SETTERRAINCAMERAMOVEMENTDELTA_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETTERRAINCAMERAMOVEMENTDELTA_DELTA num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_SetTerrainCameraRotationDelta 963
+#define FN_SetTerrainCameraRotationDelta 966
#define SETTERRAINCAMERAROTATIONDELTA_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETTERRAINCAMERAROTATIONDELTA_DELTA num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_SetTerrainPatchLOD 964
+#define FN_SetTerrainPatchLOD 967
#define SETTERRAINPATCHLOD_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETTERRAINPATCHLOD_PATCHX num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETTERRAINPATCHLOD_PATCHZ num_var[2].nref[0].value[ num_var[2].byref_offset ]
#define SETTERRAINPATCHLOD_LOD num_var[3].nref[0].value[ num_var[3].byref_offset ]
-#define FN_createMaterial 965
-#define FN_deleteMaterial 966
+#define FN_createMaterial 968
+#define FN_deleteMaterial 969
#define DELETEMATERIAL_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setActorMaterial 967
+#define FN_setActorMaterial 970
#define SETACTORMATERIAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORMATERIAL_MATERIAL_NUM num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORMATERIAL_MATERIAL_ID num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_getActorMaterial 968
+#define FN_getActorMaterial 971
#define GETACTORMATERIAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORMATERIAL_MATERIAL_NUM num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_copyActorMaterial 969
+#define FN_copyActorMaterial 972
#define COPYACTORMATERIAL_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define COPYACTORMATERIAL_MATERIAL_NUM num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_copyMaterial 970
+#define FN_copyMaterial 973
#define COPYMATERIAL_SMATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialTextureCanvas 971
+#define FN_setMaterialTextureCanvas 974
#define SETMATERIALTEXTURECANVAS_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALTEXTURECANVAS_LEVEL num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETMATERIALTEXTURECANVAS_CANVAS_ID num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_setMaterialAmbientColor 972
+#define FN_setMaterialAmbientColor 975
#define SETMATERIALAMBIENTCOLOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALAMBIENTCOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialAmbientColor 973
+#define FN_getMaterialAmbientColor 976
#define GETMATERIALAMBIENTCOLOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialAntiAliasing 974
+#define FN_setMaterialAntiAliasing 977
#define SETMATERIALANTIALIASING_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALANTIALIASING_AA num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialAntiAliasing 975
+#define FN_getMaterialAntiAliasing 978
#define GETMATERIALANTIALIASING_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialBackfaceCulling 976
+#define FN_setMaterialBackfaceCulling 979
#define SETMATERIALBACKFACECULLING_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALBACKFACECULLING_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialBackfaceCulling 977
+#define FN_getMaterialBackfaceCulling 980
#define GETMATERIALBACKFACECULLING_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialBlendFactor 978
+#define FN_setMaterialBlendFactor 981
#define SETMATERIALBLENDFACTOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALBLENDFACTOR_BF num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialBlendFactor 979
+#define FN_getMaterialBlendFactor 982
#define GETMATERIALBLENDFACTOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialBlendMode 980
+#define FN_setMaterialBlendMode 983
#define SETMATERIALBLENDMODE_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALBLENDMODE_BLEND_MODE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialBlendMode 981
+#define FN_getMaterialBlendMode 984
#define GETMATERIALBLENDMODE_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialColorMask 982
+#define FN_setMaterialColorMask 985
#define SETMATERIALCOLORMASK_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALCOLORMASK_COLOR_MASK num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialColorMask 983
+#define FN_getMaterialColorMask 986
#define GETMATERIALCOLORMASK_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialColorMode 984
+#define FN_setMaterialColorMode 987
#define SETMATERIALCOLORMODE_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALCOLORMODE_COLOR_MODE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialColorMode 985
+#define FN_getMaterialColorMode 988
#define GETMATERIALCOLORMODE_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialDiffuseColor 986
+#define FN_setMaterialDiffuseColor 989
#define SETMATERIALDIFFUSECOLOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALDIFFUSECOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialDiffuseColor 987
+#define FN_getMaterialDiffuseColor 990
#define GETMATERIALDIFFUSECOLOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialEmissiveColor 988
+#define FN_setMaterialEmissiveColor 991
#define SETMATERIALEMISSIVECOLOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALEMISSIVECOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialEmissiveColor 989
+#define FN_getMaterialEmissiveColor 992
#define GETMATERIALEMISSIVECOLOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialFog 990
+#define FN_setMaterialFog 993
#define SETMATERIALFOG_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALFOG_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialFog 991
+#define FN_getMaterialFog 994
#define GETMATERIALFOG_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialFrontfaceCulling 992
+#define FN_setMaterialFrontfaceCulling 995
#define SETMATERIALFRONTFACECULLING_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALFRONTFACECULLING_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialFrontfaceCulling 993
+#define FN_getMaterialFrontfaceCulling 996
#define GETMATERIALFRONTFACECULLING_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialGouraudShading 994
+#define FN_setMaterialGouraudShading 997
#define SETMATERIALGOURAUDSHADING_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALGOURAUDSHADING_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_materialIsGouraudShaded 995
+#define FN_materialIsGouraudShaded 998
#define MATERIALISGOURAUDSHADED_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_materialIsAplhaBlend 996
+#define FN_materialIsAplhaBlend 999
#define MATERIALISAPLHABLEND_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_materialIsTransparent 997
+#define FN_materialIsTransparent 1000
#define MATERIALISTRANSPARENT_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialLighting 998
+#define FN_setMaterialLighting 1001
#define SETMATERIALLIGHTING_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALLIGHTING_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_materialIsLit 999
+#define FN_materialIsLit 1002
#define MATERIALISLIT_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialType 1000
+#define FN_setMaterialType 1003
#define SETMATERIALTYPE_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALTYPE_MAT_TYPE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialType 1001
+#define FN_getMaterialType 1004
#define GETMATERIALTYPE_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialNormalize 1002
+#define FN_setMaterialNormalize 1005
#define SETMATERIALNORMALIZE_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALNORMALIZE_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_materialIsNormalized 1003
+#define FN_materialIsNormalized 1006
#define MATERIALISNORMALIZED_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialPointCloud 1004
+#define FN_setMaterialPointCloud 1007
#define SETMATERIALPOINTCLOUD_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALPOINTCLOUD_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_materialIsPointCloud 1005
+#define FN_materialIsPointCloud 1008
#define MATERIALISPOINTCLOUD_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialFlag 1006
+#define FN_setMaterialFlag 1009
#define SETMATERIALFLAG_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALFLAG_MATERIAL_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETMATERIALFLAG_F_VALUE num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_getMaterialFlag 1007
+#define FN_getMaterialFlag 1010
#define GETMATERIALFLAG_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETMATERIALFLAG_MATERIAL_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_setMaterialTexture 1008
+#define FN_setMaterialTexture 1011
#define SETMATERIALTEXTURE_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALTEXTURE_LEVEL num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETMATERIALTEXTURE_IMG_ID num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_setMaterialShininess 1009
+#define FN_setMaterialShininess 1012
#define SETMATERIALSHININESS_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALSHININESS_SHININESS num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialShininess 1010
+#define FN_getMaterialShininess 1013
#define GETMATERIALSHININESS_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialSpecularColor 1011
+#define FN_setMaterialSpecularColor 1014
#define SETMATERIALSPECULARCOLOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALSPECULARCOLOR_COLOR num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialSpecularColor 1012
+#define FN_getMaterialSpecularColor 1015
#define GETMATERIALSPECULARCOLOR_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialThickness 1013
+#define FN_setMaterialThickness 1016
#define SETMATERIALTHICKNESS_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALTHICKNESS_THICKNESS num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getMaterialThickness 1014
+#define FN_getMaterialThickness 1017
#define GETMATERIALTHICKNESS_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setMaterialWireframe 1015
+#define FN_setMaterialWireframe 1018
#define SETMATERIALWIREFRAME_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETMATERIALWIREFRAME_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_materialIsWireframe 1016
+#define FN_materialIsWireframe 1019
#define MATERIALISWIREFRAME_MATERIAL_ID num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setActorTexture 1017
+#define FN_setActorTexture 1020
#define SETACTORTEXTURE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORTEXTURE_LAYER num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORTEXTURE_IMAGE_ID num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_getActorMaterialCount 1018
+#define FN_getActorMaterialCount 1021
#define GETACTORMATERIALCOUNT_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
-#define FN_setActorMaterialFlag 1019
+#define FN_setActorMaterialFlag 1022
#define SETACTORMATERIALFLAG_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORMATERIALFLAG_FLAG num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define SETACTORMATERIALFLAG_FLAG_VALUE num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_getActorMaterialFlag 1020
+#define FN_getActorMaterialFlag 1023
#define GETACTORMATERIALFLAG_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORMATERIALFLAG_MATERIAL num_var[1].nref[0].value[ num_var[1].byref_offset ]
#define GETACTORMATERIALFLAG_FLAG num_var[2].nref[0].value[ num_var[2].byref_offset ]
-#define FN_setActorMaterialType 1021
+#define FN_setActorMaterialType 1024
#define SETACTORMATERIALTYPE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define SETACTORMATERIALTYPE_MATERIAL_TYPE num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_getActorMaterialType 1022
+#define FN_getActorMaterialType 1025
#define GETACTORMATERIALTYPE_ACTOR num_var[0].nref[0].value[ num_var[0].byref_offset ]
#define GETACTORMATERIALTYPE_MATERIAL num_var[1].nref[0].value[ num_var[1].byref_offset ]
-#define FN_MaterialExists 1023
+#define FN_MaterialExists 1026
#define MATERIALEXISTS_MATERIAL num_var[0].nref[0].value[ num_var[0].byref_offset ]
diff --git a/rcbasic_build/rcbasic_dev3.txt b/rcbasic_build/rcbasic_dev3.txt
index 9cf746b..e418990 100644
--- a/rcbasic_build/rcbasic_dev3.txt
+++ b/rcbasic_build/rcbasic_dev3.txt
@@ -1965,7 +1965,7 @@ case FN_LoadMeshFromArchive: //Number Function
rc_push_num(rc_loadMeshFromArchive( LOADMESHFROMARCHIVE_ARCHIVE$, LOADMESHFROMARCHIVE_MESH_FILE$ ));
break;
case FN_CreatePlaneMesh: //Number Function
- rc_push_num(rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H ));
+ rc_push_num(rc_createPlaneMesh( CREATEPLANEMESH_W, CREATEPLANEMESH_H, CREATEPLANEMESH_TILECOUNT_W, CREATEPLANEMESH_TILECOUNT_H, CREATEPLANEMESH_TXREPEAT_X, CREATEPLANEMESH_TXREPEAT_Y ));
break;
case FN_LoadAN8: //Number Function
rc_push_num(rc_loadAN8( LOADAN8_AN8_FILE$ ));
@@ -1979,6 +1979,15 @@ case FN_GetNumAN8Scenes: //Number Function
case FN_GetAN8SceneName$: //String Function
rc_push_str(rc_getAN8SceneName( GETAN8SCENENAME$_AN8_PROJECT, GETAN8SCENENAME$_SCENE_NUM ));
break;
+case FN_CreateConeMesh: //Number Function
+ rc_push_num(rc_createConeMesh( CREATECONEMESH_RADIUS, CREATECONEMESH_CONE_LENGTH, CREATECONEMESH_TESSELATION, CREATECONEMESH_TOP_COLOR, CREATECONEMESH_BOTTOM_COLOR ));
+ break;
+case FN_CreateCylinderMesh: //Number Function
+ rc_push_num(rc_createCylinderMesh( CREATECYLINDERMESH_RADIUS, CREATECYLINDERMESH_CYLINDER_LENGTH, CREATECYLINDERMESH_TESSELATION, CREATECYLINDERMESH_COLOR, CREATECYLINDERMESH_CLOSE_TOP ));
+ break;
+case FN_CreateVolumeLightMesh: //Number Function
+ rc_push_num(rc_createVolumeLightMesh( CREATEVOLUMELIGHTMESH_U, CREATEVOLUMELIGHTMESH_V, CREATEVOLUMELIGHTMESH_FOOT_COLOR, CREATEVOLUMELIGHTMESH_TAIL_COLOR, CREATEVOLUMELIGHTMESH_LP_DISTANCE, CREATEVOLUMELIGHTMESH_DIM_X, CREATEVOLUMELIGHTMESH_DIM_Y, CREATEVOLUMELIGHTMESH_DIM_Z ));
+ break;
case FN_CreateAnimatedActor: //Number Function
rc_push_num(rc_createAnimatedActor( CREATEANIMATEDACTOR_MESH ));
break;
diff --git a/rcbasic_build/tokenizer.h b/rcbasic_build/tokenizer.h
index ffbf89a..0c73451 100755
--- a/rcbasic_build/tokenizer.h
+++ b/rcbasic_build/tokenizer.h
@@ -1240,6 +1240,20 @@ string rc_keywordToken(string sline)
return "