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gun-dummy

source

Types


gun-cit-a

gun-cit-a: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-cit-b

gun-cit-b: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-cit-c

gun-cit-c: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-cit-d

gun-cit-d: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-dummy

gun-dummy: process-focusablesource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
Methods
idle: unknown
init-dummy-collison!(obj: gun-dummy) => nonesource
Initializes the collision related stuff for the dummy
path-playing?(obj: gun-dummy) => symbolsource
Core functionality for playing back the dummy's path. Does things like:
- calculates the score in case the dummy is hit based on the time elapsed
- moves around the dummy
- plays sounds accordingly
path-time-elapsed(obj: gun-dummy) => floatsource
init-tpath-info!(obj: gun-dummy, arg0: tpath-info) => nonesource
Given a tpath-info use it to initialize the dummy with any relevant data or flags
break-dummy(obj: gun-dummy) => nonesource
Does what you'd expect, sets up the joint-exploder-tuning to break the dummy into pieces, plays sounds, etc

gun-dummy-a

gun-dummy-a: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-dummy-b

gun-dummy-b: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-dummy-big

gun-dummy-big: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-dummy-c

gun-dummy-c: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-dummy-gold

gun-dummy-gold: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

gun-dummy-peace

gun-dummy-peace: gun-dummysource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
root-override: collide-shape
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame

tpath-control-frame

tpath-control-frame: structuresource
Fields
time: float
path-pos: uint8
command: tpath-control-frame-command
move-type: uint8
path-num: uint8

tpath-info

tpath-info: structuresource
Fields
s-time: float
num: uint16
ref-time-num: int16
score: int16
flags: tpath-info-flags
num-anims: uint8
bonus-time: float
list: array
anims: inline-array
anim1: inline-array
anim2: inline-array
anim3: inline-array

Functions


check-gungame-piece-ground

check-gungame-piece-ground(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: matrix) => nonesource
Ensures the splatter that sits below the dummy when destroyed is at the right height

gun-cit-a-init-by-other

gun-cit-a-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-cit-b-init-by-other

gun-cit-b-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-cit-c-init-by-other

gun-cit-c-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-cit-d-init-by-other

gun-cit-d-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-dummy-a-init-by-other

gun-dummy-a-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-dummy-b-init-by-other

gun-dummy-b-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-dummy-big-init-by-other

gun-dummy-big-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-dummy-c-init-by-other

gun-dummy-c-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-dummy-gold-init-by-other

gun-dummy-gold-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-dummy-init-by-other

gun-dummy-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

gun-dummy-peace-init-by-other

gun-dummy-peace-init-by-other(manager: training-manager, path-info: tpath-info) => nonesource

Variables


*gun-cit-a-exploder-params*

*gun-cit-a-exploder-params*: joint-exploder-static-paramssource

*gun-cit-b-exploder-params*

*gun-cit-b-exploder-params*: joint-exploder-static-paramssource

*gun-cit-c-exploder-params*

*gun-cit-c-exploder-params*: joint-exploder-static-paramssource

*gun-cit-d-exploder-params*

*gun-cit-d-exploder-params*: joint-exploder-static-paramssource

*gun-dummy-a-exploder-params*

*gun-dummy-a-exploder-params*: joint-exploder-static-paramssource

*gun-dummy-b-exploder-params*

*gun-dummy-b-exploder-params*: joint-exploder-static-paramssource

*gun-dummy-big-exploder-params*

*gun-dummy-big-exploder-params*: joint-exploder-static-paramssource

*gun-dummy-c-exploder-params*

*gun-dummy-c-exploder-params*: joint-exploder-static-paramssource

*gun-dummy-gold-exploder-params*

*gun-dummy-gold-exploder-params*: joint-exploder-static-paramssource

*gun-dummy-peace-exploder-params*

*gun-dummy-peace-exploder-params*: joint-exploder-static-paramssource

*tpath-rand*

*tpath-rand*: uintsource

gungame-data

source

Types


gungame-crate

gungame-crate: structuresource
Fields
pos: vector
pos-x: float
pos-y: float
pos-z: float
angle: float
ammo: pickup-type
num: uint32

Variables


*blue-training-path-global-info*

*blue-training-path-global-info*: arraysource

*entrance-gungame-crates-pos*

*entrance-gungame-crates-pos*: arraysource

*gungame-blue-crates-pos*

*gungame-blue-crates-pos*: arraysource

*gungame-peace-crates-pos*

*gungame-peace-crates-pos*: arraysource

*gungame-red-crates-pos*

*gungame-red-crates-pos*: arraysource

*gungame-yellow-crates-pos*

*gungame-yellow-crates-pos*: arraysource

*peace-training-path-global-info*

*peace-training-path-global-info*: arraysource

*red-training-path-global-info*

*red-training-path-global-info*: arraysource

*yellow-training-path-global-info*

*yellow-training-path-global-info*: arraysource

gungame-obs

source

Types


gungame-door

gungame-door: process-drawablesource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
open-side: symbol
close-sound: sound-id
train: handle
last-player-dist: float
last-camera-dist: float
close-state: uint32
Methods
idle: unknown
open: unknown
close: unknown
gungame-door-method-23(obj: gungame-door) => symbolsource
gungame-door-method-24(obj: gungame-door) => symbolsource

training-manager

training-manager: processsource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
actor-group: pointer
actor-group-count: int32
start-time: time-frame
score: int32
first-enemy-shown?: symbol
first-citizen-shown?: symbol
open-end?: symbol
entrance-crates: handle
course-crates: handle
course: array
end-door: uint32
total-target: uint32
total-target-destroyed: uint32
total-bonus: uint32
total-bonus-destroyed: uint32
total-civilian: uint32
hud-score: handle
hud-goal: handle
in-out: uint32
combo-done?: symbol
voicebox: handle
last-sound-id: sound-id
dummies: handle
task-gold: uint16
task-silver: uint16
task-bronze: uint16
game-score: uint8
training-goal: float
training?: symbol
egg-count: int32
medal: int32
gui-id: sound-id
Methods
wait: unknown
course: unknown
end-course: unknown
red-training-intro: unknown
red-training: unknown
red-yellow-training: unknown
yellow-training-intro: unknown
training-manager-method-21(obj: training-manager, arg0: handle) => entitysource
training-manager-method-22(obj: training-manager, arg0: symbol) => symbolsource
training-manager-method-23(obj: training-manager, arg0: array) => symbolsource
training-manager-method-24(obj: training-manager) => symbolsource
training-manager-method-25(obj: training-manager) => symbolsource
training-manager-method-26(obj: training-manager) => intsource
training-manager-method-27(obj: training-manager, arg0: array) => symbolsource
training-manager-method-28(obj: training-manager) => nonesource
training-manager-method-29(obj: training-manager, arg0: vector) => vectorsource
render-text(obj: training-manager, arg0: text-id) => floatsource
training-manager-method-31(obj: training-manager) => nonesource
training-manager-method-32(obj: training-manager) => nonesource
States
yellow-training: TODO

training-path

training-path: process-drawablesource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
node-list: cspace-array
draw: draw-control
skel: joint-control
nav: nav-control
align: align-control
path: path-control
vol: vol-control
fact: fact-info
link: actor-link-info
part: sparticle-launch-control
water: water-control
sound: ambient-sound
carry: carry-info
rbody: rigid-body-control
state-flags: state-flags
state-time: time-frame
num: uint32
Methods
idle: unknown

Variables


*yellow-training-path-combo-info*

*yellow-training-path-combo-info*: arraysource

gungame-part

source

Types


gungame-part

gungame-part: part-spawnersource
Fields
type: type
name: string
mask: process-mask
clock: clock
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: symbol
pid: int32
main-thread: cpu-thread
top-thread: cpu-thread
entity: entity-actor
level: level
state: state
next-state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
pad-unknown-0: uint32
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
root: trsqv
part: sparticle-launch-control
sound: ambient-sound
mode: pointer
enable: symbol
radius: meters
world-sphere: sphere