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gun-blue-shot

source

Types


gun-blue-shot

gun-blue-shot: projectilesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
init-pos: vector
init-dir: vector
collide-normal: vector

Functions


cshape-reaction-blue-shot

cshape-reaction-blue-shot(arg0: control-info, arg1: collide-query, arg2: vector, arg3: vector) => collide-statussource

gun-blue-shot-move

gun-blue-shot-move(arg0: gun-blue-shot) => nonesource

target-gun-fire-blue

target-gun-fire-blue() => pointersource

gun-dark-shot

source

Types


gun-dark-shot

gun-dark-shot: projectilesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
blast-radius: float
core-position: vector
core-velocity: vector
spin-vector: vector
track-target: handle
size-t: float
result-array: handle
charge-sound: uint32
fire-sound: uint32
trail-sound: uint32
explode-sound: uint32
start-pilot?: basic
Methods
startup: unknown
fizzle: unknown

Functions


gun-dark-shot-init-fizzle

gun-dark-shot-init-fizzle(arg0: vector) => nonesource

process-drawable-shock-effect-bullseye

process-drawable-shock-effect-bullseye(arg0: process-focusable, arg1: process-focusable, arg2: matrix, arg3: int, arg4: sparticle-launcher, arg5: sparticle-launcher, arg6: sparticle-launcher) => nonesource

target-gun-fire-dark

target-gun-fire-dark() => pointersource

Types


gun

gun: 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
control: control-info
shadow-backup: shadow-geo
read-scale: basic
gun-type: pickup-type
barrel: joint-mod
mag: joint-mod
mag-scale: float
Methods
idle: unknown
use: unknown
hidden: unknown
die: unknown

gun-info

gun-info: basicsource
Fields
type: type
process: pointer
gun: pointer
gun-pos: transformq
gun-trans: vector
gun-quat: quaternion
gun-scale: vector
gun-type: pickup-type
using-gun-type: pickup-type
active?: symbol
latch?: symbol
put-away?: symbol
surpress-time: time-frame
fire-time: time-frame
gun-time: time-frame
gun-get-on-time: time-frame
active-time: time-frame
fire-delay: uint32
gun-control: uint32
gun-target: uint32
gun-daxter: float
gun-roty-rel: degrees
gun-roty: degrees
gun-roty-targ: degrees
hips: joint-mod
upper-body: joint-mod
chest: joint-mod
fire-dir-rot: degrees
fire-dir: vector
fire-point: vector
fire-dir-backup: vector
fire-dir-out: vector
fire-pending: int32
fire-pending-time: time-frame
fire-start-time: time-frame
fire-charge: float
fire-spin: degrees
fire-spinv: degrees
fire-chamber: int32
fire-range: meters
laser-active?: symbol
laser-point: vector
laser-dir: vector
laser-hit-point: vector
track?: uint16
track-tilt: degrees
track-turn: degrees
track-find-range: meters
track-turnv-range: meters
track-tilt-range: meters
track-turn-range: meters
track-tilt-max: degrees
track-turn-max: degrees
track-angle-mult: float
track-beam-size: float
track-auto-fire: symbol
track-require: uint32
track-target-hold-time: time-frame
track-start-time: time-frame
track-press-start-time: time-frame
track-target: focus
track-trans: vector
track-dir: vector
turn-fast-hold-time: time-frame
blue-whine-sound-id: uint32
blue-whine-volume: float
top-anim-twist: vector
top-anim-twist-targ: vector
top-anim-look-at: vector
top-anim-twist-reset: uint64
top-anim-gun-height: meters
top-anim-blue-cycle: float
top-anim-low-high: float
top-anim-extra-twistv: degrees
top-anim-tilt-up: degrees
attack-combo: combo-tracker
combo-window-start: time-frame
combo-window-state: symbol
combo-fire-delay: uint32
charge-ammo: float
charge-start-time: time-frame
charge-inc-time: time-frame
charge-active?: handle
Methods
gun-info-method-9(obj: gun-info) => inline-arraysource

Functions


enabled-gun?

enabled-gun?(arg0: target) => symbolsource

gun->ammo

gun->ammo(arg0: pickup-type) => intsource

using-gun?

using-gun?(arg0: target) => symbolsource

want-to-gun?

want-to-gun?(arg0: target, arg1: symbol) => symbolsource

Variables


*gun-shadow-control*

*gun-shadow-control*: shadow-controlsource

gun-part

source

Functions


check-shell-level1

check-shell-level1(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

check-shell-level2

check-shell-level2(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

sparticle-dark-shot-lightning

sparticle-dark-shot-lightning(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource

Variables


*red-shot-colors*

*red-shot-colors*: pointersource

gun-red-shot

source

Types


gun-red-shot

gun-red-shot: 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
root-override: collide-shape-moving
probe-count: int32
probe-mask: uint32
actor-count: int32
attack-id: uint32
start-pos: vector
start-dir: vector
start-rot: vector
probe-dir: vector
Methods
blocked: unknown
debug-idle: unknown
idle: unknown
init-probes!(obj: gun-red-shot, arg0: collide-shape) => nonesource

Create all 19 probe vectors

gun-red-shot-method-24(obj: gun-red-shot) => symbolsource
noop(obj: gun-red-shot) => nonesource

Does nothing

gun-red-shot-method-26(obj: gun-red-shot) => nonesource
gun-red-shot-method-27(obj: gun-red-shot) => nonesource
gun-red-shot-method-28(obj: gun-red-shot, arg0: vector) => sound-idsource
fire!(obj: gun-red-shot, arg0: process-drawable, arg1: int) => objectsource

Functions


gun-red-shot-event-handler

gun-red-shot-event-handler(arg0: process-drawable, arg1: int, arg2: symbol, arg3: event-message-block) => objectsource

gun-red-shot-init-by-other

gun-red-shot-init-by-other(arg0: vector, arg1: vector) => gun-red-shotsource

target-gun-fire-red

target-gun-fire-red() => pointersource

gun-util

source

Types


beam-info

beam-info: structuresource
Fields
y-scale: float

gun-eject

gun-eject: projectile-bouncesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
played-bounce-time: time-frame
tumble-quat: quaternion

gun-mag-blue

gun-mag-blue: projectile-bouncesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
played-bounce-time: time-frame
tumble-quat: quaternion

gun-mag-dark

gun-mag-dark: projectile-bouncesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
played-bounce-time: time-frame
tumble-quat: quaternion

gun-mag-red

gun-mag-red: projectile-bouncesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
played-bounce-time: time-frame
tumble-quat: quaternion

gun-mag-yellow

gun-mag-yellow: projectile-bouncesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
played-bounce-time: time-frame
tumble-quat: quaternion

Functions


birth-func-laser-pointer

birth-func-laser-pointer(arg0: int, arg1: sparticle-cpuinfo, arg2: sparticle-launchinfo) => nonesource

birth-func-setup-beam

birth-func-setup-beam(arg0: int, arg1: sparticle-cpuinfo, arg2: sparticle-launchinfo) => nonesource

draw-beam

draw-beam(arg0: sparticle-launcher, arg1: vector, arg2: vector, arg3: symbol, arg4: symbol) => nonesource

gun-init

gun-init() => nonesource

gun-post

gun-post() => nonesource

Variables


*beam-info*

*beam-info*: beam-infosource

gun-yellow-shot

source

Types


gun-yellow-shot

gun-yellow-shot: projectilesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
hit-actor?: symbol
tail-pos: vector
hit-pos: vector

Functions


gun-yellow-shot-move

gun-yellow-shot-move(arg0: gun-yellow-shot) => nonesource

someone-fire-yellow

someone-fire-yellow(arg0: process-drawable, arg1: vector, arg2: vector) => pointersource

target-gun-fire-yellow

target-gun-fire-yellow() => pointersource