System COG Functions
Function List
- GetSenderRef
- GetSenderType
- GetSenderID
- GetSourceType
- GetSourceRef
- GetSysDate
- GetSysTime
- InEditor
- GetThingCount
- GetGravity
- SetGravity
- GetLevelTime
- GetGameTime
- GetFlexGameTime
- GetThingTemplateCount
- SetFog
- FindNewSector
- FindNewSectorFromThing
- Sleep
- SetPulse
- SetTimer
- SetTimerEx
- KillTimerEx
- Reset
- MaterialAnim
- StopMaterialAnim
- StopAnim
- StopSurfaceAnim
- GetSurfaceAnim
- SurfaceAnim
- GetKeyLen
- LoadTemplate
- LoadKeyframe
- LoadModel
- PrintInt
- PrintFlex
- PrintVector
- printhex
- VectorAdd
- VectorSub
- VectorDot
- VectorCross
- VectorSet
- VectorLen
- VectorScale
- VectorDist
- VectorX
- VectorY
- VectorZ
- VectorNorm
- VectorEqual
- VectorRotate
- VectorTransformToOrient
- GetSithMode
- GetDifficulty
- SetSubModeFlags
- GetSubModeFlags
- ClearSubModeFlags
- SetDebugModeFlags
- GetDebugModeFlags
- ClearDebugModeFlags
- BitSet
- BitTest
- BitClear
- FireProjectile
- ActivateWeapon
- DeactivateWeapon
- DeactivateCurWeapon
- SetMountWait
- SetFireWait
- SetAimWait
- SelectWeapon
- SelectWeaponWait
- DeselectWeapon
- DeselectWeaponWait
- SetCurWeapon
- GetCurWeapon
- SetWeaponModel
- ResetWeaponModel
- LoadHolsterModel
- SetHolsterModel
- ResetHolsterModel
- GetLastPistol
- GetLastRifle
- CopyPlayerHolsters
- SendMessage
- SendMessageEx
- ReturnEx
- GetParam
- SetParam
- SetInvFlags
- SetMapModeFlags
- GetMapModeFlags
- ClearMapModeFlags
- GetMaterialCel
- SetMaterialCel
- SetCameraFocus
- GetPrimaryFocus
- GetSecondaryFocus
- SetCurrentCamera
- GetCurrentCamera
- CycleCamera
- SetPOVShake
- SetCameraStateFlags
- GetCameraStateFlags
- SetCameraSecondaryFocus
- HeapNew
- HeapSet
- HeapGet
- HeapFree
- GetSelfCog
- GetMasterCog
- SetMasterCog
- GetCogByIndex
- IsMulti
- IsServer
- SendTrigger
- AutoSavegame
- GetHintSolved
- SetHintSolved
- SetHintUnsolved
- Rand
- RandBetween
- RandVec
- Round
- Truncate
- Abs
- Pow
- Sin
- Cos
- ArcTan
- GetPerformanceLevel
- IsLevelName
GetSenderRef
GetSenderRef() -> int
GetSenderType
GetSenderType() -> int
GetSenderID
GetSenderID() -> int
GetSourceType
GetSourceType() -> int
GetSourceRef
GetSourceRef() -> int
GetSysDate
GetSysDate() -> Vector
GetSysTime
GetSysTime() -> Vector
InEditor
InEditor() -> int
GetThingCount
GetThingCount() -> int
GetGravity
GetGravity() -> float
SetGravity
SetGravity(float gravity)
GetLevelTime
GetLevelTime() -> float
GetGameTime
GetGameTime() -> int
GetFlexGameTime
GetFlexGameTime() -> float
GetThingTemplateCount
GetThingTemplateCount(Template template) -> int
SetFog
SetFog(int bEnable, Vector vecColor, float start, float end)
FindNewSector
FindNewSector(Vector startPos, Sector sector, Vector endPos) -> int
FindNewSectorFromThing
FindNewSectorFromThing(Thing thing, Vector vec) -> int
Sleep
Sleep(float wait)
SetPulse
SetPulse(float interval)
SetTimer
SetTimer(float when)
SetTimerEx
SetTimerEx(float when, int param1, int param2, int param3)
KillTimerEx
KillTimerEx(int timerId)
Reset
Reset()
MaterialAnim
MaterialAnim(Material mat, float fps, int flags) -> int
StopMaterialAnim
StopMaterialAnim(Material material)
StopAnim
StopAnim(int animID)
StopSurfaceAnim
StopSurfaceAnim(Surface surf)
GetSurfaceAnim
GetSurfaceAnim(Surface surf) -> int
SurfaceAnim
SurfaceAnim(Surface surf, float speed, int flags) -> int
GetKeyLen
GetKeyLen(Keyframe keyframe) -> float
LoadTemplate
LoadTemplate(string templateName) -> int
LoadKeyframe
LoadKeyframe(string keyFilename) -> int
LoadModel
LoadModel(string modelFilename) -> int
Print(string value)
PrintInt
PrintInt(int value)
PrintFlex
PrintFlex(float value)
PrintVector
PrintVector(Vector vec)
printhex
printhex(int value)
VectorAdd
VectorAdd(Vector b, Vector a) -> Vector
VectorSub
VectorSub(Vector b, Vector a) -> Vector
VectorDot
VectorDot(Vector a, Vector b) -> float
VectorCross
VectorCross(Vector a, Vector b) -> Vector
VectorSet
VectorSet(float x, float y, float z) -> Vector
VectorLen
VectorLen(Vector vec) -> float
VectorScale
VectorScale(Vector a, float scalar) -> Vector
VectorDist
VectorDist(Vector b, Vector a) -> float
VectorX
VectorX(Vector vec) -> float
VectorY
VectorY(Vector vec) -> float
VectorZ
VectorZ(Vector vec) -> float
VectorNorm
VectorNorm(Vector vec) -> Vector
VectorEqual
VectorEqual(Vector b, Vector a) -> int
VectorRotate
VectorRotate(Vector vec, Vector pyr) -> Vector
VectorTransformToOrient
VectorTransformToOrient(Thing thing, Vector vec) -> Vector
GetSithMode
GetSithMode() -> int
GetDifficulty
GetDifficulty() -> int
SetSubModeFlags
SetSubModeFlags(int value)
GetSubModeFlags
GetSubModeFlags() -> int
ClearSubModeFlags
ClearSubModeFlags(int value)
SetDebugModeFlags
SetDebugModeFlags(int value)
GetDebugModeFlags
GetDebugModeFlags() -> int
ClearDebugModeFlags
ClearDebugModeFlags(int value)
BitSet
BitSet(int flags, int mask) -> int
BitTest
BitTest(int flags, int mask) -> int
BitClear
BitClear(int flags, int mask) -> int
FireProjectile
FireProjectile(Thing shooter, Template projectile, Sound fireSnd, int submode, Vector fireOffset, Vector fireError, float extra, int flags, float autoAimFovX, float autoAimFovZ) -> Thing
shooter
using the provided projectile
template, with additional parameters influencing the shot.
Parameters:
- shooter
-The game object which fires projectile.
- projectile
- The template used for creating and shooting a projectile game object.
- fireSnd
- Fire sound effect.
- submode
- The shooter
puppet submode
number to play upon firing projectile.
- aimError
- Shot projectile aim error. Affected by aimFov
and aimMax
depending on the flags
parameter.
- scale
- The projectile properties scale multiplier. The flags
parameter defines which projectile property is affected by this multiplier.
- aimFov
- The aim field of view.
- aimMax
- The projectile max aim.
- flags
:
* 0x01 - Multiply projectile velocity with scale
param.
* 0x02 - Multiply projectile impact damage with scale
param.
* 0x04 - Multiply unknown projectile param with scale
param.
* 0x08 - Multiply unknown projectile param with scale
param.
* 0x10 - Burst fire up to 10 projectiles if shooter has set fire wait time. (Set by SetFireWait cog function)
* 0x20 - [Player] Apply aimFov and aimMax to aimError.
* 0x80 - [Player] Shoot projectile from the right hand of the player's 3D model (inrhand)
* 0x100 - [Player] Shoot projectile from the torso of the player's 3D model (intorso).
There is a bug for this flag and the rotation vector is not initialized which can crash the game.
* 0x200 - Add weapon fire effect. Note, this only works if shooter model has inrhand
hierarchy hand node defined in it's model 3DO file.
For 250 ms engine switches the current weapon model with firing weapon model for weapons:
* pistol - weap_revolver_fire.3do
* tokarev - weap_tokarev_fire.3do
* mauser - weap_mauser_fire.3do
* simonov - weap_simonov_fire.3do
* submachine - weap_ppsh41_fire.3do
* shotgun - weap_toz34_fire.3do
Return
On success projectile object is returned, otherwise -1.
ActivateWeapon
ActivateWeapon(Thing thing, float timeToWait)
DeactivateWeapon
DeactivateWeapon(Thing thing) -> float
DeactivateCurWeapon
DeactivateCurWeapon(Thing thing)
SetMountWait
SetMountWait(Thing thing, float timeToWait)
SetFireWait
SetFireWait(Thing thing, float waitTime)
SetAimWait
SetAimWait(Thing thing, float timeToWait)
SelectWeapon
SelectWeapon(Thing thing, int weaponID) -> int
SelectWeaponWait
SelectWeaponWait(Thing thing, int weaponId) -> int
DeselectWeapon
DeselectWeapon(Thing thing) -> int
DeselectWeaponWait
DeselectWeaponWait(Thing thing) -> int
SetCurWeapon
SetCurWeapon(Thing thing, int weaponID)
GetCurWeapon
GetCurWeapon(Thing thing) -> int
SetWeaponModel
SetWeaponModel(Thing thing, int typeId)
ResetWeaponModel
ResetWeaponModel(Thing thing)
LoadHolsterModel
LoadHolsterModel(int type, string modelFilename) -> int
SetHolsterModel
SetHolsterModel(Thing thing, int weaponId, int meshNum)
ResetHolsterModel
ResetHolsterModel(Thing thing, int holsterNum)
GetLastPistol
GetLastPistol(Thing thing) -> int
GetLastRifle
GetLastRifle(Thing thing) -> int
CopyPlayerHolsters
CopyPlayerHolsters(Thing sourceThing, Thing destThing)
SendMessage
SendMessage(cog dstCog, int msgType)
SendMessageEx
SendMessageEx(cog dstCog, int msg, int param0, int param1, int param2, int param3) -> int
ReturnEx
ReturnEx(int returnValue)
GetParam
GetParam(int idx) -> int
SetParam
SetParam(int num, int val)
SetInvFlags
SetInvFlags(Thing thing, int bin, int flags)
SetMapModeFlags
SetMapModeFlags(int value)
GetMapModeFlags
GetMapModeFlags() -> int
ClearMapModeFlags
ClearMapModeFlags(int value)
GetMaterialCel
GetMaterialCel(Material value) -> int
SetMaterialCel
SetMaterialCel(Material mat, int celNum) -> int
SetCameraFocus
SetCameraFocus(int camNum, Thing thing)
GetPrimaryFocus
GetPrimaryFocus(int camNum) -> int
GetSecondaryFocus
GetSecondaryFocus(int camNum) -> int
SetCurrentCamera
SetCurrentCamera(int camNum)
GetCurrentCamera
GetCurrentCamera() -> int
CycleCamera
CycleCamera()
SetPOVShake
SetPOVShake(Vector posOffset, Vector angleOffset, float posDelta, float angDelta)
SetCameraStateFlags
SetCameraStateFlags(int flags)
GetCameraStateFlags
GetCameraStateFlags() -> int
SetCameraSecondaryFocus
SetCameraSecondaryFocus(int camNum, Thing focus)
HeapNew
HeapNew(int size)
HeapSet
HeapSet(int idx)
HeapGet
HeapGet(int num) -> int
HeapFree
HeapFree()
GetSelfCog
GetSelfCog() -> int
GetMasterCog
GetMasterCog() -> int
SetMasterCog
SetMasterCog(cog sithCog_g_pMasterCog)
GetCogByIndex
GetCogByIndex(int idx) -> int
IsMulti
IsMulti() -> int
IsServer
IsServer() -> int
SendTrigger
SendTrigger(Thing thing, int srcIdx, int param0, int param1, int param2, int param3)
AutoSavegame
AutoSavegame()
GetHintSolved
GetHintSolved(Thing thing) -> int
SetHintSolved
SetHintSolved(Thing thing)
SetHintUnsolved
SetHintUnsolved(Thing thing)
Rand
Rand() -> float
RandBetween
RandBetween(int min, int max) -> int
RandVec
RandVec() -> Vector
Round
Round(float val) -> float
Truncate
Truncate(float val) -> float
Abs
Abs(float val) -> float
Pow
Pow(float base, float exp) -> float
Sin
Sin(float angle) -> float
Cos
Cos(float angle) -> float
ArcTan
ArcTan(float x, float y) -> float
GetPerformanceLevel
GetPerformanceLevel() -> int
IsLevelName
IsLevelName(string name) -> int