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define.cpp
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1#include "define.h"
2
3// GLOBAL: LEGO1 0x10102048
4// STRING: LEGO1 0x10102040
5const char* g_strACTION = "ACTION";
6
7// GLOBAL: LEGO1 0x1010204c
8// STRING: LEGO1 0x10102034
9const char* g_strANIMATION = "ANIMATION";
10
11// GLOBAL: LEGO1 0x10102050
12// STRING: LEGO1 0x10102024
13const char* g_strATTACH_CAMERA = "ATTACH_CAMERA";
14
15// GLOBAL: LEGO1 0x10102054
16// STRING: LEGO1 0x10102018
17const char* g_strAUTO_CREATE = "AUTO_CREATE";
18
19// GLOBAL: LEGO1 0x1010205c
20// STRING: LEGO1 0x10102000
21const char* g_strBOTTOM_TO_TOP = "BOTTOM_TO_TOP";
22
23// GLOBAL: LEGO1 0x10102060
24// STRING: LEGO1 0x10101ff4
25const char* g_strCOLLIDEBOX = "COLLIDEBOX";
26
27// GLOBAL: LEGO1 0x10102064
28// STRING: LEGO1 0x10101fec
29const char* g_strSTYLE = "STYLE";
30
31// GLOBAL: LEGO1 0x10102068
32// STRING: LEGO1 0x10101fe4
33const char* g_strGRID = "GRID";
34
35// GLOBAL: LEGO1 0x1010206c
36// STRING: LEGO1 0x10101fe0
37const char* g_strMAP = "MAP";
38
39// GLOBAL: LEGO1 0x10102074
40// STRING: LEGO1 0x10101fd0
41const char* g_strTOGGLE = "TOGGLE";
42
43// GLOBAL: LEGO1 0x10102078
44// STRING: LEGO1 0x10101fc4
45const char* g_strDB_CREATE = "DB_CREATE";
46
47// GLOBAL: LEGO1 0x1010207c
48// STRING: LEGO1 0x10101fb4
49const char* g_strFILLER_INDEX = "FILLER_INDEX";
50
51// GLOBAL: LEGO1 0x10102080
52// STRING: LEGO1 0x100f4368
53const char* g_strFROM_PARENT = "FROM_PARENT";
54
55// GLOBAL: LEGO1 0x10102084
56// STRING: LEGO1 0x10101fa4
57const char* g_strHIDE_ON_STOP = "HIDE_ON_STOP";
58
59// GLOBAL: LEGO1 0x10102088
60// STRING: LEGO1 0x10101f94
61const char* g_strLEFT_TO_RIGHT = "LEFT_TO_RIGHT";
62
63// GLOBAL: LEGO1 0x10102094
64// STRING: LEGO1 0x10101f70
65const char* g_strTYPE = "TYPE";
66
67// GLOBAL: LEGO1 0x10102098
68// STRING: LEGO1 0x10101f60
69const char* g_strMUST_SUCCEED = "MUST_SUCCEED";
70
71// GLOBAL: LEGO1 0x1010209c
72// STRING: LEGO1 0x10101f58
73const char* g_strOBJECT = "OBJECT";
74
75// GLOBAL: LEGO1 0x101020a0
76// STRING: LEGO1 0x10101f50
77const char* g_strPATH = "PATH";
78
79// GLOBAL: LEGO1 0x101020a4
80// STRING: LEGO1 0x10101f40
81const char* g_strPERMIT_NAVIGATE = "PERMIT_NAVIGATE";
82
83// GLOBAL: LEGO1 0x101020a8
84// STRING: LEGO1 0x10101f38
85const char* g_strPTATCAM = "PTATCAM";
86
87// GLOBAL: LEGO1 0x101020ac
88// STRING: LEGO1 0x10101f28
89const char* g_strRIGHT_TO_LEFT = "RIGHT_TO_LEFT";
90
91// GLOBAL: LEGO1 0x101020b0
92// STRING: LEGO1 0x10101f20
93const char* g_strSOUND = "SOUND";
94
95// GLOBAL: LEGO1 0x101020b4
96// STRING: LEGO1 0x10101f18
97const char* g_strMUTE = "MUTE";
98
99// GLOBAL: LEGO1 0x101020b8
100// STRING: LEGO1 0x100f09cc
101const char* g_strSPEED = "SPEED";
102
103// GLOBAL: LEGO1 0x101020bc
104// STRING: LEGO1 0x10101f10
105const char* g_strSUBST = "SUBST";
106
107// GLOBAL: LEGO1 0x101020c0
108// STRING: LEGO1 0x10101f00
109const char* g_strTOP_TO_BOTTOM = "TOP_TO_BOTTOM";
110
111// GLOBAL: LEGO1 0x101020c4
112// STRING: LEGO1 0x10101ef0
113const char* g_strTRIGGERS_SOURCE = "TRIGGERS_SOURCE";
114
115// GLOBAL: LEGO1 0x101020c8
116// STRING: LEGO1 0x10101ee4
117const char* g_strVARIABLE = "VARIABLE";
118
119// GLOBAL: LEGO1 0x101020cc
120// STRING: LEGO1 0x100f3808
121const char* g_strVISIBILITY = "VISIBILITY";
122
123// GLOBAL: LEGO1 0x101020d0
124// STRING: LEGO1 0x10101edc
125const char* g_strWORLD = "WORLD";
126
127// GLOBAL: LEGO1 0x101020d4
128// STRING: LEGO1 0x10101ed0
129const char* g_strANIMMAN_ID = "ANIMMAN_ID";
130
131// GLOBAL: LEGO1 0x101020d8
132// STRING: LEGO1 0x10101ec8
133const char* g_strCOMP = "COMP";
134
135// GLOBAL: LEGO1 0x101020e0
136// STRING: LEGO1 0x10101eb0
137const char* g_strBMP_ISMAP = "BMP_ISMAP";
138
139// GLOBAL: LEGO1 0x101020e4
140// STRING: LEGO1 0x10101eac
141const char* g_parseExtraTokens = ":;";
142
143// GLOBAL: LEGO1 0x100f0c14
144// STRING: LEGO1 0x100f0c04
145const char* g_strHIT_ACTOR_SOUND = "HIT_ACTOR_SOUND";
const char * g_strATTACH_CAMERA
[AI] Command for attaching or associating the camera with an entity via script instructions.
Definition: define.cpp:13
const char * g_strANIMATION
[AI] Keyword used for tagging animation properties, types, or script commands.
Definition: define.cpp:9
const char * g_strACTION
[AI] Used as the key for defining an action or command block in game scripts.
Definition: define.cpp:5
const char * g_strHIDE_ON_STOP
[AI] Script keyword to hide an object upon completion or stoppage of an event or animation.
Definition: define.cpp:57
const char * g_strPATH
[AI] Name of a path for moving actors, objects or camera in the world scripting system.
Definition: define.cpp:77
const char * g_strTOP_TO_BOTTOM
[AI] Used when referencing objects laid out or animated from top to bottom.
Definition: define.cpp:109
const char * g_strSPEED
[AI] Used to read or set speed values for entities/animations via scripts or data files.
Definition: define.cpp:101
const char * g_strMAP
[AI] Script or configuration keyword for defining or referencing a map entity.
Definition: define.cpp:37
const char * g_strMUST_SUCCEED
[AI] Indicates that a command, script, or resource must complete successfully for script flow.
Definition: define.cpp:69
const char * g_strMUTE
[AI] Keyword for muting sound or disabling audio for an entity or context.
Definition: define.cpp:97
const char * g_parseExtraTokens
[AI] Delimiter tokens for parsing extra parameters in scripts or command strings.
Definition: define.cpp:141
const char * g_strRIGHT_TO_LEFT
[AI] Used when referencing objects laid out or animated from right to left.
Definition: define.cpp:89
const char * g_strLEFT_TO_RIGHT
[AI] Used when referencing objects laid out or animated from left to right.
Definition: define.cpp:61
const char * g_strTYPE
[AI] Used to denote the type or class of an object/action in scripts or data files.
Definition: define.cpp:65
const char * g_strHIT_ACTOR_SOUND
[AI] Key for specifying or triggering sounds to play when an actor is hit.
Definition: define.cpp:145
const char * g_strGRID
[AI] Used for identifying or interacting with grid-based maps or layouts.
Definition: define.cpp:33
const char * g_strVARIABLE
[AI] Used for referencing variable assignment or lookup in script commands or tables.
Definition: define.cpp:117
const char * g_strPTATCAM
[AI] Used to denote a script operation/keyword relating to the PTATCAM feature or module.
Definition: define.cpp:85
const char * g_strSOUND
[AI] Symbolic string used to reference sound effects or sound object properties in the scripting syst...
Definition: define.cpp:93
const char * g_strBMP_ISMAP
[AI] Denotes a BMP resource that acts as a map; used for interpreting image assets as collision/level...
Definition: define.cpp:137
const char * g_strSTYLE
[AI] String to specify styles, possibly for GUI, animation, or entity appearance.
Definition: define.cpp:29
const char * g_strTRIGGERS_SOURCE
[AI] Name used to reference identifiers for possible event triggers or references to triggers sources...
Definition: define.cpp:113
const char * g_strPERMIT_NAVIGATE
[AI] Script key for allowing or restricting player/entity navigation in a context.
Definition: define.cpp:81
const char * g_strOBJECT
[AI] Used when referencing or distinguishing object instances in script actions or variable assignmen...
Definition: define.cpp:73
const char * g_strFROM_PARENT
[AI] String indicating the data for fetching properties or configuration from a parent object.
Definition: define.cpp:53
const char * g_strCOLLIDEBOX
[AI] Denotes the collision box; used to specify bounding volume for collision in the world/entities.
Definition: define.cpp:25
const char * g_strTOGGLE
[AI] Used to toggle boolean states for properties or actions in scripting/config files.
Definition: define.cpp:41
const char * g_strBOTTOM_TO_TOP
[AI] Used when referencing objects laid out or animated from bottom to top.
Definition: define.cpp:21
const char * g_strFILLER_INDEX
[AI] Identifier string for special "filler" entity or material indices in definition files.
Definition: define.cpp:49
const char * g_strSUBST
[AI] Used to specify substitutions of names or resources in script or object instantiation.
Definition: define.cpp:105
const char * g_strVISIBILITY
[AI] Used when specifying visibility toggles or changes for objects/entities in scripting.
Definition: define.cpp:121
const char * g_strWORLD
[AI] Symbolic name used to reference a "WORLD" entity or property in scripts and object definitions.
Definition: define.cpp:125
const char * g_strAUTO_CREATE
[AI] Used to signal that an object or feature should be automatically created/initialized on load.
Definition: define.cpp:17
const char * g_strDB_CREATE
[AI] Used to indicate an entry should be created for a resource in a data block (DB) at load time.
Definition: define.cpp:45
const char * g_strANIMMAN_ID
[AI] Used to reference the animation manager identifier during entity or animation handling.
Definition: define.cpp:129
const char * g_strCOMP
[AI] Used to identify comparison operations, likely for variable or trigger checks in scripts.
Definition: define.cpp:133