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Isle
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#include "mxtypes.h"

Go to the source code of this file.
Variables | |
| const char * | g_parseExtraTokens |
| [AI] Delimiter tokens for parsing extra parameters in scripts or command strings. More... | |
| const char * | g_strWORLD |
| [AI] Symbolic name used to reference a "WORLD" entity or property in scripts and object definitions. More... | |
| const char * | g_strSOUND |
| [AI] Symbolic string used to reference sound effects or sound object properties in the scripting system. More... | |
| const char * | g_strOBJECT |
| [AI] Used when referencing or distinguishing object instances in script actions or variable assignments. More... | |
| const char * | g_strANIMATION |
| [AI] Keyword used for tagging animation properties, types, or script commands. More... | |
| const char * | g_strACTION |
| [AI] Used as the key for defining an action or command block in game scripts. More... | |
| const char * | g_strVISIBILITY |
| [AI] Used when specifying visibility toggles or changes for objects/entities in scripting. More... | |
| const char * | g_strSPEED |
| [AI] Used to read or set speed values for entities/animations via scripts or data files. More... | |
| const char * | g_strATTACH_CAMERA |
| [AI] Command for attaching or associating the camera with an entity via script instructions. More... | |
| const char * | g_strMUTE |
| [AI] Keyword for muting sound or disabling audio for an entity or context. More... | |
| const char * | g_strANIMMAN_ID |
| [AI] Used to reference the animation manager identifier during entity or animation handling. More... | |
| const char * | g_strFROM_PARENT |
| [AI] String indicating the data for fetching properties or configuration from a parent object. More... | |
| const char * | g_strHIDE_ON_STOP |
| [AI] Script keyword to hide an object upon completion or stoppage of an event or animation. More... | |
| const char * | g_strMUST_SUCCEED |
| [AI] Indicates that a command, script, or resource must complete successfully for script flow. More... | |
| const char * | g_strSUBST |
| [AI] Used to specify substitutions of names or resources in script or object instantiation. More... | |
| const char * | g_strTRIGGERS_SOURCE |
| [AI] Name used to reference identifiers for possible event triggers or references to triggers sources. More... | |
| const char * | g_strPTATCAM |
| [AI] Used to denote a script operation/keyword relating to the PTATCAM feature or module. More... | |
| const char * | g_strTOGGLE |
| [AI] Used to toggle boolean states for properties or actions in scripting/config files. More... | |
| const char * | g_strMAP |
| [AI] Script or configuration keyword for defining or referencing a map entity. More... | |
| const char * | g_strGRID |
| [AI] Used for identifying or interacting with grid-based maps or layouts. More... | |
| const char * | g_strSTYLE |
| [AI] String to specify styles, possibly for GUI, animation, or entity appearance. More... | |
| const char * | g_strTYPE |
| [AI] Used to denote the type or class of an object/action in scripts or data files. More... | |
| const char * | g_strLEFT_TO_RIGHT |
| [AI] Used when referencing objects laid out or animated from left to right. More... | |
| const char * | g_strRIGHT_TO_LEFT |
| [AI] Used when referencing objects laid out or animated from right to left. More... | |
| const char * | g_strBOTTOM_TO_TOP |
| [AI] Used when referencing objects laid out or animated from bottom to top. More... | |
| const char * | g_strTOP_TO_BOTTOM |
| [AI] Used when referencing objects laid out or animated from top to bottom. More... | |
| const char * | g_strFILLER_INDEX |
| [AI] Identifier string for special "filler" entity or material indices in definition files. More... | |
| const char * | g_strVARIABLE |
| [AI] Used for referencing variable assignment or lookup in script commands or tables. More... | |
| const char * | g_strCOMP |
| [AI] Used to identify comparison operations, likely for variable or trigger checks in scripts. More... | |
| const char * | g_strBMP_ISMAP |
| [AI] Denotes a BMP resource that acts as a map; used for interpreting image assets as collision/level maps. More... | |
| const char * | g_strAUTO_CREATE |
| [AI] Used to signal that an object or feature should be automatically created/initialized on load. More... | |
| 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. More... | |
| const char * | g_strPERMIT_NAVIGATE |
| [AI] Script key for allowing or restricting player/entity navigation in a context. More... | |
| const char * | g_strPATH |
| [AI] Name of a path for moving actors, objects or camera in the world scripting system. More... | |
| const char * | g_strCOLLIDEBOX |
| [AI] Denotes the collision box; used to specify bounding volume for collision in the world/entities. More... | |
| const char * | g_strHIT_ACTOR_SOUND |
| [AI] Key for specifying or triggering sounds to play when an actor is hit. More... | |
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[AI] Delimiter tokens for parsing extra parameters in scripts or command strings.
[AI] Used to split key-value pairs or other command fragments for object and action parsing in the game.
Definition at line 141 of file define.cpp.
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[AI] Used as the key for defining an action or command block in game scripts.
Definition at line 5 of file define.cpp.
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[AI] Keyword used for tagging animation properties, types, or script commands.
Definition at line 9 of file define.cpp.
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[AI] Used to reference the animation manager identifier during entity or animation handling.
Definition at line 129 of file define.cpp.
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[AI] Command for attaching or associating the camera with an entity via script instructions.
Definition at line 13 of file define.cpp.
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[AI] Used to signal that an object or feature should be automatically created/initialized on load.
Definition at line 17 of file define.cpp.
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[AI] Denotes a BMP resource that acts as a map; used for interpreting image assets as collision/level maps.
Definition at line 137 of file define.cpp.
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[AI] Used when referencing objects laid out or animated from bottom to top.
Definition at line 21 of file define.cpp.
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[AI] Denotes the collision box; used to specify bounding volume for collision in the world/entities.
Definition at line 25 of file define.cpp.
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[AI] Used to identify comparison operations, likely for variable or trigger checks in scripts.
Definition at line 133 of file define.cpp.
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[AI] Used to indicate an entry should be created for a resource in a data block (DB) at load time.
Definition at line 45 of file define.cpp.
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[AI] Identifier string for special "filler" entity or material indices in definition files.
Definition at line 49 of file define.cpp.
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[AI] String indicating the data for fetching properties or configuration from a parent object.
Definition at line 53 of file define.cpp.
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[AI] Used for identifying or interacting with grid-based maps or layouts.
Definition at line 33 of file define.cpp.
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[AI] Script keyword to hide an object upon completion or stoppage of an event or animation.
Definition at line 57 of file define.cpp.
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[AI] Key for specifying or triggering sounds to play when an actor is hit.
Definition at line 145 of file define.cpp.
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[AI] Used when referencing objects laid out or animated from left to right.
Definition at line 61 of file define.cpp.
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[AI] Script or configuration keyword for defining or referencing a map entity.
Definition at line 37 of file define.cpp.
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[AI] Indicates that a command, script, or resource must complete successfully for script flow.
Definition at line 69 of file define.cpp.
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[AI] Keyword for muting sound or disabling audio for an entity or context.
Definition at line 97 of file define.cpp.
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[AI] Used when referencing or distinguishing object instances in script actions or variable assignments.
Definition at line 73 of file define.cpp.
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[AI] Name of a path for moving actors, objects or camera in the world scripting system.
Definition at line 77 of file define.cpp.
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[AI] Script key for allowing or restricting player/entity navigation in a context.
Definition at line 81 of file define.cpp.
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[AI] Used to denote a script operation/keyword relating to the PTATCAM feature or module.
[AI] The specific game system or camera feature named by PTATCAM is not further documented here.
Definition at line 85 of file define.cpp.
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[AI] Used when referencing objects laid out or animated from right to left.
Definition at line 89 of file define.cpp.
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[AI] Symbolic string used to reference sound effects or sound object properties in the scripting system.
Definition at line 93 of file define.cpp.
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[AI] Used to read or set speed values for entities/animations via scripts or data files.
Definition at line 101 of file define.cpp.
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[AI] String to specify styles, possibly for GUI, animation, or entity appearance.
Definition at line 29 of file define.cpp.
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[AI] Used to specify substitutions of names or resources in script or object instantiation.
Definition at line 105 of file define.cpp.
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[AI] Used to toggle boolean states for properties or actions in scripting/config files.
Definition at line 41 of file define.cpp.
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[AI] Used when referencing objects laid out or animated from top to bottom.
Definition at line 109 of file define.cpp.
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[AI] Name used to reference identifiers for possible event triggers or references to triggers sources.
Definition at line 113 of file define.cpp.
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[AI] Used to denote the type or class of an object/action in scripts or data files.
Definition at line 65 of file define.cpp.
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[AI] Used for referencing variable assignment or lookup in script commands or tables.
Definition at line 117 of file define.cpp.
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[AI] Used when specifying visibility toggles or changes for objects/entities in scripting.
Definition at line 121 of file define.cpp.
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[AI] Symbolic name used to reference a "WORLD" entity or property in scripts and object definitions.
Definition at line 125 of file define.cpp.