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define.h File Reference
#include "mxtypes.h"
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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...
 

Variable Documentation

◆ g_parseExtraTokens

const char* g_parseExtraTokens
extern

[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.

◆ g_strACTION

const char* g_strACTION
extern

[AI] Used as the key for defining an action or command block in game scripts.

Definition at line 5 of file define.cpp.

◆ g_strANIMATION

const char* g_strANIMATION
extern

[AI] Keyword used for tagging animation properties, types, or script commands.

Definition at line 9 of file define.cpp.

◆ g_strANIMMAN_ID

const char* g_strANIMMAN_ID
extern

[AI] Used to reference the animation manager identifier during entity or animation handling.

Definition at line 129 of file define.cpp.

◆ g_strATTACH_CAMERA

const char* g_strATTACH_CAMERA
extern

[AI] Command for attaching or associating the camera with an entity via script instructions.

Definition at line 13 of file define.cpp.

◆ g_strAUTO_CREATE

const char* g_strAUTO_CREATE
extern

[AI] Used to signal that an object or feature should be automatically created/initialized on load.

Definition at line 17 of file define.cpp.

◆ g_strBMP_ISMAP

const char* g_strBMP_ISMAP
extern

[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.

◆ g_strBOTTOM_TO_TOP

const char* g_strBOTTOM_TO_TOP
extern

[AI] Used when referencing objects laid out or animated from bottom to top.

Definition at line 21 of file define.cpp.

◆ g_strCOLLIDEBOX

const char* g_strCOLLIDEBOX
extern

[AI] Denotes the collision box; used to specify bounding volume for collision in the world/entities.

Definition at line 25 of file define.cpp.

◆ g_strCOMP

const char* g_strCOMP
extern

[AI] Used to identify comparison operations, likely for variable or trigger checks in scripts.

Definition at line 133 of file define.cpp.

◆ g_strDB_CREATE

const char* g_strDB_CREATE
extern

[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.

◆ g_strFILLER_INDEX

const char* g_strFILLER_INDEX
extern

[AI] Identifier string for special "filler" entity or material indices in definition files.

Definition at line 49 of file define.cpp.

◆ g_strFROM_PARENT

const char* g_strFROM_PARENT
extern

[AI] String indicating the data for fetching properties or configuration from a parent object.

Definition at line 53 of file define.cpp.

◆ g_strGRID

const char* g_strGRID
extern

[AI] Used for identifying or interacting with grid-based maps or layouts.

Definition at line 33 of file define.cpp.

◆ g_strHIDE_ON_STOP

const char* g_strHIDE_ON_STOP
extern

[AI] Script keyword to hide an object upon completion or stoppage of an event or animation.

Definition at line 57 of file define.cpp.

◆ g_strHIT_ACTOR_SOUND

const char* g_strHIT_ACTOR_SOUND
extern

[AI] Key for specifying or triggering sounds to play when an actor is hit.

Definition at line 145 of file define.cpp.

◆ g_strLEFT_TO_RIGHT

const char* g_strLEFT_TO_RIGHT
extern

[AI] Used when referencing objects laid out or animated from left to right.

Definition at line 61 of file define.cpp.

◆ g_strMAP

const char* g_strMAP
extern

[AI] Script or configuration keyword for defining or referencing a map entity.

Definition at line 37 of file define.cpp.

◆ g_strMUST_SUCCEED

const char* g_strMUST_SUCCEED
extern

[AI] Indicates that a command, script, or resource must complete successfully for script flow.

Definition at line 69 of file define.cpp.

◆ g_strMUTE

const char* g_strMUTE
extern

[AI] Keyword for muting sound or disabling audio for an entity or context.

Definition at line 97 of file define.cpp.

◆ g_strOBJECT

const char* g_strOBJECT
extern

[AI] Used when referencing or distinguishing object instances in script actions or variable assignments.

Definition at line 73 of file define.cpp.

◆ g_strPATH

const char* g_strPATH
extern

[AI] Name of a path for moving actors, objects or camera in the world scripting system.

Definition at line 77 of file define.cpp.

◆ g_strPERMIT_NAVIGATE

const char* g_strPERMIT_NAVIGATE
extern

[AI] Script key for allowing or restricting player/entity navigation in a context.

Definition at line 81 of file define.cpp.

◆ g_strPTATCAM

const char* g_strPTATCAM
extern

[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.

◆ g_strRIGHT_TO_LEFT

const char* g_strRIGHT_TO_LEFT
extern

[AI] Used when referencing objects laid out or animated from right to left.

Definition at line 89 of file define.cpp.

◆ g_strSOUND

const char* g_strSOUND
extern

[AI] Symbolic string used to reference sound effects or sound object properties in the scripting system.

Definition at line 93 of file define.cpp.

◆ g_strSPEED

const char* g_strSPEED
extern

[AI] Used to read or set speed values for entities/animations via scripts or data files.

Definition at line 101 of file define.cpp.

◆ g_strSTYLE

const char* g_strSTYLE
extern

[AI] String to specify styles, possibly for GUI, animation, or entity appearance.

Definition at line 29 of file define.cpp.

◆ g_strSUBST

const char* g_strSUBST
extern

[AI] Used to specify substitutions of names or resources in script or object instantiation.

Definition at line 105 of file define.cpp.

◆ g_strTOGGLE

const char* g_strTOGGLE
extern

[AI] Used to toggle boolean states for properties or actions in scripting/config files.

Definition at line 41 of file define.cpp.

◆ g_strTOP_TO_BOTTOM

const char* g_strTOP_TO_BOTTOM
extern

[AI] Used when referencing objects laid out or animated from top to bottom.

Definition at line 109 of file define.cpp.

◆ g_strTRIGGERS_SOURCE

const char* g_strTRIGGERS_SOURCE
extern

[AI] Name used to reference identifiers for possible event triggers or references to triggers sources.

Definition at line 113 of file define.cpp.

◆ g_strTYPE

const char* g_strTYPE
extern

[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.

◆ g_strVARIABLE

const char* g_strVARIABLE
extern

[AI] Used for referencing variable assignment or lookup in script commands or tables.

Definition at line 117 of file define.cpp.

◆ g_strVISIBILITY

const char* g_strVISIBILITY
extern

[AI] Used when specifying visibility toggles or changes for objects/entities in scripting.

Definition at line 121 of file define.cpp.

◆ g_strWORLD

const char* g_strWORLD
extern

[AI] Symbolic name used to reference a "WORLD" entity or property in scripts and object definitions.

Definition at line 125 of file define.cpp.