Types
gun-cit-a: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-cit-b: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-cit-c: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-cit-d: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-dummy: process-focusablesource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
Methods
idle: unknown
init-dummy-collison!(obj: gun-dummy) => nonesource
Initializes the collision related stuff for the dummy
path-playing?(obj: gun-dummy) => symbolsource
Core functionality for playing back the dummy's path. Does things like:
- calculates the score in case the dummy is hit based on the time elapsed
- moves around the dummy
- plays sounds accordingly
path-time-elapsed(obj: gun-dummy) => floatsource
init-tpath-info!(obj: gun-dummy, arg0: tpath-info) => nonesource
Given a tpath-info use it to initialize the dummy with any relevant data or flags
break-dummy(obj: gun-dummy) => nonesource
Does what you'd expect, sets up the joint-exploder-tuning to break the dummy into pieces, plays sounds, etc
gun-dummy-a: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-dummy-b: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-dummy-big: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-dummy-c: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-dummy-gold: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
gun-dummy-peace: gun-dummysource
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
focus-status: focus-status
incoming-attack-id: uint32
train-man: handle
info: tpath-info
y-offset: float
rot-y-offset: float
quat: quaternion
hit-points: int32
score: float
path-num: uint32
next-spark: int64
inout-percent: float
quat-ground: quaternion
path-pos: float
score-speed: float
first-time-command: symbol
current: inline-array
impact: vector
done?: symbol
move-sound: sound-id
turn-sound: sound-id
spin-sound: sound-id
last-combo-time: time-frame
tpath-control-frame: structuresource
Fields
time: float
path-pos: uint8
command: tpath-control-frame-command
move-type: uint8
path-num: uint8
tpath-info: structuresource
Fields
s-time: float
num: uint16
ref-time-num: int16
score: int16
flags: tpath-info-flags
num-anims: uint8
bonus-time: float
list: array
anims: inline-array
anim1: inline-array
anim2: inline-array
anim3: inline-array
Functions
check-gungame-piece-ground(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: matrix) => nonesource
Ensures the splatter that sits below the dummy when destroyed is at the right height