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Reassembly interface

Chris Barrett edited this page Apr 22, 2018 · 2 revisions

Functions of interest

core\Outlaws.h

core\StdAfx_core.h

game\AI.h

so... many... others...
float2 getTargetDirection()
bool velocityObstacles()

game\AI_modapi.h

uint AIAction::noAction()
const BlockCluster* AIAction::getCluster()
float2 AIAction::getClusterPos()
AIMood AIAction::isActivelyHostile()
float AIAction::getWaypointRadius()
bool AICommandConfig::isRoot()
AIMood ATargetBase::acceptTarget()
Target ATargetBase::testAcceptTarget()
float ATargetBase::targetDistanceMetric()
uint ATargetBase::findSetTarget()

game\Blocks.h

int BlockCluster::isMobile()
int BlockCluster::getSensorRadius()
int Block::getBlueprintDeadliness()
int Block::weaponDirForTarget()
int Block::getNavConfig()
int Block::setWeaponEnabled()

Start firing the weapon. Still subject to energy, firing rate, etc.

game\SerialBlock.h

float SerialBlock::weaponRange()
bool SerialBlock::isFireableFixed()
bool SerialBlock::isFireable()
bool SerialBlock::isWeapon()
bool SerialBlock::isHealer()
bool SerialBlock::isTurret()
bool SerialBlock::isTransient()

game\StdAfx.h

const char* gettext_()
const char* gettext_()

Used for localization. If you want to translate "hello" (if it's available) to the player's language, use gettext_("hello").

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