object#

objectManager#

objectManager.drawStats

int -> int

objectDrawer#

objectDrawer.collectPlanesDistance

float -> float

objectDrawer.drawDebugPlanes

bool -> bool

objectDrawer.faceForwardThreshold

float -> float

objectDrawer.showCullStats

bool -> bool

objectDrawer.useExactTest

bool -> bool

objectDrawer.useOcclusion

bool -> bool

object#

object.absolutePosition

Vec3 -> Vec3

object.absolutePositionSecondary

Vec3 -> Vec3

object.absoluteTransformation

Mat4 -> Mat4

Object.active

world::IObject_ptrproxy -> world::IObject_ptrproxy

object.addAbsolutePoint

-> void

object.attenuationRange1

float -> float

object.attenuationRange2

float -> float

object.color

Vec3 -> Vec3

object.coneAngle1

float -> float

object.coneAngle2

float -> float

Object.create

world::IObjectTemplate_ptrproxy Vec3 Vec3 -> world::IObject_ptrproxy

Object.delete

world::IObject_ptrproxy -> void

Object.deleteAll

-> std::string

object.direction

Vec3 -> Vec3

object.disableChildren

bool -> bool

Object.forceStart

world::IObject_ptrproxy -> void

Object.forceStop

world::IObject_ptrproxy -> void

object.fov

float -> float

object.geometry.color

Vec4 -> Vec4

object.geometry.GenerateLightmapForThisInstance

bool -> bool

object.geometry.loadMesh

std::string -> void

object.geometry.subGeometry

int -> int

object.geometry.subGeometryCount

-> int

object.geometry.technique

std::string -> std::string

object.geometry.template

-> IGeometryTemplate*

object.getControlPointId

-> int

Object.getGroundPos

Vec3 -> Vec3

object.getLightSourceMask

-> int

object.getVisibleTeam

-> int

object.group

int -> int

object.hasCollision

bool -> bool

object.hasUpdate

bool -> bool

object.HDRIntensity

float -> float

Object.info

world::IObject_ptrproxy -> std::string

object.initGrid

Vec2 Vec2 int -> void

object.isInGrid

bool -> bool

object.isOvergrowth

bool -> bool

object.isSaveable

bool -> bool

object.isVisible

bool -> bool

object.layer

int -> int

Object.list

-> std::string

Object.listObjectsOfTemplate

world::IObjectTemplate_ptrproxy -> std::string

Object.loadAll

std::string -> bool

object.name

std::string -> std::string

object.notInAI

bool -> bool

Object.printScript

world::IObject_ptrproxy -> std::string

object.rotation

Vec3 -> Vec3

object.rotationSecondary

Vec3 -> Vec3

Object.saveAll

std::string -> bool

object.scale

Vec3 -> Vec3

object.setActive

bool -> void

object.setAsSkyLight

-> void

object.setControlPointId

int -> void

object.setIsDisabledRecursive

bool -> void

object.setIsInTweakModeRecursive

bool -> void

object.setIsSaveableRecursive

bool -> void

object.setIsVisibleRecursive

bool -> void

object.setLightSourceMask

int -> void

Object.setObjectToGround

world::IObject_ptrproxy -> Vec3

object.setTeam

int -> void

object.setVisibleTeam

int -> void

object.spawnOffset

Vec3 -> Vec3

Object.start

world::IObject_ptrproxy -> void

Object.stop

world::IObject_ptrproxy -> void

object.team

int -> int

object.template

-> const IObjectTemplate*

object.togglePause

-> void