Class CodexThing

java.lang.Object
  |
  +--Codex
        |
        +--CodexThing
Direct Known Subclasses:
CodexActor, CodexItem, CodexProjectile, CodexProp, CodexRegion

public class CodexThing
extends Codex

Handles the link from Codex to an internal game thing.
Copyright (c) Nihilistic Software, Inc. 1998-1999


Fields inherited from class Codex
_NSICopyright, ACTOR_AURA_AFRAID, ACTOR_AURA_AGGRESSIVE, ACTOR_AURA_ANGRY, ACTOR_AURA_BITTER, ACTOR_AURA_CALM, ACTOR_AURA_COMPASSIONATE, ACTOR_AURA_CONFUSED, ACTOR_AURA_CONSERVATIVE, ACTOR_AURA_DAYDREAMING, ACTOR_AURA_DEPRESSED, ACTOR_AURA_DESIROUS, ACTOR_AURA_DIABLERIST, ACTOR_AURA_DISTRUSTFUL, ACTOR_AURA_ENVIOUS, ACTOR_AURA_EXCITED, ACTOR_AURA_FAERIE, ACTOR_AURA_FRENZIED, ACTOR_AURA_GENEROUS, ACTOR_AURA_GHOST, ACTOR_AURA_HAPPY, ACTOR_AURA_HATEFUL, ACTOR_AURA_IDEALISTIC, ACTOR_AURA_INNOCENT, ACTOR_AURA_LOVESTRUCK, ACTOR_AURA_LUSTFUL, ACTOR_AURA_MAGICUSE, ACTOR_AURA_NONE, ACTOR_AURA_OBSESSED, ACTOR_AURA_PSYCHOTIC, ACTOR_AURA_SAD, ACTOR_AURA_SPIRITUAL, ACTOR_AURA_SUSPICIOUS, ACTOR_AURA_USERDEFINED, ACTOR_AURA_VAMPIRE, ACTOR_AURA_WEREBEAST, ACTOR_CLAN_ASSAMITE, ACTOR_CLAN_BRUJAH, ACTOR_CLAN_CAITIFF, ACTOR_CLAN_CAPPADOCIAN, ACTOR_CLAN_GANGREL, ACTOR_CLAN_GIOVANNI, ACTOR_CLAN_LASOMBRA, ACTOR_CLAN_MALKAVIAN, ACTOR_CLAN_NONE, ACTOR_CLAN_NOSFERATU, ACTOR_CLAN_RAVNOS, ACTOR_CLAN_SETITE, ACTOR_CLAN_TOREADOR, ACTOR_CLAN_TREMERE, ACTOR_CLAN_TZIMISCE, ACTOR_CLAN_USERDEFINED, ACTOR_CLAN_VENTRUE, ACTOR_SHAPESHIFT_NOFOLEY, ACTOR_SHAPESHIFT_NOHEAD, ACTOR_SHAPESHIFT_NOWEAPON, ACTOR_SHAPESHIFT_WEAPONLESS, ACTOR_STAT_APPEARANCE, ACTOR_STAT_BLOOD, ACTOR_STAT_BLOODPOOL, ACTOR_STAT_BLOODRATING, ACTOR_STAT_CHARISMA, ACTOR_STAT_DEXTERITY, ACTOR_STAT_FAITH, ACTOR_STAT_FRENZY, ACTOR_STAT_FRENZYRATING, ACTOR_STAT_GENERATION, ACTOR_STAT_HUMANITY, ACTOR_STAT_INTELLIGENCE, ACTOR_STAT_MANA, ACTOR_STAT_MANAPOOL, ACTOR_STAT_MANIPULATION, ACTOR_STAT_PERCEPTION, ACTOR_STAT_STAMINA, ACTOR_STAT_STRENGTH, ACTOR_STAT_WITS, ACTOR_TYPE_GHOUL, ACTOR_TYPE_HUMAN, ACTOR_TYPE_MONSTER, ACTOR_TYPE_VAMPIRE, ACTORFEED_STATUS_INPROGRESS, ACTORFEED_STATUS_START, ACTORFEED_STATUS_STOPKILLED, ACTORFEED_STATUS_STOPPED, AI_MAXPETS, AI_MODE_AFRAID, AI_MODE_ASLEEP, AI_MODE_DAZED, AI_MODE_ENEMY, AI_MODE_ENEMYSEARCH, AI_MODE_FRENZIED, AI_MODE_MESMERIZED, AI_MODE_NEUTRAL, AI_MODE_NONE, AI_MODE_PARTY, AI_MODE_PEDFLY, AI_MODE_PEDWANDER, AI_MODE_PET, AI_MODE_POSSESSING, AIMAIN_FLAG_NOENEMYCAST, AIMAIN_FLAG_NOENEMYCASTBUFF, AIMAIN_FLAG_NOENEMYCASTDAMAGE, AIMAIN_FLAG_NOENEMYCASTHEAL, AIMAIN_FLAG_NOENEMYCASTSPECIAL, AIMAIN_FLAG_NOENEMYCOMBAT, AIMAIN_FLAG_NOENEMYSEARCH, AIMAIN_FLAG_NOGUARDSEARCH, AIMAIN_FLAG_NOPARTYCAST, AIMAIN_FLAG_NOPARTYCASTBUFF, AIMAIN_FLAG_NOPARTYCASTDAMAGE, AIMAIN_FLAG_NOPARTYCASTHEAL, AIMAIN_FLAG_NOPARTYCASTSPECIAL, AIMAIN_FLAG_NOPARTYCOMBAT, AIMAIN_FLAG_NOPARTYSEARCH, AIMAIN_FLAG_PAUSED, AIMAIN_FLAG_STOPFLYPEDS, AIMAIN_FLAG_STOPPEDS, AIMAIN_FLAG_TRACE, AIMIND_FLAG_NOAFRAID, AIMIND_FLAG_NODAZED, AIMIND_FLAG_NOMAJESTY, AIMIND_FLAG_NOMESMERIZED, AIMIND_FLAG_NOPOSSESSED, ATTACH_FLAG_AUTOREMOVE, BUYSELL_BEFLAG_UI, BUYSELL_ITEM_ARMOR, BUYSELL_ITEM_BLOODITEM, BUYSELL_ITEM_MAGICARMOR, BUYSELL_ITEM_MAGICWEAPON, BUYSELL_ITEM_MUNDANE, BUYSELL_ITEM_POTION, BUYSELL_ITEM_SCROLLBOOK, BUYSELL_ITEM_TREASURE, BUYSELL_ITEM_WEAPON, BUYSELL_XFLAG_NOAUTOBEGIN, BUYSELL_XFLAG_NOAUTOEND, BUYSELL_XFLAG_WANTFEEDBACK, CAM_ANGLE_HIGH, CAM_ANGLE_LOW, CAM_ANGLE_MEDIUM, CAM_ANGLE_MEDIUMHIGH, CAM_ANGLE_MEDIUMLOW, CAM_DIST_CLOSEUP, CAM_DIST_EXTREMECLOSEUP, CAM_DIST_FULL, CAM_DIST_LONG, CAM_DIST_MEDIUM, CAM_SHOT_ANGULAR_A, CAM_SHOT_ANGULAR_B, CAM_SHOT_ANGULAR_C, CAM_SHOT_NONE, CAM_SHOT_OTS_A, CAM_SHOT_OTS_C, CAM_SHOT_POV_A, CAM_SHOT_POV_C, CAM_SHOT_PROFILE_A, CAM_SHOT_PROFILE_C, CAMERA_ANGLE_HIGH, CAMERA_ANGLE_LOW, CAMERA_ANGLE_MEDIUM, CAMERA_SHOT_BG, CAMERA_SHOT_CU, CAMERA_SHOT_ECU, CAMERA_SHOT_ELS, CAMERA_SHOT_FG, CAMERA_SHOT_LS, CAMERA_SHOT_MCU, CAMERA_SHOT_MS, CAMERA_SHOT_OTS, CAMERA_SHOT_POV, CAMERA_SHOT_WS, CHRON_FLAG_HIDE, CHRON_FLAG_MODERNDAY, CHRON_FLAG_MULTIPLAYER, CHRON_FLAG_STREQUIRED, CHRON_FLAG_USER1, CONSOLEPRINT_FLAG_BROADCAST, CONSOLEPRINT_FLAG_RADIUSLARGE, CONSOLEPRINT_FLAG_RADIUSMED, CONSOLEPRINT_FLAG_RADIUSSMALL, CONSOLEPRINT_FLAG_SERVERCONSOLE, CONV_BEFLAG_REMOVEWEAPONS, CONV_BEFLAG_STOPACTORS, CONV_BEFLAG_UI, CONV_XFLAG_ALLOWABORT, CONV_XFLAG_NOAUTOBEGIN, CONV_XFLAG_NOAUTOEND, CONV_XFLAG_NOREMOVEWEAPONS, CONV_XFLAG_NORESTOREWEAPONS, CONV_XFLAG_NOSKIP, CONV_XFLAG_NOTALKLISTEN, CONV_XFLAG_STOPACTORS, CONV_XFLAG_WANTFEEDBACK, DAMAGE_TYPE_AGGRAVATED, DAMAGE_TYPE_COLD, DAMAGE_TYPE_DISEASE, DAMAGE_TYPE_ELECTRIC, DAMAGE_TYPE_FAITH, DAMAGE_TYPE_FIRE, DAMAGE_TYPE_LETHAL, DAMAGE_TYPE_NORMAL, DAMAGE_TYPE_POISON, DAMAGE_TYPE_SUN, EI_FLAG_DISCIPLINE, EI_FLAG_USE, EI_FLAG_WORN, EMITTER_MEMBER_ENDCOLOR, EMITTER_MEMBER_FIR_TURBULENCE, EMITTER_MEMBER_GAS_DRAG, EMITTER_MEMBER_GAS_GRAVITY, EMITTER_MEMBER_GAS_GROWTHRATE, EMITTER_MEMBER_GAS_TURBULENCE, EMITTER_MEMBER_INITVEL, EMITTER_MEMBER_LIFESPAN, EMITTER_MEMBER_LIQ_COHESION, EMITTER_MEMBER_LIQ_ENDALPHA, EMITTER_MEMBER_LIQ_GRAVITY, EMITTER_MEMBER_LIQ_MAXSTREAK, EMITTER_MEMBER_LIQ_MINSTREAK, EMITTER_MEMBER_LIQ_NUMSTREAKS, EMITTER_MEMBER_LIQ_SIZEVARIANCE, EMITTER_MEMBER_LIQ_STARTALPHA, EMITTER_MEMBER_LIQ_STREAKCOHESION, EMITTER_MEMBER_LIQ_VELOCITYVARIANCE, EMITTER_MEMBER_MAXDIST, EMITTER_MEMBER_MINDIST, EMITTER_MEMBER_RATE, EMITTER_MEMBER_SIZE, EMITTER_MEMBER_STARTCOLOR, EMITTER_TYPE_FIRE, EMITTER_TYPE_GAS, EMITTER_TYPE_NONE, FALSE, GAMEMESSAGE_OUTPUT_CONSOLE, GAMEMESSAGE_SYSID_RESTTOADVANCE, guid, INVALID_QUEST_GUID, ITEM_FLAG_BEINGWORN, ITEM_FLAG_CARRYSPECIAL, ITEM_FLAG_CARRYTOMODERNDAY, ITEM_FLAG_CURSED, ITEM_FLAG_DESTROYABLE, ITEM_FLAG_DISABLED, ITEM_FLAG_IDENTIFIED, ITEM_FLAG_INSTANTCASH, ITEM_FLAG_MAGIC, ITEM_FLAG_NOIDENTIFY, ITEM_FLAG_NOLARGE, ITEM_FLAG_NOMEDIUM, ITEM_FLAG_NORANDOMMOD, ITEM_FLAG_NOSELL, ITEM_FLAG_NOSMALL, ITEM_FLAG_PRECOMPCOST, ITEM_FLAG_TWOHANDED, ITEM_FLAG_UNIQUECOST, LIGHTSTYLE_CONSTANT, LIGHTSTYLE_FLUORO1, LIGHTSTYLE_FLUORO2, LIGHTSTYLE_FLUORO3, LIGHTSTYLE_PULSE1, LIGHTSTYLE_PULSE2, LIGHTSTYLE_PULSE3, LIGHTSTYLE_TORCH1, LIGHTSTYLE_TORCH2, LIGHTSTYLE_TORCH3, LOCATION_FLAG_ABYSS, LOCATION_FLAG_CLEARBUFFER, LOCATION_FLAG_DONOTFREE, LOCATION_FLAG_HAVEN, LOCATION_FLAG_LOADED, LOCATION_FLAG_NOSAVE, LOCATION_FLAG_NOTELEPORTS, LOCATION_FLAG_SCENECHANGING, LOCATION_FLAG_SHOWINMAP, LOCATION_FLAG_TRANSIENT, MAX_QUESTS, MOTION_ACTION1, MOTION_ACTION10, MOTION_ACTION2, MOTION_ACTION3, MOTION_ACTION4, MOTION_ACTION5, MOTION_ACTION6, MOTION_ACTION7, MOTION_ACTION8, MOTION_ACTION9, MOTION_AWAKEN, MOTION_BLOCK1H, MOTION_BLOCK2H, MOTION_BLUNTBASH, MOTION_BLUNTBASH2, MOTION_BLUNTSLASH, MOTION_BLUNTSLASH2, MOTION_BOW, MOTION_CHAINGUN, MOTION_CHAINSAW, MOTION_CLAW, MOTION_CLAWSPECIAL, MOTION_CONFUSED, MOTION_CREATE, MOTION_CROSSBOW, MOTION_CROUCH, MOTION_DAGGERCUT, MOTION_DAGGERSTAB, MOTION_DAMAGEHEAVY, MOTION_DAMAGELIGHT, MOTION_DAMAGEMEDIUM, MOTION_DEATHCLAWED, MOTION_DEATHDRAINED, MOTION_DEATHDRAMATIC, MOTION_DEATHQUICK, MOTION_DEATHSLOW, MOTION_DEATHSTAKED, MOTION_DEATHSUNLIGHT, MOTION_DODGE, MOTION_DODGE_AXE2, MOTION_DODGE_BOW, MOTION_DODGE_CHAINGUN, MOTION_DODGE_CHAINSAW, MOTION_DODGE_CROSSBOW, MOTION_DODGE_GUN, MOTION_DODGE_GUN2, MOTION_DODGE_ONEHAND, MOTION_DODGE_POLEARM, MOTION_DODGE_ROCKET, MOTION_DODGE_SHOTGUN, MOTION_DODGE_SWORD2, MOTION_DODGE_UTIL, MOTION_DODGE_UTIL_GUN, MOTION_DODGE_UTIL_ONEHAND, MOTION_DRAINING, MOTION_DRAININGWRIST, MOTION_DUCK, MOTION_EMBRACED, MOTION_EMBRACEDWRIST, MOTION_FEED, MOTION_FEEDERDRAINED, MOTION_FEEDFAILED, MOTION_FEEDING, MOTION_FEEDINGWRIST, MOTION_FEEDRELEASE, MOTION_FEEDRELEASED, MOTION_FEEDRELEASEDWRIST, MOTION_FEEDRELEASEWRIST, MOTION_FEEDWRIST, MOTION_FLAMETHROWER, MOTION_FRENZY, MOTION_GESTURE1, MOTION_GESTURE10, MOTION_GESTURE2, MOTION_GESTURE3, MOTION_GESTURE4, MOTION_GESTURE5, MOTION_GESTURE6, MOTION_GESTURE7, MOTION_GESTURE8, MOTION_GESTURE9, MOTION_HUMANITYLOST, MOTION_HURT, MOTION_HURT_AXE2, MOTION_HURT_BOW, MOTION_HURT_CHAINGUN, MOTION_HURT_CHAINSAW, MOTION_HURT_CROSSBOW, MOTION_HURT_GUN, MOTION_HURT_GUN2, MOTION_HURT_ONEHAND, MOTION_HURT_POLEARM, MOTION_HURT_ROCKET, MOTION_HURT_SHOTGUN, MOTION_HURT_SWORD2, MOTION_IDLE, MOTION_IDLE_AXE2, MOTION_IDLE_BOW, MOTION_IDLE_CHAINGUN, MOTION_IDLE_CHAINSAW, MOTION_IDLE_CROSSBOW, MOTION_IDLE_GUN, MOTION_IDLE_GUN2, MOTION_IDLE_ONEHAND, MOTION_IDLE_POLEARM, MOTION_IDLE_ROCKET, MOTION_IDLE_SHOTGUN, MOTION_IDLE_SWORD2, MOTION_IDLE_UTIL, MOTION_IDLE_UTIL_GUN, MOTION_IDLE_UTIL_ONEHAND, MOTION_INVALID, MOTION_LIMP, MOTION_LIMP_AXE2, MOTION_LIMP_BOW, MOTION_LIMP_CHAINGUN, MOTION_LIMP_CHAINSAW, MOTION_LIMP_CROSSBOW, MOTION_LIMP_GUN, MOTION_LIMP_GUN2, MOTION_LIMP_ONEHAND, MOTION_LIMP_POLEARM, MOTION_LIMP_ROCKET, MOTION_LIMP_SHOTGUN, MOTION_LIMP_SWORD2, MOTION_LIMP_UTIL, MOTION_LIMP_UTIL_GUN, MOTION_LIMP_UTIL_ONEHAND, MOTION_LISTEN, MOTION_MACHINEGUN, MOTION_PARRY1H, MOTION_PARRY2H, MOTION_PISTOL, MOTION_POLESLASH, MOTION_POLETHRUST, MOTION_PUNCH, MOTION_RIFLEAIMED, MOTION_ROCKET, MOTION_RUN, MOTION_RUN_AXE2, MOTION_RUN_BOW, MOTION_RUN_CHAINGUN, MOTION_RUN_CHAINSAW, MOTION_RUN_CROSSBOW, MOTION_RUN_GUN, MOTION_RUN_GUN2, MOTION_RUN_ONEHAND, MOTION_RUN_POLEARM, MOTION_RUN_ROCKET, MOTION_RUN_SHOTGUN, MOTION_RUN_SWORD2, MOTION_RUN_UTIL, MOTION_RUN_UTIL_GUN, MOTION_RUN_UTIL_ONEHAND, MOTION_SHIELD, MOTION_SHOTGUN, MOTION_SPECIAL1, MOTION_SPECIAL10, MOTION_SPECIAL11, MOTION_SPECIAL12, MOTION_SPECIAL13, MOTION_SPECIAL14, MOTION_SPECIAL15, MOTION_SPECIAL16, MOTION_SPECIAL17, MOTION_SPECIAL18, MOTION_SPECIAL19, MOTION_SPECIAL2, MOTION_SPECIAL20, MOTION_SPECIAL21, MOTION_SPECIAL22, MOTION_SPECIAL23, MOTION_SPECIAL24, MOTION_SPECIAL25, MOTION_SPECIAL3, MOTION_SPECIAL4, MOTION_SPECIAL5, MOTION_SPECIAL6, MOTION_SPECIAL7, MOTION_SPECIAL8, MOTION_SPECIAL9, MOTION_SPELL, MOTION_SPELLHANDS, MOTION_SPELLSPIT, MOTION_SPELLTHROW, MOTION_STAKE, MOTION_STAKED, MOTION_STAND, MOTION_STAND_AXE2, MOTION_STAND_BOW, MOTION_STAND_CHAINGUN, MOTION_STAND_CHAINSAW, MOTION_STAND_CROSSBOW, MOTION_STAND_GUN, MOTION_STAND_GUN2, MOTION_STAND_ONEHAND, MOTION_STAND_POLEARM, MOTION_STAND_ROCKET, MOTION_STAND_SHOTGUN, MOTION_STAND_SWORD2, MOTION_STAND_UTIL, MOTION_STAND_UTIL_GUN, MOTION_STAND_UTIL_ONEHAND, MOTION_STANDUP, MOTION_SWING, MOTION_SWORDSLASH, MOTION_SWORDSLASH2, MOTION_SWORDTHRUST, MOTION_SWORDTHRUST2, MOTION_TALK, MOTION_THROW, MOTION_THROW1, MOTION_THROW2, MOTION_THROW3, MOTION_THROW4, MOTION_THROW5, MOTION_THROWMISS, MOTION_THROWN1, MOTION_THROWN2, MOTION_THROWN3, MOTION_THROWN4, MOTION_THROWN5, MOTION_TOSS, MOTION_TURNLEFT, MOTION_TURNRIGHT, MOTION_UNSTAKE, MOTION_UNSTAKED, MOTION_UTIL_BLUNTBASH, MOTION_UTIL_BLUNTSLASH, MOTION_UTIL_DAGGERCUT, MOTION_UTIL_DAGGERSTAB, MOTION_UTIL_PISTOL, MOTION_UTIL_PUNCH, MOTION_UTIL_STAKE, MOTION_UTIL_SWING, MOTION_UTIL_SWORDSLASH, MOTION_UTIL_SWORDTHRUST, MOTION_UTIL_THROW, MOTION_UTIL_TOSS, MOTION_UTIL_UZI, MOTION_UZI, MOTION_WALK, MOTION_WALK_AXE2, MOTION_WALK_BOW, MOTION_WALK_CHAINGUN, MOTION_WALK_CHAINSAW, MOTION_WALK_CROSSBOW, MOTION_WALK_GUN, MOTION_WALK_GUN2, MOTION_WALK_ONEHAND, MOTION_WALK_POLEARM, MOTION_WALK_ROCKET, MOTION_WALK_SHOTGUN, MOTION_WALK_SWORD2, MOTION_WALK_UTIL, MOTION_WALK_UTIL_GUN, MOTION_WALK_UTIL_ONEHAND, MOTIONTAG_BACK1, MOTIONTAG_BACK2, MOTIONTAG_BTUNIC1, MOTIONTAG_BTUNIC2, MOTIONTAG_BTUNIC3, MOTIONTAG_CHEST, MOTIONTAG_FTUNIC1, MOTIONTAG_FTUNIC2, MOTIONTAG_HEAD, MOTIONTAG_HELMET, MOTIONTAG_INVALID, MOTIONTAG_JAW, MOTIONTAG_LANKLE, MOTIONTAG_LELBOW, MOTIONTAG_LFINGERS, MOTIONTAG_LFOOT, MOTIONTAG_LHIP, MOTIONTAG_LKNEE, MOTIONTAG_LSHOULDER, MOTIONTAG_LWRIST, MOTIONTAG_MCAPE1, MOTIONTAG_NECK, MOTIONTAG_RANKLE, MOTIONTAG_RELBOW, MOTIONTAG_RFINGERS, MOTIONTAG_RFOOT, MOTIONTAG_RHIP, MOTIONTAG_RKNEE, MOTIONTAG_ROOT, MOTIONTAG_RSHOULDER, MOTIONTAG_RWRIST, MOTIONTAG_SCABBARD, MOTIONTAG_SHIELD, MOTIONTAG_USER0, MOTIONTAG_USER1, MOTIONTAG_USER2, MOTIONTAG_USER3, MOTIONTAG_USER4, MOTIONTAG_USER5, MOTIONTAG_USER6, MOTIONTAG_USER7, MOTIONTAG_USER8, MOTIONTAG_USER9, MOTIONTAG_WEAPON, NUM_CAM_ANGLES, NUM_CAM_DISTS, NUM_CAM_SHOTS, NUM_MOTIONS, NUM_MOTIONTAGS, PROJ_BULLET, PROJ_CANDODGE, PROJ_EXPLODE_ONDAMAGE, PROJ_EXPLODE_ONFLOOR, PROJ_EXPLODE_ONTHING, PROJ_EXPLODE_ONTIMER, PROJ_EXPLODE_ONWALL, PROJ_INSTANT_FIRE, PROJ_SILVER, PROJ_STAKING, QUEST_FLAG_COMPLETE, QUESTITEM_FLAG_COMPLETE, QUESTITEM_FLAG_HIDDEN, REGION_CAMERACLIP, REGION_NOTRACKING, REGION_RENDER, SHELL_FLAG_BOUNCESHELL, SHELL_FLAG_HIPRISHELL, SHELL_FLAG_LOOPSHELL, SHELL_FLAG_MEDPRISHELL, SHELL_FLAG_SHELLONLY, SOUND_FLAG_LOOP, SOUND_FLAG_STREAM, TEAM_ENEMY_FIRST, TEAM_ENEMY_LAST, TEAM_ENEMY0, TEAM_ENEMY1, TEAM_ENEMY2, TEAM_ENEMY3, TEAM_ENEMY4, TEAM_ENEMY5, TEAM_ENEMY6, TEAM_ENEMY7, TEAM_FIRST, TEAM_LAST, TEAM_LAWMEN, TEAM_NA, TEAM_NONE, TEAM_PEDESTRIANS, TEAM_PLAYER_FIRST, TEAM_PLAYER_LAST, TEAM_PLAYER0, TEAM_PLAYER1, TEAM_PLAYER2, TEAM_PLAYER3, TEAM_PLAYER4, TEAM_PLAYER5, TEAM_PLAYER6, TEAM_PLAYER7, THING_AF_AINORETURNHOME, THING_AF_AIPAUSED, THING_AF_ALWAYSGIBKILL, THING_AF_ANIMAL, THING_AF_CANBEHEAD, THING_AF_CANGIBKILL, THING_AF_DEAD, THING_AF_ETHEREAL, THING_AF_FASTDRINKER, THING_AF_HUMANITYLOSS, THING_AF_HUMANITYTRACK, THING_AF_HURTBYSILVER, THING_AF_INVUL, THING_AF_INVULTOPHYSICAL, THING_AF_LUPINE, THING_AF_NEUTRAL, THING_AF_NOBLEED, THING_AF_NOCORPSEROT, THING_AF_NODISC, THING_AF_NOFEED, THING_AF_NOSHAPEDISC, THING_AF_NOSKELDEATH, THING_AF_PARTY, THING_AF_PICKUP, THING_AF_STAKED, THING_AF_STARTHIDDEN, THING_AF_SUMMONED, THING_AF_TALKTO, THING_AF_VALIDSHAPE, THING_AF2_CONVERSATION, THING_AF2_ISBEHEADED, THING_AF2_LIMPING, THING_AF2_PERMAFRENZY, THING_AF2_RESTRAINED, THING_AF2_SCROLLCAST, THING_AF2_SPEAKING, THING_AF2_USINGHANDS, THING_AF2_WEAPONNOHANDS, THING_AF2_WEAPONOVERRIDE, THING_COLLIDE_BBOX, THING_COLLIDE_CYL, THING_COLLIDE_NONE, THING_COLLIDE_SPHERE, THING_FLAG_ANIMATING, THING_FLAG_BLOCKSELECT, THING_FLAG_CAMERABLOCK, THING_FLAG_DISABLECOLLIDE, THING_FLAG_DYNALIGHT, THING_FLAG_EMITTER, THING_FLAG_EVERMODIFIED, THING_FLAG_FINALIZED, THING_FLAG_FRAMESMODIFIED, THING_FLAG_MODIFIED, THING_FLAG_NOHIGHLIGHT, THING_FLAG_NONETSYNC, THING_FLAG_NOREFLECTION, THING_FLAG_NOREGIONTRIGGER, THING_FLAG_NOSCATTER, THING_FLAG_NOSTDELETE, THING_FLAG_PROXIMITYTRIGGER, THING_FLAG_REMOVE, THING_FLAG_SAVEALWAYS, THING_FLAG_SAVENEVER, THING_FLAG_SAVESETMODIFIED, THING_FLAG_SAVESUSPEND, THING_FLAG_SECRET, THING_FLAG_SILENT, THING_FLAG_SOUNDLINK, THING_FLAG_STATICSHADOWS, THING_FLAG_TARGETTED, THING_FLAG_TELEPORT, THING_FLAG_TOPSECRET, THING_FLAG_VISBLOCK, THING_MOVE_NONE, THING_MOVE_PHYSICS, THING_MOVE_TRACK, THING_MOVE_WALK, THING_MOVEPATH_MOVING, THING_MOVEPATH_PATHING, THING_MOVEPATH_PIVOT, THING_RENDER_MODEL, THING_RENDER_NONE, THING_RENDERFLAG_DONTRENDER, THING_RENDERFLAG_DROPSHADOW, THING_RENDERFLAG_FULLSHADOW, THING_RENDERFLAG_HALO, THING_TYPE_ACTOR, THING_TYPE_ARMOR, THING_TYPE_CONTAINER, THING_TYPE_ITEM, THING_TYPE_NONE, THING_TYPE_PLAYER, THING_TYPE_PROJECTILE, THING_TYPE_PROP, THING_TYPE_REGION, THING_TYPE_WEAPON, TRUE, VEC_B, VEC_G, VEC_PITCH, VEC_R, VEC_ROLL, VEC_X, VEC_Y, VEC_YAW, VEC_Z, WORLD_CURRENT, WORLD_FLAG_AIPAUSED, WORLD_FLAG_MOVEPAUSED, WORLD_FLAG_MOVESTOP
 
Constructor Summary
CodexThing(int x)
           
 
Method Summary
 boolean AllocateDynamicLight()
          Allocate dynalight info for the thing, setting it up with some default values.
 boolean AllocateFrames(int numFrames)
          Allocate frames for the passed THING_MOVE_NONE thing, and make it a THING_MOVE_TRACK thing with all its frames at the objects positions.
 boolean AttachThing(int attachGuid, int attachBone, float[] offset, int flags)
          Attaches another thing to this thing
 boolean ClearDynamicLight()
          Clears all the dynalight info from the thing (it frees it actually, so all the verbs working on dynalights will fail except AllocateDynamicLight).
 boolean ClearFrames()
          Clears all the frames for the passed THING_MOVE_TRACK thing, and make it a THING_MOVE_NONE thing.
 int ClearPhysicsFlags(int flags)
          Clears the physics flags of the thing.
 int ClearRenderFlags(int flags)
          Clears the render flags of the thing.
 int ClearThingFlags(int flags)
          Clears the thing flags of the thing.
 boolean DetachAllThings()
          Detaches all other things from this thing
 boolean DetachThing(int detachGuid)
          Detaches another thing from this thing
 boolean DisableEmitter()
          Disables the thing's emitter
 boolean EnableEmitter()
          Enables the thing's emitter
 void EndShell()
          End a shell effect on a thing model
 int FindBone(int motionTag)
          Gets the bone number of this tag
 float[] FindBoneOffset(int motionTag)
          Gets the bone offset of this tag
 int FireProjectileAtPos(java.lang.String templateName, float[] position, float[] fireOffset)
          Fires a projectile at a target position.
 int FireProjectileAtThing(java.lang.String templateName, int targetGuid, float[] fireOffset)
          Fires a projectile at a target thing.
 int FirstInSector()
          Gets the GUID of the first thing in the same sector.
 int FirstInWorld()
          Gets the GUID of the first thing in the same world.
 boolean FreezeAnimations()
           
 int GetAttachedToThing()
          Gets the guid of the thing this thing is attached to.
 float GetCollideHeight()
          Gets the collide height of the thing.
 float GetCollideRadius()
          Gets the collide radius of the thing.
 int GetCollideType()
          Gets the collide type of the thing
 int GetCurFrame()
          Gets the current (or last if the thing is moving) frame of the thing.
 java.lang.String GetDescriptionID()
           
 float[] GetDynamicLightColor()
          Gets the dynamic light color of the thing.
 float GetDynamicLightIntensity()
          Gets the dynamic light intensity of the thing.
 java.lang.String GetDynamicLightMaterial()
          Gets the dynamic light material (name) of the thing.
 float GetDynamicLightRadius()
          Gets the dynamic light radius of the thing.
 int GetDynamicLightStyle()
          Gets the dynamic light style of the thing.
 float GetEmitterFloatMember(int whichMember)
          Gets an emitter float member of the thing.
 int GetEmitterIntMember(int whichMember)
          Gets an emitter int member of the thing.
 java.lang.String GetEmitterName()
          Gets the emitter name of the thing.
 int GetEmitterType()
          Gets the emitter type of the thing.
 float[] GetEmitterVectorMember(int whichMember)
          Gets an emitter vector member of the thing.
 int GetExpireTime()
          Gets the expireTime (see CodexSystem.GetGameTime()) of the thing
 float[] GetFrameOrientation(int frame)
          Gets the orientation of the frame.
 float[] GetFramePosition(int frame)
          Gets the position of the frame.
 int GetGoalFrame()
          Gets the goal (or current if the thing is not moving) frame of the thing.
 int GetLocationNum()
           
 int GetMoveType()
          Gets the move type of the thing
 java.lang.String GetName()
          Gets the name of the thing'
 int GetNthAttachment(int n)
          Gets the guid of the Nth thing attached to this thing
 int GetNumAttachments()
          Gets the number of things attached to this thing
 int GetNumFrames()
          Gets the number of frames of the thing.
 float[] GetOrientation()
          Gets the orientation of the thing.
 int GetPhysicsFlags()
          Gets the physics flags of the thing.
 float[] GetPosition()
          Gets the position of the thing.
 int GetRenderFlags()
          Gets the render flags of the thing.
 int GetRenderType()
          Gets the render type of the thing
 float[] GetRotVelocity()
          Gets the rotational velocity of the thing.
 int GetSector()
          Gets the sector GUID of the thing
 java.lang.String GetSurfaceMaterial()
           
 java.lang.String GetTemplateName()
          Gets the name of the thing's template
 int GetThingFlags()
          Gets the thing flags of the thing.
 int GetThingType()
          Gets the thing type of the thing
 float[] GetVelocity()
          Gets the velocity of the thing.
static int GuidFromCastID(java.lang.String castID)
          Creates a thing at the same location as this thing
 boolean HasFrames()
          Does the thing have frames ?
 boolean IsActor()
          Is the thing an actor ?
 boolean IsArmor()
          Is the thing an armor ?
 boolean IsEmitter()
          Is the thing an emitter ?
 boolean IsItem()
          Is the thing an item ?
 boolean IsMoving()
          Gets the moving status of the thing.
 boolean IsPlayer()
          Is the thing a player ?
 boolean IsProjectile()
          Is the thing a projectile ?
 boolean IsProp()
          Is the thing an prop ?
 boolean IsRegion()
          Is the thing a region ?
 boolean IsWeapon()
          Is the thing a weapon ?
 boolean LookAtPos(float[] position)
          Makes the thing look at a position.
 boolean LookAtPos(float x, float y, float z)
          Makes the thing look at a position.
 boolean LookAtThing(int targetGuid)
          Makes the thing look at a thing.
 boolean MoveToFrame(int frame, float speed)
          Moves the thing to a frame.
 int NextInSector()
          Gets the GUID of the next thing in the same sector.
 int NextInWorld()
          Gets the GUID of the next thing in the world.
 int PlayFoleyMode(int foleyMode)
          Plays a foley mode on the thing
 int PlayMotionSetMode(int motionSetMode, boolean bMotion, float speed)
          Plays a motionSet mode on the thing
 int PrevInSector()
          Gets the GUID of the previous thing in the same sector.
 int PrevInWorld()
          Gets the GUID of the previous thing in the world.
 void ReleaseAllCaptures()
          Releases all captures on the thing.
 boolean Remove()
          Removes the thing from the world.
 boolean RotatePivot(int frameNum, float duration)
          Moves the thing around a frame.
 void SetAlpha(float alpha)
           
 void SetAlpha(float alpha, float rampTime)
          Changes the global alpha of the thing (it actually goes through all the meshes and changes the individual alphas, so there is not "turning back" if your model had different alphas)
 float SetCollideHeight(float collideHeight)
          Sets the collide height of the thing.
 float SetCollideRadius(float collideRadius)
          Sets the collide radius of the thing.
 int SetCollideType(int collideType)
          Sets the collide type of the thing
 boolean SetDescriptionID(java.lang.String descriptionID)
           
 boolean SetDynamicLightColor(float[] color)
          Sets the dynamic light color of the thing.
 boolean SetDynamicLightIntensity(float intensity)
          Sets the dynamic light intensity of the thing.
 boolean SetDynamicLightMaterial(java.lang.String materialName)
          Sets the dynamic light material of the thing.
 boolean SetDynamicLightRadius(float radius)
          Sets the dynamic light radius of the thing.
 boolean SetDynamicLightStyle(int lightStyle)
          Sets the dynamic light style of the thing.
 boolean SetEmitterFloatMember(int whichMember, float value)
          Gets an emitter float member of the thing.
 boolean SetEmitterIntMember(int whichMember, int value)
          Sets an emitter int member of the thing.
 boolean SetEmitterVectorMember(int whichMember, float[] value)
          Gets an emitter vector member of the thing.
 int SetExpireTime(int expireTime)
          Sets the expireTime (see CodexSystem.GetGameTime()) of the thing
 boolean SetFoley(java.lang.String foleyName)
          Sets a foley on this thing.
 boolean SetFrameOrientation(int frame, float[] orientation)
          Sets the orientation of the frame.
 boolean SetFramePosition(int frame, float[] position)
          Sets the position of the frame.
 boolean SetModel(java.lang.String modelName)
          Sets a model on this thing.
 int SetMoveType(int moveType)
          Sets the move type of the thing
 boolean SetOrientation(CodexVector v)
          Sets the orientation of the thing.
 boolean SetOrientation(float[] orientation)
          Sets the orientation of the thing.
 boolean SetOrientation(float pitch, float roll, float yaw)
          Sets the orientation of the thing.
 int SetPhysicsFlags(int flags)
          Sets the physics flags of the thing.
 boolean SetPosition(CodexVector v)
          Sets the position of the thing.
 boolean SetPosition(float[] position)
          Sets the position of the thing.
 boolean SetPosition(float x, float y, float z)
          Sets the position of the thing.
 int SetRenderFlags(int flags)
          Sets the render flags of the thing.
 boolean SetRotVelocity(float[] velocity)
          Sets the rotational velocity of the thing.
 void SetScale(float scale)
           
 void SetScale(float[] vecScale, float rampTime)
          Changes the scale of the thing differently on the different axis
 void SetScale(float scale, float rampTime)
          Changes the global scale of the thing
 void SetShell(java.lang.String materialName, int flags, float startAlpha, float endAlpha, float rampTime, float scale)
          Sets a shell on the model of the thing
 int SetThingFlags(int flags)
          Sets the thing flags of the thing.
 boolean SetVelocity(CodexVector v)
          Sets the velocity of the thing.
 boolean SetVelocity(float[] velocity)
          Sets the velocity of the thing.
 boolean SetVelocity(float x, float y, float z)
          Sets the velocity of the thing.
 int SpawnThing(java.lang.String templateName)
          Creates a thing at the same location as this thing
 int SpawnThingNear(java.lang.String templateName, float distance, int flags)
          Creates a thing close to this thing, trying locations at 0, 45, -45, 90, -90, 135, -135, 180 degrees around the target thing.
 int SpawnTreasure(int treasureClass, boolean bForceSuccess)
          Creates a treasure at the same location as this thing
 boolean Stop()
          Stops a thing from moving.
 void StopAction()
           
 void StopMotion()
           
 boolean Trigger(int triggererGUID, int triggerID, float p0, float p1, float p2, float p3)
          Sends a triggered message to the thing's script and to scripts that captured the thing
 boolean UnfreezeAnimations()
           
 
Methods inherited from class Codex
AddBuySell, AddBuySell, AIClearMainFlags, AIGetMainFlags, AIOff, AIOn, AISetMainFlags, BeginBuySell, BeginBuySell, BeginConversation, BeginConversation, BeginCutscene, CaptureThing, CaptureThing, CaptureThing, ClearAllFloatTexts, DisableLightStyle, DisplayFloatText, EnableLightStyle, EndBuySell, EndBuySell, EndConversation, EndConversation, EndCutscene, ExecuteBuySell, ExecuteBuySell, ExecuteConversation, ExecuteConversation, ExecuteConversation, ExecuteText, ExecuteText, FormatNLS, GetChronicleScript, GetClassThing, GetClassThing, GetGUID, GetLocalizedString, GetWeatherEffect, IsActorGuid, IsArmorGuid, IsItemGuid, IsPlayerGuid, IsPropGuid, IsRegionGuid, IsWeaponGuid, KillAllTimers, KillAllTimers, KillTimer, KillTimer, KillTimer, MaterialFlicker, MaterialGlowRamp, MaterialPageFlip, MaterialPlayback, MaterialSetFrame, MaterialSlide, MessageAddSystem, MessageAddUser, MessageRemoveByGuid, MessageRemoveByStringId, MessageRemoveBySystemId, NetIsClient, NetIsConnected, NetIsNoAutoAdvance, NetIsNoAutoConversations, NetIsServer, PlayVideo, PlayVideo, PlayVideo, PreloadModel, PreloadTemplate, RefillAllBuySells, ReleaseThing, ReleaseThing, SetTimer, SetTimer, SetTimer, SetTimer, SetTimer, SetTimer, SetTimer, SetWeatherEffect, Spawn
 
Methods inherited from class java.lang.Object
, clone, equals, finalize, getClass, hashCode, notify, notifyAll, registerNatives, toString, wait, wait, wait
 

Constructor Detail

CodexThing

public CodexThing(int x)
Method Detail

Trigger

public boolean Trigger(int triggererGUID,
                       int triggerID,
                       float p0,
                       float p1,
                       float p2,
                       float p3)
Sends a triggered message to the thing's script and to scripts that captured the thing
Parameters:
-  
-  
-  
-  

SpawnThing

public int SpawnThing(java.lang.String templateName)
Creates a thing at the same location as this thing
Parameters:
templateName - the name of the template to use to create the new thing
Returns:
the guid of the created thing, 0 for failure

SpawnThingNear

public int SpawnThingNear(java.lang.String templateName,
                          float distance,
                          int flags)
Creates a thing close to this thing, trying locations at 0, 45, -45, 90, -90, 135, -135, 180 degrees around the target thing.
Parameters:
templateName - the name of the template to use to create the new thing
distance - the distance from the 'target' thing (can be 0, in which case a 'good' distance will be computed)
flags - behavior flags
Returns:
the guid of the created thing, 0 for failure

SpawnTreasure

public int SpawnTreasure(int treasureClass,
                         boolean bForceSuccess)
Creates a treasure at the same location as this thing
Parameters:
treasureClass - the treasure class to use to create the new treasure
bForceSuccess - if FALSE, it is possible that no treasure is created if the random rolls fail
Returns:
the guid of the created thing, 0 for failure

GuidFromCastID

public static int GuidFromCastID(java.lang.String castID)
Creates a thing at the same location as this thing
Parameters:
castID - a castID as defined in the templates
Returns:
the guid of the thing that has said castID

Remove

public boolean Remove()
Removes the thing from the world.
Returns:
succes or failure

ReleaseAllCaptures

public void ReleaseAllCaptures()
Releases all captures on the thing.

GetExpireTime

public int GetExpireTime()
Gets the expireTime (see CodexSystem.GetGameTime()) of the thing
Returns:
the expireTime of the thing

SetExpireTime

public int SetExpireTime(int expireTime)
Sets the expireTime (see CodexSystem.GetGameTime()) of the thing
Parameters:
expireTime - the new expireTime of the thing
Returns:
the old expireTime of the thing

GetName

public java.lang.String GetName()
Gets the name of the thing'
Returns:
the name of the or "***ERR:Bad Thing***"

GetTemplateName

public java.lang.String GetTemplateName()
Gets the name of the thing's template
Returns:
the name of the template, or "***ERR:Bad Thing***"

GetThingType

public int GetThingType()
Gets the thing type of the thing
Returns:
the thing type of the thing (see constants in the THING_TYPE_ series)

GetSector

public int GetSector()
Gets the sector GUID of the thing
Returns:
the sector GUID of the thing

GetRenderType

public int GetRenderType()
Gets the render type of the thing
Returns:
the render type of the thing (see constants in the THING_RENDER_ series)

GetMoveType

public int GetMoveType()
Gets the move type of the thing
Returns:
the move type of the thing (see constants in the THING_MOVE_ series)

SetMoveType

public int SetMoveType(int moveType)
Sets the move type of the thing
Parameters:
moveType - the new move type of the thing
Returns:
the old move type of the thing (see constants in the THING_MOVE_ series)

GetCollideType

public int GetCollideType()
Gets the collide type of the thing
Returns:
the collide type of the thing (see constants in the THING_COLLIDE_ series)

SetCollideType

public int SetCollideType(int collideType)
Sets the collide type of the thing
Parameters:
collideType - the new collide type (see constants in the THING_COLLIDE_ series)
Returns:
the old collide type of the thing (see constants in the THING_COLLIDE_ series)

GetCollideRadius

public float GetCollideRadius()
Gets the collide radius of the thing.
Applies only to things with CollideType == THING_COLLIDE_SPHERE or THING_COLLIDE_CYL
Returns:
the radius of the collision cylinder

SetCollideRadius

public float SetCollideRadius(float collideRadius)
Sets the collide radius of the thing.
Applies only to things with CollideType == THING_COLLIDE_SPHERE or THING_COLLIDE_CYL
Parameters:
collideHeight - the new height of the collision cylinder
Returns:
the old radius of the collision cylinder

GetCollideHeight

public float GetCollideHeight()
Gets the collide height of the thing.
Applies only to things with CollideType == THING_COLLIDE_CYL
Returns:
the height of the collision cylinder

SetCollideHeight

public float SetCollideHeight(float collideHeight)
Sets the collide height of the thing.
Applies only to things with CollideType == THING_COLLIDE_CYL
Parameters:
collideHeight - the new height of the collision cylinder
Returns:
the old height of the collision cylinder

GetThingFlags

public int GetThingFlags()
Gets the thing flags of the thing.
Returns:
the thing flags of the thing

SetThingFlags

public int SetThingFlags(int flags)
Sets the thing flags of the thing.
Parameters:
flags - one or more flags to set
Returns:
the old thing flags of the thing

ClearThingFlags

public int ClearThingFlags(int flags)
Clears the thing flags of the thing.
Parameters:
flags - one or more flags to clear
Returns:
the old thing flags of the thing

GetRenderFlags

public int GetRenderFlags()
Gets the render flags of the thing.
Returns:
the render flags of the thing

SetRenderFlags

public int SetRenderFlags(int flags)
Sets the render flags of the thing.
Parameters:
flags - one or more flags to set
Returns:
the old render flags of the thing

ClearRenderFlags

public int ClearRenderFlags(int flags)
Clears the render flags of the thing.
Parameters:
flags - one or more flags to clear
Returns:
the old render flags of the thing

GetPhysicsFlags

public int GetPhysicsFlags()
Gets the physics flags of the thing.
Returns:
the physics flags of the thing

SetPhysicsFlags

public int SetPhysicsFlags(int flags)
Sets the physics flags of the thing.
Parameters:
flags - one or more flags to set
Returns:
the old physics flags of the thing

ClearPhysicsFlags

public int ClearPhysicsFlags(int flags)
Clears the physics flags of the thing.
Parameters:
flags - one or more flags to clear
Returns:
the old physics flags of the thing

GetPosition

public float[] GetPosition()
Gets the position of the thing.
Returns:
the position of the thing

SetPosition

public boolean SetPosition(float[] position)
Sets the position of the thing.
Parameters:
position - the new position for the thing
Returns:
success or failure

GetOrientation

public float[] GetOrientation()
Gets the orientation of the thing.
Returns:
the orientation of the thing (use the VEC_PITCH, VEC_YAW, VEC_ROLL constants to extract data)

SetOrientation

public boolean SetOrientation(float[] orientation)
Sets the orientation of the thing.
Parameters:
orientation - the new orientation for the thing
Returns:
success or failure

GetVelocity

public float[] GetVelocity()
Gets the velocity of the thing.
Returns:
the velocity of the thing (use the VEC_X, VEC_Y, VEC_Z constants to extract data)

SetVelocity

public boolean SetVelocity(float[] velocity)
Sets the velocity of the thing.
Parameters:
velocity - the new velocity for the thing
Returns:
success or failure

GetRotVelocity

public float[] GetRotVelocity()
Gets the rotational velocity of the thing.
Returns:
the rotational velocity of the thing (use the VEC_X, VEC_Y, VEC_Z constants to extract data)

SetRotVelocity

public boolean SetRotVelocity(float[] velocity)
Sets the rotational velocity of the thing.
Parameters:
rotational - velocity the new velocity for the thing
Returns:
success or failure

IsMoving

public boolean IsMoving()
Gets the moving status of the thing.
Returns:
TRUE if the thing is currently moving

Stop

public boolean Stop()
Stops a thing from moving.
Returns:
success or failure

GetNumFrames

public int GetNumFrames()
Gets the number of frames of the thing.
Returns:
the number of frames, or 0 if it is not a THING_MOVE_TRACK thing

GetCurFrame

public int GetCurFrame()
Gets the current (or last if the thing is moving) frame of the thing.
Returns:
the current frame, or 0 if it is not a THING_MOVE_TRACK thing

GetGoalFrame

public int GetGoalFrame()
Gets the goal (or current if the thing is not moving) frame of the thing.
Returns:
the goal frame, or 0 if it is not a THING_MOVE_TRACK thing

GetFramePosition

public float[] GetFramePosition(int frame)
Gets the position of the frame.
Parameters:
frame - the number of the frame
Returns:
the position of the frame

SetFramePosition

public boolean SetFramePosition(int frame,
                                float[] position)
Sets the position of the frame.
Parameters:
frame - the number of the frame
position - the new position of the frame
Returns:
success or failure

GetFrameOrientation

public float[] GetFrameOrientation(int frame)
Gets the orientation of the frame.
Parameters:
frame - the number of the frame
Returns:
the orientation of the frame (use the VEC_PITCH, VEC_YAW, VEC_ROLL constants to extract data)

SetFrameOrientation

public boolean SetFrameOrientation(int frame,
                                   float[] orientation)
Sets the orientation of the frame.
Parameters:
frame - the number of the frame
orientation - the new orientation of the frame
Returns:
success or failure

ClearFrames

public boolean ClearFrames()
Clears all the frames for the passed THING_MOVE_TRACK thing, and make it a THING_MOVE_NONE thing.
Returns:
success or failure

AllocateFrames

public boolean AllocateFrames(int numFrames)
Allocate frames for the passed THING_MOVE_NONE thing, and make it a THING_MOVE_TRACK thing with all its frames at the objects positions.
Parameters:
frame - the number frames to allocate
Returns:
success or failure

MoveToFrame

public boolean MoveToFrame(int frame,
                           float speed)
Moves the thing to a frame.
Parameters:
frame - the number of the destination frame
speed - the movement speed
Returns:
success or failure

RotatePivot

public boolean RotatePivot(int frameNum,
                           float duration)
Moves the thing around a frame.
Parameters:
frameNum - the number of the rotation frame
duration - the time to make that rotation
Returns:
success or failure

FirstInSector

public int FirstInSector()
Gets the GUID of the first thing in the same sector.
Returns:
the GUID of the first thing in the same sector, or 0 in error

NextInSector

public int NextInSector()
Gets the GUID of the next thing in the same sector.
Returns:
the GUID of the next thing in the same sector, or 0 if no more things

PrevInSector

public int PrevInSector()
Gets the GUID of the previous thing in the same sector.
Returns:
the GUID of the previous thing in the same sector, or 0 if no more things

FirstInWorld

public int FirstInWorld()
Gets the GUID of the first thing in the same world.
Returns:
the GUID of the first thing in the same world, or 0 in error

NextInWorld

public int NextInWorld()
Gets the GUID of the next thing in the world.
Returns:
the GUID of the next thing in the world, or 0 if no more things

PrevInWorld

public int PrevInWorld()
Gets the GUID of the previous thing in the world.
Returns:
the GUID of the previous thing in the world, or 0 if no more things

ClearDynamicLight

public boolean ClearDynamicLight()
Clears all the dynalight info from the thing (it frees it actually, so all the verbs working on dynalights will fail except AllocateDynamicLight).
Returns:
success or failure

AllocateDynamicLight

public boolean AllocateDynamicLight()
Allocate dynalight info for the thing, setting it up with some default values.
Returns:
success or failure

GetDynamicLightIntensity

public float GetDynamicLightIntensity()
Gets the dynamic light intensity of the thing.
Returns:
the dynamic light intensity, 0 if not a dynalight, and -1 in error

SetDynamicLightIntensity

public boolean SetDynamicLightIntensity(float intensity)
Sets the dynamic light intensity of the thing.
Parameters:
intensity - the new intensity to set
Returns:
success or failure

GetDynamicLightRadius

public float GetDynamicLightRadius()
Gets the dynamic light radius of the thing.
Returns:
the dynamic light radius, 0 if not a dynalight, and -1 in error

SetDynamicLightRadius

public boolean SetDynamicLightRadius(float radius)
Sets the dynamic light radius of the thing.
Parameters:
radius - the new radius to set
Returns:
success or failure

GetDynamicLightColor

public float[] GetDynamicLightColor()
Gets the dynamic light color of the thing.
Returns:
the dynamic light color

SetDynamicLightColor

public boolean SetDynamicLightColor(float[] color)
Sets the dynamic light color of the thing.
Parameters:
color - the new color to set
Returns:
success or failure

GetDynamicLightMaterial

public java.lang.String GetDynamicLightMaterial()
Gets the dynamic light material (name) of the thing.
Returns:
the dynamic light material name

SetDynamicLightMaterial

public boolean SetDynamicLightMaterial(java.lang.String materialName)
Sets the dynamic light material of the thing.
Parameters:
materialName - the new material to set
Returns:
success or failure

GetDynamicLightStyle

public int GetDynamicLightStyle()
Gets the dynamic light style of the thing.
Returns:
the dynamic light style (one of the LIGHTSTYLE_ constants), 0 if not a dynalight, and -1 in error

SetDynamicLightStyle

public boolean SetDynamicLightStyle(int lightStyle)
Sets the dynamic light style of the thing.
Parameters:
lightStyle - the new light style to set (one of the LIGHTSTYLE_ constants).
Returns:
success or failure

EnableEmitter

public boolean EnableEmitter()
Enables the thing's emitter
Returns:
success or failure

DisableEmitter

public boolean DisableEmitter()
Disables the thing's emitter
Returns:
success or failure

FireProjectileAtThing

public int FireProjectileAtThing(java.lang.String templateName,
                                 int targetGuid,
                                 float[] fireOffset)
Fires a projectile at a target thing.
Parameters:
templateName - the template name of the projectile to create
targetGuid - the GUID of the targetted thing
fireOffset - the offset to fire from from the thing's origin
Returns:
the GUID of the projectile, or 0 in failure

FireProjectileAtPos

public int FireProjectileAtPos(java.lang.String templateName,
                               float[] position,
                               float[] fireOffset)
Fires a projectile at a target position.
Parameters:
templateName - the template name of the projectile to create
position - the position to fire at
fireOffset - the offset to fire from from the thing's origin
Returns:
the GUID of the projectile, or 0 in failure

LookAtThing

public boolean LookAtThing(int targetGuid)
Makes the thing look at a thing.
Parameters:
targetGuid - the GUID of the targetted thing
Returns:
success or failure

LookAtPos

public boolean LookAtPos(float[] position)
Makes the thing look at a position.
Parameters:
position - the position to look at
Returns:
success or failure

SetAlpha

public void SetAlpha(float alpha,
                     float rampTime)
Changes the global alpha of the thing (it actually goes through all the meshes and changes the individual alphas, so there is not "turning back" if your model had different alphas)
Parameters:
alpha - the new alpha value (0.0 to 1.0)
rampTime - the ramp time in seconds to go from the current alpha to the specified alpha
Returns:
success or failure

SetScale

public void SetScale(float scale,
                     float rampTime)
Changes the global scale of the thing
Parameters:
scale - the new scale
rampTime - the ramp time in seconds to go from the current scale to the specified scale
Returns:
success or failure

SetScale

public void SetScale(float[] vecScale,
                     float rampTime)
Changes the scale of the thing differently on the different axis
Parameters:
vecScale - the new scale in x, y and z
rampTime - the ramp time in seconds to go from the current scale to the specified scale
Returns:
success or failure

SetShell

public void SetShell(java.lang.String materialName,
                     int flags,
                     float startAlpha,
                     float endAlpha,
                     float rampTime,
                     float scale)
Sets a shell on the model of the thing
Parameters:
materialName - the name of the shell material
flags - flags to specify behavior
startAlpha - the starting alpha
endAlpha - the ending alpha
rampTime - the ramping time for the alpha
scale - the scale of the shell texture

EndShell

public void EndShell()
End a shell effect on a thing model

AttachThing

public boolean AttachThing(int attachGuid,
                           int attachBone,
                           float[] offset,
                           int flags)
Attaches another thing to this thing
Parameters:
attachGuid - the guid of the thing to attach
attachBone - the bone to attach the thing to
offset - the offset from that bone's origin
flags - attachment flags
Returns:
success or failure

DetachThing

public boolean DetachThing(int detachGuid)
Detaches another thing from this thing
Parameters:
detachGuid - the guid of the thing to detach
Returns:
success or failure

DetachAllThings

public boolean DetachAllThings()
Detaches all other things from this thing
Returns:
success or failure

GetNumAttachments

public int GetNumAttachments()
Gets the number of things attached to this thing
Returns:
the number of things attached, -1 in error

GetNthAttachment

public int GetNthAttachment(int n)
Gets the guid of the Nth thing attached to this thing
Returns:
the guid of the Nth thing attached, 0 in error

GetAttachedToThing

public int GetAttachedToThing()
Gets the guid of the thing this thing is attached to.
Returns:
the guid of the thing this thing is attached to, 0 if thing is not attached, -1 in error

FindBone

public int FindBone(int motionTag)
Gets the bone number of this tag
Parameters:
motionTag - the tag to find the bone number for (must be one of the MOTIONTAG_ constants)
Returns:
the bone number of the passed tag, or -1 in error

FindBoneOffset

public float[] FindBoneOffset(int motionTag)
Gets the bone offset of this tag
Parameters:
motionTag - the tag to find the bone number for (must be one of the MOTIONTAG_ constants)
Returns:
the bone offset of the passed tag, or (0,0,0) in error

SetModel

public boolean SetModel(java.lang.String modelName)
Sets a model on this thing. Note: the model should be compatible with the current thing's animations.
Parameters:
modelName - the name of the model to change to
Returns:
success or failure

SetFoley

public boolean SetFoley(java.lang.String foleyName)
Sets a foley on this thing.
Parameters:
foleyName - the name of the foley to change to
Returns:
success or failure

PlayFoleyMode

public int PlayFoleyMode(int foleyMode)
Plays a foley mode on the thing
Parameters:
foleyMode - the foleyMode to play
Returns:
the guid of the foley sound, or 0 in case of failure

PlayMotionSetMode

public int PlayMotionSetMode(int motionSetMode,
                             boolean bMotion,
                             float speed)
Plays a motionSet mode on the thing
Parameters:
motionSetMode - the motionSetMode to play
bMotion - true for the motion channel, false for the action channel
speed - the speed the play the motion at
Returns:
returns the lenght of the animation in msec, -1 in error

StopMotion

public void StopMotion()

StopAction

public void StopAction()

FreezeAnimations

public boolean FreezeAnimations()

UnfreezeAnimations

public boolean UnfreezeAnimations()

GetDescriptionID

public java.lang.String GetDescriptionID()

SetDescriptionID

public boolean SetDescriptionID(java.lang.String descriptionID)

GetSurfaceMaterial

public java.lang.String GetSurfaceMaterial()

GetLocationNum

public int GetLocationNum()

GetEmitterType

public int GetEmitterType()
Gets the emitter type of the thing.
Applies only to things with ThingType == THING_TYPE_EMITTER
Returns:
the type of the emitter (one of the EMITTER_TYPE_ constants)

GetEmitterName

public java.lang.String GetEmitterName()
Gets the emitter name of the thing.
Applies only to things with ThingType == THING_TYPE_EMITTER
Returns:
the name of the emitter, or "***ERR:EmitterName***" in error

GetEmitterIntMember

public int GetEmitterIntMember(int whichMember)
Gets an emitter int member of the thing.
Applies only to things with ThingType == THING_TYPE_EMITTER
Parameters:
whichMember - which int member to get (one of the EMITTER_MEMBER constants)
Returns:
the int member's value, or -1 in error

GetEmitterFloatMember

public float GetEmitterFloatMember(int whichMember)
Gets an emitter float member of the thing.
Applies only to things with ThingType == THING_TYPE_EMITTER
Parameters:
whichMember - which float member to get (one of the EMITTER_MEMBER constants)
Returns:
the float member's value, or -1.0 in error

GetEmitterVectorMember

public float[] GetEmitterVectorMember(int whichMember)
Gets an emitter vector member of the thing.
Applies only to things with ThingType == THING_TYPE_EMITTER
Parameters:
whichMember - which vector member to get (one of the EMITTER_MEMBER constants)
Returns:
the vector member's value, or (-1.0, -1.0, -1.0) in error

SetEmitterIntMember

public boolean SetEmitterIntMember(int whichMember,
                                   int value)
Sets an emitter int member of the thing.
Applies only to things with ThingType == THING_TYPE_EMITTER
Parameters:
whichMember - which int member to get (one of the EMITTER_MEMBER constants)
value - the new value of the int member
Returns:
success or failure

SetEmitterFloatMember

public boolean SetEmitterFloatMember(int whichMember,
                                     float value)
Gets an emitter float member of the thing.
Applies only to things with ThingType == THING_TYPE_EMITTER
Parameters:
whichMember - which float member to get (one of the EMITTER_MEMBER constants)
value - the new value of the float member
Returns:
success or failure

SetEmitterVectorMember

public boolean SetEmitterVectorMember(int whichMember,
                                      float[] value)
Gets an emitter vector member of the thing.
Applies only to things with ThingType == THING_TYPE_EMITTER
Parameters:
whichMember - which vector member to get (one of the EMITTER_MEMBER constants)
value - the new value of the vector member
Returns:
success or failure

SetPosition

public boolean SetPosition(float x,
                           float y,
                           float z)
Sets the position of the thing.
Parameters:
x - x coord of the new position
y - y coord of the new position
z - z coord of the new position
Returns:
success or failure

SetPosition

public boolean SetPosition(CodexVector v)
Sets the position of the thing.
Parameters:
v - the new position for the thing
Returns:
success or failure

SetOrientation

public boolean SetOrientation(float pitch,
                              float roll,
                              float yaw)
Sets the orientation of the thing.
Parameters:
pitch - the new pitch for the thing
roll - the new roll for the thing
yaw - the new yaw for the thing
Returns:
success or failure

SetOrientation

public boolean SetOrientation(CodexVector v)
Sets the orientation of the thing.
Parameters:
v - the new orientation (pitch, roll, yaw) for the thing
Returns:
success or failure

SetVelocity

public boolean SetVelocity(float x,
                           float y,
                           float z)
Sets the velocity of the thing.
Parameters:
pitch - the new pitch for the thing
roll - the new roll for the thing
yaw - the new yaw for the thing
Returns:
success or failure

SetVelocity

public boolean SetVelocity(CodexVector v)
Sets the velocity of the thing.
Parameters:
v - the new orientation (pitch, roll, yaw) for the thing
Returns:
success or failure

LookAtPos

public boolean LookAtPos(float x,
                         float y,
                         float z)
Makes the thing look at a position.
Parameters:
x - x
y - y
z - z
Returns:
success or failure

IsActor

public boolean IsActor()
Is the thing an actor ?
Returns:
true for an actor, else false

IsPlayer

public boolean IsPlayer()
Is the thing a player ?
Returns:
true for a player, else false

IsItem

public boolean IsItem()
Is the thing an item ?
Returns:
true for an item, else false

IsWeapon

public boolean IsWeapon()
Is the thing a weapon ?
Returns:
true for a weapon, else false

IsArmor

public boolean IsArmor()
Is the thing an armor ?
Returns:
true for an armor, else false

IsProp

public boolean IsProp()
Is the thing an prop ?
Returns:
true for a prop, else false

IsRegion

public boolean IsRegion()
Is the thing a region ?
Returns:
true for a region, else false

IsProjectile

public boolean IsProjectile()
Is the thing a projectile ?
Returns:
true for a projectile, else false

IsEmitter

public boolean IsEmitter()
Is the thing an emitter ?
Returns:
true for an emitter, else false

HasFrames

public boolean HasFrames()
Does the thing have frames ?
Returns:
true for an frame thing, else false

SetAlpha

public void SetAlpha(float alpha)

SetScale

public void SetScale(float scale)