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Objects which can be controlled or directly interact with a user, such as Player, Projectile, Item, etc. More...
Classes | |
class | AIPlayer |
A Player object not controlled by conventional input, but by an AI engine. More... | |
class | GameBase |
Base class for game objects which use datablocks, networking, are editable, and need to process ticks. More... | |
class | GameBaseData |
Scriptable, demo-able datablock. Used by GameBase objects. More... | |
class | InteriorInstance |
Object used to represent buildings and other architectural structures (legacy). More... | |
class | Item |
Base Item class. Uses the ItemData datablock for common properties. More... | |
class | ItemData |
Stores properties for an individual Item type. More... | |
class | Player |
A client-controlled player character. More... | |
class | PlayerData |
Defines properties for a Player object. More... | |
class | Projectile |
Base projectile class. Uses the ProjectileData class for properties of individual projectiles. More... | |
class | ProjectileData |
Stores properties for an individual projectile type. More... | |
class | SceneObject |
A networkable object that exists in the 3D world. More... | |
class | ShapeBase |
A scriptable, renderable shape. More... | |
class | ShapeBaseData |
Defines properties for a ShapeBase object. More... | |
class | ShapeBaseImageData |
Represents geometry to be mounted to a ShapeBase object. More... | |
class | SpawnSphere |
This class is used for creating any type of game object, assigning it a class, datablock, and even a function when it is spawned. More... | |
class | StaticShape |
The most basic 3D shape with a datablock available in Torque 3D. More... | |
class | StaticShapeData |
The most basic ShapeBaseData derrived shape datablock available in Torque 3D. More... | |
class | Trigger |
A Trigger is a volume of space that initiates script callbacks when objects pass through the Trigger. More... | |
class | TriggerData |
Defines shared properties for Trigger objects. More... | |
class | TSShapeConstructor |
An object used to modify a DTS or COLLADA shape model after it has been loaded by Torque. More... | |
class | TSStatic |
A static object derived from a 3D model file and placed within the game world. More... | |
Enumerations | |
enum | ItemLightType { NoLight, ConstantLight, PulsingLight } |
The type of light the Item has. More... | |
enum | ShapeBaseImageLightType { NoLight, ConstantLight, SpotLight, PulsingLight, WeaponFireLight } |
The type of light to attach to this ShapeBaseImage. More... | |
enum | ShapeBaseImageLoadedState { Ignore, Loaded, Empty } |
The loaded state of this ShapeBaseImage. More... | |
enum | ShapeBaseImageRecoilState { NoRecoil, LightRecoil, MediumRecoil, HeavyRecoil } |
What kind of recoil this ShapeBaseImage should emit when fired. More... | |
enum | ShapeBaseImageSpinState { Ignore, Stop, SpinUp, SpinDown, FullSpeed } |
How the spin animation should be played. More... | |
enum | TSMeshType { None, Bounds, Mesh, Mesh } |
Type of mesh data available in a shape. More... | |
Variables | |
float | $SB::DFDec |
Speed to reduce the damage flash effect per tick. | |
static bool | Trigger::renderTriggers |
Forces all Trigger's to render. | |
float | $SB::WODec |
Speed to reduce the whiteout effect per tick. |
Objects which can be controlled or directly interact with a user, such as Player, Projectile, Item, etc.
Does not include vehicles as they have their own section.
enum ItemLightType |
The type of light the Item has.
How the spin animation should be played.
enum TSMeshType |
float $SB::DFDec |
Speed to reduce the damage flash effect per tick.
bool Trigger::renderTriggers [static, inherited] |
Forces all Trigger's to render.
Used by the Tools and debug render modes.
float $SB::WODec |
Speed to reduce the whiteout effect per tick.