Types
gun-blue-shot: projectilesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
init-pos: vector
init-dir: vector
collide-normal: vector
Functions
cshape-reaction-blue-shot(arg0: control-info, arg1: collide-query, arg2: vector, arg3: vector) => collide-statussource
gun-blue-shot-move(arg0: gun-blue-shot) => nonesource
target-gun-fire-blue() => pointersource
Types
gun-dark-shot: projectilesource
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-moving
starting-pos: vector
starting-dir: vector
target-pos: vector
base-target-pos: vector
pre-move-transv: vector
timeout: time-frame
spawn-time: time-frame
options: projectile-options
last-target: handle
notify-handle: handle
owner-handle: handle
ignore-handle: handle
update-velocity: function
move: function
pick-target: function
max-speed: float
old-dist: float
old-dist-count: int32
hits: int32
max-hits: int32
tween: float
attack-mode: symbol
attack-id: uint32
damage: float
charge-level: float
sound-id: sound-id
stop-speed: meters
invinc-time: time-frame
blast-radius: float
core-position: vector
core-velocity: vector
spin-vector: vector
track-target: handle
size-t: float
result-array: handle
charge-sound: uint32
fire-sound: uint32
trail-sound: uint32
explode-sound: uint32
start-pilot?: basic
Methods
startup: unknown
fizzle: unknown
Functions
gun-dark-shot-init-fizzle(arg0: vector) => nonesource
process-drawable-shock-effect-bullseye(arg0: process-focusable, arg1: process-focusable, arg2: matrix, arg3: int, arg4: sparticle-launcher, arg5: sparticle-launcher, arg6: sparticle-launcher) => nonesource
target-gun-fire-dark() => pointersource
Types
gun: process-drawablesource
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
control: control-info
shadow-backup: shadow-geo
read-scale: basic
gun-type: pickup-type
barrel: joint-mod
mag: joint-mod
mag-scale: float
Methods
idle: unknown
use: unknown
hidden: unknown
die: unknown
gun-info: basicsource
Fields
type: type
process: pointer
gun: pointer
gun-pos: transformq
gun-trans: vector
gun-quat: quaternion
gun-scale: vector
gun-type: pickup-type
using-gun-type: pickup-type
active?: symbol
latch?: symbol
put-away?: symbol
surpress-time: time-frame
fire-time: time-frame
gun-time: time-frame
gun-get-on-time: time-frame
active-time: time-frame
fire-delay: uint32
gun-control: uint32
gun-target: uint32
gun-daxter: float
gun-roty-rel: degrees
gun-roty: degrees
gun-roty-targ: degrees
hips: joint-mod
upper-body: joint-mod
chest: joint-mod
fire-dir-rot: degrees
fire-dir: vector
fire-point: vector
fire-dir-backup: vector
fire-dir-out: vector
fire-pending: int32
fire-pending-time: time-frame
fire-start-time: time-frame
fire-charge: float
fire-spin: degrees
fire-spinv: degrees
fire-chamber: int32
fire-range: meters
laser-active?: symbol
laser-point: vector
laser-dir: vector
laser-hit-point: vector
track?: uint16
track-tilt: degrees
track-turn: degrees
track-find-range: meters
track-turnv-range: meters
track-tilt-range: meters
track-turn-range: meters
track-tilt-max: degrees
track-turn-max: degrees
track-angle-mult: float
track-beam-size: float
track-auto-fire: symbol
track-require: uint32
track-target-hold-time: time-frame
track-start-time: time-frame
track-press-start-time: time-frame
track-target: focus
track-trans: vector
track-dir: vector
turn-fast-hold-time: time-frame
blue-whine-sound-id: uint32
blue-whine-volume: float
top-anim-twist: vector
top-anim-twist-targ: vector
top-anim-look-at: vector
top-anim-twist-reset: uint64
top-anim-gun-height: meters
top-anim-blue-cycle: float
top-anim-low-high: float
top-anim-extra-twistv: degrees
top-anim-tilt-up: degrees
attack-combo: combo-tracker
combo-window-start: time-frame
combo-window-state: symbol
combo-fire-delay: uint32
charge-ammo: float
charge-start-time: time-frame
charge-inc-time: time-frame
charge-active?: handle
Methods
gun-info-method-9(obj: gun-info) => inline-arraysource
Functions
enabled-gun?(arg0: target) => symbolsource
using-gun?(arg0: target) => symbolsource
want-to-gun?(arg0: target, arg1: symbol) => symbolsource
Variables
Functions
check-shell-level1(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource
check-shell-level2(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource
sparticle-dark-shot-lightning(arg0: sparticle-system, arg1: sparticle-cpuinfo, arg2: vector) => nonesource
Variables
*red-shot-colors*: pointersource
Types
gun-red-shot: process-drawablesource
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-moving
probe-count: int32
probe-mask: uint32
actor-count: int32
attack-id: uint32
start-pos: vector
start-dir: vector
start-rot: vector
probe-dir: vector
Methods
blocked: unknown
debug-idle: unknown
idle: unknown
init-probes!(obj: gun-red-shot, arg0: collide-shape) => nonesource
Create all 19 probe vectors
gun-red-shot-method-24(obj: gun-red-shot) => symbolsource
noop(obj: gun-red-shot) => nonesource
Does nothing