Types
mood-context: basicsource
Fields
type: type
mood-fog-table: mood-fog-table
mood-lights-table: mood-lights-table
mood-sun-table: mood-sun-table
fog-interp: sky-color-day
palette-interp: sky-color-day
sky-texture-interp: sky-color-day
current-fog: mood-fog
current-sun: mood-sun
current-prt-color: vector
current-shadow: vector
current-shadow-color: vector
light-group: light-group
times: vector
sky-times: float
itimes: vector4w
state: uint8
num-stars: float
some-byte: uint8
mood-fog: structuresource
mood-lights: structuresource
mood-lights-table: structuresource
Fields
data: mood-lights
Functions
make-light-kit(arg0: light-group, arg1: float, arg2: float, arg3: float, arg4: float) => nonesource
make-misty-light-kit(arg0: mood-context) => nonesource
make-rolling-light-kit(arg0: mood-context) => nonesource
make-village1-light-kit(arg0: mood-context) => nonesource
make-village2-light-kit(arg0: mood-context) => nonesource
make-village3-light-kit(arg0: mood-context) => nonesource
update-mood-erase-color(arg0: mood-fog, arg1: mood-lights) => nonesource
update-mood-erase-color2(arg0: mood-fog, arg1: mood-lights, arg2: mood-lights) => nonesource
update-mood-shadow-direction(arg0: mood-lights) => nonesource
Variables
Types
citadel-states: structuresource
Fields
flames: flames-state
light: light-state
time: light-time-state
flicker-off: uint8
flicker-on: uint8
shield-fade: float
finalboss-states: structuresource
firecanyon-states: structuresource
Fields
lava: lava-state
jungle-states: structuresource
lavatube-states: structuresource
maincave-states: structuresource
Fields
flames: flames-state
misty-states: structuresource
Fields
flames: flames-state
light0: light-state
light1: light-state
time0: light-time-state
time1: light-time-state
ogre-states: structuresource
robocave-states: structuresource
Fields
flames: flames-state
rolling-states: structuresource
Fields
light0: light-state
light1: light-state
light2: light-state
light3: light-state
time: light-time-state
lightning: lightning-state
snow-states: structuresource
sunken-states: structuresource
swamp-village2-states: structuresource
training-states: structuresource
village1-states: structuresource
Fields
flames: flames-state
village3-states: structuresource
Functions
clear-mood-times(arg0: mood-context) => symbolsource
set-target-light-index(arg0: int) => intsource
update-light-kit(arg0: light-group, arg1: light, arg2: float) => nonesource
update-mood-caustics(arg0: mood-context, arg1: int, arg2: int) => nonesource
update-mood-citadel(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-darkcave(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-default(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-finalboss(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-firecanyon(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-flames(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: float, arg5: float, arg6: float) => nonesource
update-mood-fog(arg0: mood-context, arg1: float) => vectorsource
update-mood-interp(arg0: mood-context, arg1: mood-context, arg2: mood-context, arg3: float) => nonesource
update-mood-itimes(arg0: mood-context) => nonesource
update-mood-jungle(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-jungleb(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-jungleb-blue(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-lava(arg0: mood-context, arg1: int, arg2: int, arg3: symbol) => nonesource
update-mood-lavatube(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-light(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: float, arg5: float, arg6: float, arg7: int) => nonesource
update-mood-lightning(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: int, arg5: float, arg6: symbol) => nonesource
update-mood-maincave(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-misty(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-ogre(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-palette(arg0: mood-context, arg1: float, arg2: int) => floatsource
update-mood-prt-color(arg0: mood-context) => vectorsource
update-mood-quick(arg0: mood-context, arg1: int, arg2: int, arg3: int, arg4: int) => vectorsource
update-mood-robocave(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-rolling(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-sky-texture(arg0: mood-context, arg1: float) => vectorsource
update-mood-snow(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-sunken(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-swamp(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-training(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-village1(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-village2(arg0: mood-context, arg1: float, arg2: int) => nonesource
update-mood-village3(arg0: mood-context, arg1: float, arg2: int) => nonesource
Variables
*lava-time*: floatsource
*lightning-frame-done*: symbolsource
*lightning-realtime-done*: symbolsource
*rolling-spheres-light1*: inline-arraysource
*rolling-spheres-light3*: inline-arraysource
*rolling-spheres-on*: inline-arraysource
Types
palette-fade-controls: basicsource
Fields
type: type
control: palette-fade-control
Methods
reset!(obj: palette-fade-controls) => symbolsource
set-fade!(obj: palette-fade-controls, arg0: int, arg1: float, arg2: float, arg3: vector) => objectsource
time-of-day-context: basicsource
Fields
type: type
active-count: uint32
interp: float
current-interp: float
moods: mood-context
current-fog: mood-fog
current-sun: mood-sun
current-prt-color: vector
current-shadow: vector
current-shadow-color: vector
light-group: light-group
title-light-group: light-group
time: float
target-interp: float
erase-color: rgba
num-stars: float
light-masks-0: uint8
light-masks-1: uint8
light-interp: float
sky: symbol
sun-fade: float
title-updated: symbol
time-of-day-proc: processsource
Fields
type: type
name: basic
mask: process-mask
parent: pointer
brother: pointer
child: pointer
ppointer: pointer
self: process-tree
pool: dead-pool
status: basic
pid: int32
main-thread: cpu-thread
top-thread: thread
entity: entity-actor
state: state
trans-hook: function
post-hook: function
event-hook: function
allocated-length: int32
next-state: state
heap-base: pointer
heap-top: pointer
heap-cur: pointer
stack-frame-top: stack-frame
connection-list: connectable
stack: uint8
year: int32
month: int32
week: int32
day: int32
hour: int32
minute: int32
second: int32
frame: int32
time-of-day: float
time-ratio: float
star-count: int32
stars: sparticle-launch-control
sun-count: int32
green-sun-count: int32
green-sun: sparticle-launch-control
moon-count: int32
moon: sparticle-launch-control
States
time-of-day-tick: TODO
Variables
Functions
init-time-of-day() => nonesource
init-time-of-day-context(arg0: time-of-day-context) => nonesource
Set up the title-light-group.
set-time-of-day(arg0: float) => nonesource
Manually set the time of day.
start-time-of-day() => nonesource
Start up the time of day process. Kill any existing ones
time-of-day-setup(arg0: symbol) => symbolsource
This function is weird. Returns if time of day will tick forward or not.
If you set arg0 it will toggle on/off time of day.
Otherwise, calling the function has no side effects.
time-of-day-update() => nonesource
update-time-of-day(arg0: time-of-day-context) => nonesource
Update the time of day context